Revision e066a33 by Campbell Barton August 26, 2015, 01:27 (GMT) |
Fix crash setting the screen when one is maximized |
Revision 2e6cbd9 by Campbell Barton August 26, 2015, 00:15 (GMT) |
Fix T45901: Smooth-view w/ bg-image glitch It was possible to rotate the view while the view was already moving causing background images to show when they shouldn't. |
Revision 2f0eb2b by Campbell Barton August 25, 2015, 23:53 (GMT) |
Revert "Increase Smooth_View limit to 10.000" This reverts commit 1ed1f2f3abd6cdb9134ca3f70c1d504c3fb66c50. Waiting 10 seconds to change view isn't practical. Further it expose issues where users can attempt to activate tools during view motion, Some work, others give issues, this just isn't going to be properly supported. View animation features are fine, but this isn't the purpose of the smooth-view option. |
Revision c62ebef by Bastien Montagne August 25, 2015, 19:12 (GMT) |
Usual i18n messages fixes. Also had to update i18n scripts to new BLT module... |
Revision a879dd3 by Bastien Montagne August 25, 2015, 17:36 (GMT) |
FileBrowser: Fix broken 'extend' behavior of walk select mode. Glitch when I merged new walk code in asset-experiments most likely... Thanks to Dalai (dfelinto) who notified that on IRC. |
Revision 7dc75ea by Sergey Sharybin August 25, 2015, 16:32 (GMT) |
Fix T45904: Cycles bug after recent triangle intersect changes Calculated cross product from wrong vectors by accident. |
Revision 9e188fd by Dalai Felinto August 25, 2015, 16:31 (GMT) |
Fix walk navigation: scene unit used even when unit not set |
Revision ad0c2d6 by Sergey Sharybin August 25, 2015, 16:12 (GMT) |
Fix T45789: Materials with transparency not properly rendered in viewport in Material Render mode This is a bit tricky one -- ideally viewport should detect whether alpha is used in the shader tree and if so do separate viewport pass for that objects. But in practice it's really tricky to detect whether alpha is affected by shader or not without evaluating the tree for all possible input values. We also can't assume that alpha might always be affected because it'll slow viewport drawing down. For until some smart solution is found simply expose alpha blending mode used by the viewport. It could be found below the Viewport Color settings. |
Revision 79af9b1 by Joshua Leung August 25, 2015, 14:30 (GMT) |
Action Management Feature Request/Regression T45535 By popular request, restored the ability to shift-click on the X (unlink) button to unlink the action (from the active action slot), clear the Fake User, and also remove the NLA-stashed copy (only works for the current object/NLA stack though). |
Revision 27bdc1a by Joshua Leung August 25, 2015, 14:30 (GMT) |
Preemptive fix for search-buffer size issues Forgot to increase the size of the string buffer in b88d8916e44f998c4f0bc397b29b0d6ff0f011e9 While this wouldn't have caused problems in most cases (since most modifier names are short), in the rare event that a long modifier name exists, the buffer may have ended up being truncated prematurely, causing the wrong FCurves to get matched. |
Revision af9838a by Sergey Sharybin August 25, 2015, 13:34 (GMT) |
OpenSubdiv: Fix/workaround shader compilation when going to GLSL mode |
Revision f4b6557 by Campbell Barton August 25, 2015, 13:32 (GMT) |
Fix T45776: Rotate around selected fails in texture-paint mode w/ armature Only rotate around the active pose bone when in weight-paint mode too. |
Revision 41ae6d7 by Sergey Sharybin August 25, 2015, 13:22 (GMT) |
OpenSubdiv: Support multiple materials for GLSL view |
Revision 669f2f0 by Sergey Sharybin August 25, 2015, 13:12 (GMT) |
OpenSubdiv: Remove partitioned mesh interface It's hopefully no longer needed, at least not needed for as long as single ptex face corresponds to a single patch which should be always correct for uniform subdivisions as far as i know. |
Revision f1e6847 by Sergey Sharybin August 25, 2015, 13:11 (GMT) |
OpenSubdiv: Support for multiple materials in solid shading mode Implementation is less optimal compared to non-opensubdiv drawing but it is now as good as we can do it without affecting on how patches are being created by OpenSubdiv. |
Revision 50917ed by Campbell Barton August 25, 2015, 12:57 (GMT) |
Fix T45853: Edge-slide UV-correct jitter |
Revision ba5807c by Sybren A. Stüvel August 25, 2015, 11:42 (GMT) |
BGE: added bge.logic.{get,set}AnimRecordFrame functions By using getAnimRecordFrame(), game developers have access to the frame number used by the "Record animation" feature. This enables them to record additional information in Blender's F-Curves and ensuring perfect synchronization with the information already recorded by Blender. The setAnimRecordFrame() can be used to change the frame number at which animations are recorded, for example to introduce delays the recording that do not require delays in the actual game/simulation run. The getter/setter functions in KX_KetsjiEngine are not directly named after property they access (m_currentFrame). I found "current frame" to be too vague for a public interface, hence chose a more descriptive name. Reviewers: moguri, hg1, campbellbarton, panzergame, aligorith Reviewed By: panzergame, aligorith Differential Revision: https://developer.blender.org/D1449 |
Revision 6f7eb62 by Sergey Sharybin August 25, 2015, 11:24 (GMT) |
Avoid include header from previous commit when building without OpenSubdiv |
Revision 3db3145 by Sergey Sharybin August 25, 2015, 11:23 (GMT) |
OpenSubdiv: Make it more obvious that None compute type actually disables OpenSubdiv |
Revision 0d33d30 by Sergey Sharybin August 25, 2015, 11:16 (GMT) |
OpenSubdiv: Fill in some missing drawing callbacks of CCGDM |
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