Revision 179ffef by Campbell Barton April 29, 2015, 09:43 (GMT) |
BMesh: replace smallhash flag for checking doubles |
Revision e1ecd39 by Campbell Barton April 29, 2015, 09:42 (GMT) |
BMesh: avoid over-counting vert-edges |
Revision 728d4f2 by Campbell Barton April 29, 2015, 09:42 (GMT) |
Cleanup: headers |
Revision 615414f by Sergey Sharybin April 29, 2015, 09:30 (GMT) |
SCons: Ignore .svn folder when installing site-packages |
Revision e37373d by Antonis Ryakiotakis April 29, 2015, 09:19 (GMT) |
Revert commit with perspective depth offset, makes simple cases such as loopcuts on cube have zfighting. |
Revision 029bd44 by Sergey Sharybin April 29, 2015, 08:57 (GMT) |
SCons: Fix wrong flags usage after recent stdc89 changes CCFLAGS are used for both C and C++ compilers and one is better not to pass C-related flags to C++ compiler. C-compiler flags are to be passed via CFLAGS variable. |
Revision f4d7f52 by Sergey Sharybin April 29, 2015, 08:47 (GMT) |
Buildbot: Fix typo in error message |
Revision f8540d7 by Dalai Felinto April 28, 2015, 21:08 (GMT) |
RenderResult should have a valid view whenever possible |
Revision f9d23b8 by Campbell Barton April 28, 2015, 20:08 (GMT) |
Rewind fix for T44505 (leave in ifdef'd) This makes selection fail in simple cases, default cube subdiv 10x for eg. |
Revision cbb6013 by Campbell Barton April 28, 2015, 19:36 (GMT) |
Error in last commit |
Revision e0ae693 by Campbell Barton April 28, 2015, 19:32 (GMT) |
Store bit-depth for reuse, replace loop with shift |
Revision d2ac3ab by Sergey Sharybin April 28, 2015, 19:23 (GMT) |
Compilation error fixes for strict compiler flags |
Revision 859ac8f by Antonis Ryakiotakis April 28, 2015, 18:41 (GMT) |
Fix ortho part of T44505 In this case we can calculate an offset without worrying about perspective correction. Unfortunately if looking from a camera we still have depth issues here. There's no really general case that can fix this so I'm leaving this as is. |
Revision 85ae4b8 by Tamito Kajiyama April 28, 2015, 15:57 (GMT) |
Fix T44404: freestyle crashes blender. The reported crash case seems to be caused by freeing compiled Python objects in a thread. Now this issue is avoided by allocating a buffer to store a Python script and using BPY_string_exec() to run the script. This makes it unnecessary to repeatedly create and destroy Text data blocks. Many thanks to Campbell Barton for his help on the bug fix. |
Revision 7851534 by Campbell Barton April 28, 2015, 15:37 (GMT) |
disable ARRAY_SIZE fixed length check for Clang |
Revision 7615498 by Antonis Ryakiotakis April 28, 2015, 15:18 (GMT) |
Alleviate somewhat the issue of T44505 Issue is zfighting with wire of mesh when parts of the mesh are close together. We can make this slightly better by reducing the offset, however this offset is calculated pre-perspective division and can vary greatly with distance. Correct approach would be using polygon offset, however we draw mesh wireframes as lines, (not polygons with polygon mode line) so this approach will not work. Alternatively, we could set an offset in a shader, however we don't have code for that either. |
Revision be228d3 by Campbell Barton April 28, 2015, 14:29 (GMT) |
Curves: don't use 'charidx' for regular curves Code attempted to sync them with materials, but its not needed (and wasn't reliable). |
Revision 34abe82 by Bastien Montagne April 28, 2015, 14:01 (GMT) |
Fix T44522: loop remapping between meshes when using 'nearest vert, best matching normal' modes would fail on coplanar faces (or smooth verts). Loop remapping is really a tricky topic... For now, we enhance a bit more our Frankenfunc by using distance between dest and source polygons as fallback in case we have too much similar normals... Probably not a perfect solution, but should be robust enough I hope. One core question remains open though: do we want to stick to 'use only seams to detect UV islands'? This makes things much simpler, but will obviously fail in case of actual islands without matching seams. :/ |
Revision 57a107c by Bastien Montagne April 28, 2015, 14:01 (GMT) |
Minor cleanup in comments. |
Revision f8c3834 by Antonis Ryakiotakis April 28, 2015, 13:42 (GMT) |
Fix T44516 grid lines obscuring selection outline. Was changed to draw after meshes without depth mask to make grid not contribute to compositing effects. Now only draw it like this when we do compositing (unfortunately can't have both). |
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