Blender Git Loki

Blender Git commits from all branches.

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July 29, 2008, 15:27 (GMT)
July 28, 2008, 22:54 (GMT)
branches/blender-2.47

Merge from trunk:
Revision: 15854

July 28, 2008, 19:31 (GMT)
branches/blender-2.47

Merge from trunk:
Revision: 15835
Revision: 15843

July 28, 2008, 14:35 (GMT)
July 28, 2008, 02:05 (GMT)
branches/blender-2.47

Merge from trunk:
Revision: 15756
Revision: 15758
Revision: 15766
Revision: 15768
Revision: 15769
Revision: 15772 (Only constraint mesh-targets)
Revision: 15775
Revision: 15776
Revision: 15787
Revision: 15803
Revision: 15805

July 27, 2008, 20:09 (GMT)
Removed old multires file write code.

July 27, 2008, 20:01 (GMT)
Removed mdisps from the default customdata of derivedmeshes since it's no longer needed. Fixes putting, e.g., a smooth modifier after multires.

July 27, 2008, 19:53 (GMT)
Merged with r15805

July 27, 2008, 19:21 (GMT)
Somewhat hacky support for undo in sculptmode; does a copy of MVert DerivedMesh data when pushing undo, but not for regular save/load.

July 26, 2008, 15:38 (GMT)
July 26, 2008, 04:36 (GMT)
July 25, 2008, 10:55 (GMT)
Apricot Branch: bugfix, don't let material ipo's update the
obcolor in the game engine, otherwise there's two ipo's
updating the same value, and which one is the final value is
undefined.

July 25, 2008, 05:39 (GMT)
More speed/memory improvements to multires update.

July 25, 2008, 03:34 (GMT)
branches/blender-2.47

Merge from trunk:
Revision: 15704
Revision: 15707
Revision: 15726
Revision: 15748
Revision: 15751

July 25, 2008, 03:13 (GMT)
Reduced the multires memory usage a bit during level creation and level update.

July 24, 2008, 22:49 (GMT)
Removed some unneeded data copies made in MultiresDM.

July 24, 2008, 21:50 (GMT)
Removed some unused data/functions from the MultiresDM

July 24, 2008, 21:36 (GMT)
Minor cleanup of some unused multires data

July 24, 2008, 18:00 (GMT)
Apricot Branch: GLSL
====================

* Added ObColor support, though it works different than for TexFaces.
It used a new ObColor option in the materials, which will modulate
the final color/alpha with the object color and alpha, also works
in the render engine.
* Made GLSL check the ZTransp flag. A material is now only drawn
transparent if this flag is enabled, a bit more consistent with the
render engine.
* Fix for bug #17359: crash related subsurf + editmode GLSL.

July 24, 2008, 07:06 (GMT)
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021