Revision c760c0d by Campbell Barton April 27, 2015, 15:18 (GMT) |
Cleanup: use mul_v3_mat3_m4v3 |
Revision 4a80c4f by Dalai Felinto April 27, 2015, 15:10 (GMT) |
Multi-View: Code cleanup I finally put the time into understanding what was going on here. Basically RE_AcquireResultImage() produces RenderResults without RenderViews. That will be fine for now since I'm planning to refactor RenderResult soon. |
Revision f809eef by Dalai Felinto April 27, 2015, 13:41 (GMT) |
Muti-View: viewport crashes when empty is active camera - reported over IRC by Campbell Barton |
Revision b315fcb by Dalai Felinto April 27, 2015, 13:41 (GMT) |
Fix T44514 Crash under cycles rendering using F12, based on patch from Gaia Clary |
Revision e1ed47e by Campbell Barton April 27, 2015, 12:46 (GMT) |
Fix T44512: Cycles fails normal bake /w scale flip |
Revision 9dadc8f by Campbell Barton April 27, 2015, 11:52 (GMT) |
Math Lib: add mul_v3_mat3_m4v3 |
Revision 3f80acc by Campbell Barton April 27, 2015, 09:17 (GMT) |
Fix T44011: Ruler/Knife/Loop-cut fail in quad-view This is a kind of sloppy-focus, resolving long standing bug with loop-cut/knife/ruler /w quad-view. Where activating a tool would lock onto one of quad-views, especially problematic when activating from the toolbar or menus. |
Revision 5df939f by Campbell Barton April 27, 2015, 09:00 (GMT) |
Py API: expose operator runtime flags eg from operator invoke/execute: self.options.is_grab_cursor |
Revision 5e1eb8c by Campbell Barton April 27, 2015, 08:58 (GMT) |
Cleanup: rename GRAB_POINTER -> GRAB_CURSOR Term pointer is overloaded already. |
Revision ddb5f96 by Campbell Barton April 26, 2015, 17:35 (GMT) |
Sculpt: symmetrize was leaving edge-tags dirty This is used for the edge-queue |
Revision 24448e1 by Campbell Barton April 26, 2015, 17:34 (GMT) |
Correct own error in recent sculpt changes mixed up squared nonsquared length, also remove invalid verify check. |
April 26, 2015, 15:35 (GMT) |
April 26, 2015, 14:29 (GMT) |
BGE : addObject in python without reference object. Making the reference argument optional for the addObject function. ``` scene.addObject("Cube") ``` This allows to keep the rotation, scale and position of the original object. To avoid layer problems with lights if the reference arguments is None, the new object have the same layer than the active layers in scene. Reviewers: lordloki, moguri, hg1, sybren Reviewed By: hg1, sybren Subscribers: agoose77 Projects: #game_engine Differential Revision: https://developer.blender.org/D1222 |
Revision 3524676 by Campbell Barton April 26, 2015, 11:26 (GMT) |
BMesh: increase subdiv smooth strength Now 1.0 gives near spherical output |
Revision 2069187 by Campbell Barton April 26, 2015, 10:34 (GMT) |
Cleanup: bmesh subdivide var names were a bit cryptic, set return arg last. |
Revision 2374cb3 by Campbell Barton April 26, 2015, 09:20 (GMT) |
BMesh: subdiv smooth, use simpler even calculation Was checking all vertices adjacent faces, now just compare the difference between normal angles. Also default to inverse-square for loopcut-subdiv falloff. |
Revision e1ca127 by Campbell Barton April 26, 2015, 09:12 (GMT) |
Cleanup: subdivide smooth vertex placement |
Revision 6e02f1d by Campbell Barton April 26, 2015, 08:35 (GMT) |
BMesh: use inverse-square falloff /w smooth-subdiv Resolves ugly artifacts with multi-cut. |
Revision c2f7cff by Campbell Barton April 26, 2015, 08:31 (GMT) |
Add inverse-square falloff to bmesh, mask & compo. |
Revision d333143 by Campbell Barton April 26, 2015, 07:19 (GMT) |
BMesh: use const for API calls |
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