Revision 7c06167 by Antonis Ryakiotakis July 17, 2015, 12:56 (GMT) |
Change winding of looptris in subsurf so they point to the same direction as the surface. |
Revision 5f09348 by Antonis Ryakiotakis July 17, 2015, 12:46 (GMT) |
Fix crash texpainting on subsurfed meshes. Unfortunately, loops and polys are generated, therefore we need to keep copies. Still not painting after this commit but at least no crash now. |
Revision 82e27f5 by Campbell Barton July 17, 2015, 12:09 (GMT) |
Cleanup: ws & correct comment |
Revision 416d164 by Campbell Barton July 17, 2015, 11:59 (GMT) |
Projection Paint: move to looptri data |
Revision e1606e8 by Campbell Barton July 17, 2015, 11:59 (GMT) |
Don't create MFace's when calculating normals Instead only create MFace layer when its requested |
Revision 19614f4 by Campbell Barton July 17, 2015, 11:59 (GMT) |
Add macro BKE_MESH_TESSTRI_VINDEX_ORDER gives the index of a vertex in a looptri |
Revision c23d29c by Antonis Ryakiotakis July 17, 2015, 11:27 (GMT) |
Revision 1b8e0d0 by Antonis Ryakiotakis July 17, 2015, 10:25 (GMT) |
Fix no longer being possible to display a suzanne with 8 levels of subdivision. Classic integet overflow/size_t substitution case. Machines are getting powerful enough to easily expose these kinds of error now. |
Revision 0b121d6 by Bastien Montagne July 17, 2015, 10:19 (GMT) |
Cleanup image's poll funcs. Checking space returned from CTX_wm_space_image() is SPACE_IMAGE type... tssst. :) |
Revision 1255ac1 by Bastien Montagne July 17, 2015, 10:19 (GMT) |
Fix T45462: Do not enale 'replace image' op with packed images. |
Revision 37017d1 by Bastien Montagne July 17, 2015, 10:19 (GMT) |
Let's use proper helpers for debug-only vars... |
Revision 9bcf1bb by Lukas Toenne July 17, 2015, 09:59 (GMT) |
Fix for nodeitems module using the NODE_MT_add menu types from bl_ui. This is basically a bad-level call: ui scripts are registered *after* the modules. It only works for addons because those are loaded even later. Now the nodeitems_utils module just defines a function which is then called by the UI script, rather than the other way around. |
Revision 4052384 by Sergey Sharybin July 17, 2015, 07:54 (GMT) |
Make strict flags happy in release builds |
Revision 4093630 by Campbell Barton July 16, 2015, 18:26 (GMT) |
Remove MTFace DM_paint_uvlayer_active_get func |
Revision 67acde9 by Campbell Barton July 16, 2015, 18:22 (GMT) |
Fix for error in looptri commit Sculpting w/ subsurf crashed |
Revision 9d090c4 by Campbell Barton July 16, 2015, 18:15 (GMT) |
Split ray_face_intersection into quad/tri versions Since many callers only need a single triangle |
Revision 595a491 by Campbell Barton July 16, 2015, 17:55 (GMT) |
Add tessellation data to DerivedMesh (LoopTri) This stores loop indices into the loop array giving easier acess to data such as vertex-colors and UV's, removing the need to store an MFace duplicate of custom-data. This doesn't yet move all internal code from MFace to LoopTri just yet. Only applies to: - opengl drawing - sculpting (pbvh) - vertex/weight paint Thanks to @psy-fi for review, fixes and improvements to drawing! |
Revision c8f6313 by Dalai Felinto July 16, 2015, 15:53 (GMT) |
Fix T45428: Sometimes in a dupligroup linked actuators are not triggered Revert "BGE: Cleanup : merge 3 loop in 1 in function DupliGroupRecurse." This reverts commit 371e5f25a054759014efa27c6fe4d497854ed64e. The fix is basically to revert the cleanup commit 371e5f25 (and 3d658bf7) Also 5dc22fbbf had to be adapted to the reverted code. Conflicts: source/gameengine/Ketsji/KX_Scene.cpp |
Revision 2fe92243 by Bastien Montagne July 16, 2015, 15:45 (GMT) |
Fix T45459: Edge Length with Separate Units Displayed As 1m 100cm. Our 'unit epsilon' was too small, given the fact we only display up to four digits usually... |
Revision f2087b4 by Bastien Montagne July 16, 2015, 15:28 (GMT) |
Fix T45451: File Browser crash on 16bits PNG image previews. Issue was that with those files, Blender generate a float image by default, not a byte one... Now, we ensure in two places we only get a byte imbuf for our thumbnails! |
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