Revision a720c47 by Gaia Clary July 13, 2014, 19:52 (GMT) |
Tooltip improvements for modifier functions |
Revision c7ba6ea by Tamito Kajiyama July 13, 2014, 14:17 (GMT) |
Freestyle: minor docstring fixes. |
Revision 0fc05c1 by Bastien Montagne July 13, 2014, 13:16 (GMT) |
Followup to rB320b7a59c3eed: also handle background image ID refcount when duplicating/freeing View3D. |
Revision e35845d by Thomas Dinges July 13, 2014, 10:06 (GMT) |
Fix T40987: Distant Lamps have no influence on Volumes. Differential Revision: https://developer.blender.org/D639 |
Revision cfbc495 by Campbell Barton July 13, 2014, 03:53 (GMT) |
BMesh: minor speedup to BM_face_split_edgenet |
Revision 15a6911 by Campbell Barton July 13, 2014, 02:58 (GMT) |
BMesh: remove error check on radial loops and consistent naming |
Revision c04f301 by Campbell Barton July 12, 2014, 06:48 (GMT) |
Replace BLI_SMALLSTACK_FREE with fake user (quiet warnings in msvc) |
Revision 5e3e095 by Campbell Barton July 11, 2014, 23:09 (GMT) |
Code Cleanup: use const |
July 11, 2014, 23:00 (GMT) |
BGE debug API and actuator This patch adds some new debug methods to the KX_GameObject for manually adding the debug list and bge.render for controlling the debug visualization. It also adds a new debug actuator, which allows to control the same functions. This patch is a updated version of T33701. Thread on Blenderartists: http://blenderartists.org/forum/showthread.php?264745-Debug-proerties-for-added-objects-patch&p=2256018&viewfull=1#post2256018 Reviewers: moguri Reviewed By: moguri Differential Revision: https://developer.blender.org/D635 |
Revision 9327816 by Campbell Barton July 11, 2014, 22:44 (GMT) |
Correct error in BM_face_split_edgenet when no faces are split |
Revision db1ab7b by Bastien Montagne July 11, 2014, 17:52 (GMT) |
Fix potential bug in loop normals code. Even if we cannot use computed lnor, we still have to empty the fan stack of lnors! |
Revision 4097f9c by Antonis Ryakiotakis July 11, 2014, 16:17 (GMT) |
Another attempt for T40981, clipping border does not work with GLSL on ATIs. This is actually a test to see if this can be enabled on ATI cards. According to various sources, newer ATI cards supporting GLSL 3.0 support gl_ClippingDistance in shaders, which is the forward compatible way to do custom clipping. This fix will bind 6 additional varying variables on ATIs, which may lead to some shaders not compiling due to limiting out of those variables, or to performance degradation. Also I do not have an ATI handy to test. Having those in mind, this commit may well be reverted later. Clipping planes are usually 4 (6 is for cube clipping), but making shaders depend on viewport state is really bad, and would lead to recompilation, so I took the worst case here to avoid that. Hopefully driver does some optimization there. |
Revision 1aabbf8 by Dalai Felinto July 11, 2014, 14:44 (GMT) |
View3D Walk: Use scene gravity instead of hardcoded value (fix T40921) Differential Revision: https://developer.blender.org/D636 |
Revision 92c8dd1 by Dalai Felinto July 11, 2014, 14:43 (GMT) |
View3D Walk: Rename gravity by gravity_state (cleanup) |
Revision 594ff72 by Sergey Sharybin July 11, 2014, 12:21 (GMT) |
Fix T41023: Specific material cause bad render result, different on CPU/GPU Issue was caused by too much aggressive optimization, which skipped execution of some nodes leading to an uninitialized memory read in SVM stack. |
Revision 4633e65 by Lukas Toenne July 11, 2014, 10:16 (GMT) |
Fix T41019: Calculate Mass does not calculate actual volume. This was a ToDo item, for mesh-based rigid body shapes (trimesh, convex) the operator was simply using the bounding box volume, which can grossly overestimate the volume and mass. Calculating the actual volume of a mesh is not so difficult after all, see e.g. http://research.microsoft.com/en-us/um/people/chazhang/publications/icip01_ChaZhang.pdf This patch also allows calculating the center-of-mass in the same way. This is currently unused, because the rigid body system assumes the CoM to be the same as the geometric object center. This is fine most of the time, adding such user settings for "center-of-mass offset" would also add quite a bit of complexity in user space, but it could be necessary at some point. A number of other physical properties could be calculated using the same principle, e.g. the moment of inertia. |
Revision 78d38a9 by Campbell Barton July 11, 2014, 05:30 (GMT) |
BLI_array: avoid mixing terms count/length |
Revision 315609e by Mitchell Stokes July 11, 2014, 05:14 (GMT) |
Fix T40257: Frustum culling not working properly This is mostly the same fix as before, but now code depending on culling checks is executed after KX_Scene->CalculateVisibleMeshes(). As a side-effect, LoD checks and animation culling now use the current frame's culling information rather than the previous frame's. |
Revision d419e2e by Campbell Barton July 11, 2014, 05:07 (GMT) |
WM: add WM_operator_properties_create_ptr Call operator types directly and avoid a lookup when their known. |
Revision dd9a33d by Campbell Barton July 11, 2014, 00:32 (GMT) |
Add mesh tool to split faces by wire edges (face menu) This can be used in a similar way to the knife tool, but the edges are manually setup first. |
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