Blender Git Commits

Blender Git "master" branch commits.

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October 28, 2004, 14:47 (GMT)
Report 1659
Delete object, after selecting it in Oops (not outliner!) crashed blender.
October 28, 2004, 14:13 (GMT)
New 'visible only' select didnt work correct when parts of faces were
hidden. The drawing function needs to return the actual face total, not
the amount that was drawn
October 28, 2004, 12:38 (GMT)
Fix for #1666

There's a conflict between global undo and editmode undo. The first one
reloads a .blend actually, so pointers change all over. The latter still
uses the object pointers for checks. To resolve that the editmode undo
system cleans its stack based on object names, not pointers.

In previous code I tried something smart to prevent undo stacks being
reused when you delete an object, and add new object with same name.
That didn't go OK in all cases... so I accept this little quirk for now
(rename object still works though, wont clean the undo stack)
October 28, 2004, 11:03 (GMT)
Fix for report #1671

When you load sound in sequencer, most buttons for the sound where not
displayed (game engine usage only). But half of these buttons are useful
for renaming file paths or make relative paths. Just brought back the
entire panel, with clear info in tooltip what settings apply engine only
October 27, 2004, 10:39 (GMT)
Bug #1690

Crash on large mesh while vertex painting. Was combo of using shorts
(signed) and just a too low limit (64k).
Now it uses integer for main lookup table and max is 512k. Still an
artificial limit, but this wont crash when you exceed faces, just give
nice warning :)
October 27, 2004, 09:59 (GMT)
Fix for #1691

Using octree resolution 512 easily could overflow fixed sized array that
holds all node branches. Had to jack that up...
October 27, 2004, 09:25 (GMT)
Bug #1686

Subsurf, optimal; the outline-selected-draw now uses a normal wireframe
(not optimal) giving a nicer outline.
October 27, 2004, 08:48 (GMT)
bug #1681

Using a too short string for a file path (plugin) caused crash
October 27, 2004, 08:41 (GMT)
Fix for #1679

When rendering from localview, the lamp layers were not evaluated properly
for "Layer" option in Lamps. This because localview uses layers 24-31. :)

Fix is simple; just not use localview layers for lamp while render.
October 27, 2004, 07:41 (GMT)
Put back frontbuffer drawing for link-lines, used in the logic editor.
No quick & nice method can be found to prevent using frontbuffer for now.
October 26, 2004, 21:33 (GMT)
Fix in Makefile for added png library
October 26, 2004, 21:10 (GMT)
Bug #1670

Just one simple report, 4-5 hours work...
reported was that selecting in action+nla window is slightly off. Quite
annoying. It appeared to be a wrong usage of View2D facilities, causing
part rewrite of a lot of stuff here. Mainly did it as excercise, to get
better understanding of all of this. Would need some testing though!

PLus; fixed crash while using "single user" menu with Ipos in Object.
October 26, 2004, 18:47 (GMT)
Added glBlendFunc() in draw menu, but that's zealotic... anyhoo, who knows
it solves issues with transp menus
Revision 06cb471 by Kent Mein
October 26, 2004, 13:04 (GMT)


Fix so it compiles on my machine....

Changed:
row_pointers = new (png_bytep) [(GetHeight() * sizeof(png_bytep))];
to:
row_pointers = new png_bytep [(GetHeight() * sizeof(png_bytep))];

Thanks emil....

Kent
October 26, 2004, 12:52 (GMT)
Enabling transparent pulldown/popup menus in Blender. Speed of drawing is
not affected when using standard (alpha=255) settings.

Only the backdrop for menus and unselected items can be transparent, the
highighted (active) item remains solid colored.

Just fun eyecandy tho :) but the recode of menu enables this easily.
October 26, 2004, 00:52 (GMT)
Bugfixes:
Blender hemilight shadow flag now ignored (reported by varuag).
Texture axes were not exported for procedural textures.
Duplicate armatures were not handled correctly (reported by richie).
Triangle uv-coord splitting (reported by anael, richie & Alvaro).

Additions:
Material 'TexFace' mode now works too, as in Blender it functions as an extra
first texture channel, replacing the base color.

The new noise functions for procedural textures are now supported in yafray,
but is not quite completed yet, still undergoing changes.
(needs yafray from cvs).

The 'power' button has been renamed to 'EmitPwr', since it controls background,
arealight (including lamp with radius) & material emit power.
This button can now be used with the 'SkyDome' method as well to control
background lighting.
To control indirect lighting power, a button called 'GI pwr' has been added,
only use this when really necessary, first try modifying 'EmitPwr' instead.

Removed:
The 'gradient' button. This includes the python code to set
this parameter as well.
October 25, 2004, 15:52 (GMT)
add necessary include paths for scons needed after fix for screenshot. NOTE: GPC_Canvas.cpp doesn't compile with msvc7 currently!
October 24, 2004, 23:50 (GMT)
Tweek the stereo settings: allow negative eye separation.
October 24, 2004, 23:48 (GMT)
Do a complete physics timestep each step instead of some per frame
October 24, 2004, 11:03 (GMT)
Port stereo stuff from tuhopuu2: anaglyph, vinterlace
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021