Revision c7ac0ed by Bastien Montagne January 25, 2014, 08:01 (GMT) |
Fix T38359: Not a bug, but better to grey out Material selector of particles when using Object or Group render type (since we always use duplicated objects' materials in this case!). |
Revision c0a4089 by Bastien Montagne January 24, 2014, 21:13 (GMT) |
Fix T38356: Crash when UIList.filter_items returns too few items. |
Revision 28564e1 by Howard Trickey January 24, 2014, 17:52 (GMT) |
Change tooltip text for Vertex Group in Bevel Modifier. Reflects previous commit that now allows this group to control edge bevels too. |
Revision 2a8f6e2 by Howard Trickey January 24, 2014, 17:42 (GMT) |
Bevel modifier can use vertex groups for edge bevel now. Until now, the "vertex group" limit method in the modifier only worked for "vertex only" bevels. With this change, edges with both ends in a vertex group will be beveled in the non-"vertex only" case. Also changed the test for being in a vertex group from "any nonzero weight" to "weight >= 0.5". This is because cascaded bevels on disjoint vertex groups did not give disjoint bevels, because weight interpolation would give non-zero weights to newly created vertices in earlier bevels. Chose 0.5 because that won't result from interpolation, but still allows some dilution (e.g., cascaded bevels on the same vertex group). |
Revision 9e2ebec by Bastien Montagne January 24, 2014, 16:49 (GMT) |
Add convinient access to full bitangent for loops (some export formats like FBX expect full bitangents, better to compute them in C than in python...) |
Revision 257f408 by Brecht Van Lommel January 24, 2014, 15:12 (GMT) |
Fix T38347: adding object visibility keyframes in the outliner groups and libraries view not working. This was disabled in the operator, there may have been a reason for this at some point, but I can't see any reason to disallow it in the current code or find a good reason why it was done in the commit logs. |
Revision 01c1790 by Howard Trickey January 24, 2014, 15:07 (GMT) |
Make multisegment bevel profiles even for all parameters. The method for calculating points on the profile for non-circles and non-lines meant that the segments making up an edge had uneven widths. Use a numeric search technique to find superellipse evaluation points that lead to equal-sized chords across the profile. Also calculate the actual profile points sooner, so that they don't have to be recalculated again and again. This also sets up for a possible later feature of arbitrary profile shapes, set by user. |
Revision 544b7e6 by Thomas Dinges January 24, 2014, 11:59 (GMT) |
Cycles Standalone: Add a help message, which appears when pressing the "h" key. This is very basic for now, but can be extended with more info (available devices for example) later. Thanks to Bastien and Sergey for some help with the glRect coordinates stuff. |
Revision 456dc16 by Sergey Sharybin January 24, 2014, 08:29 (GMT) |
Fix currently harmless issue with converting ImBuf from sequencer space |
Revision f0b9b65 by Sergey Sharybin January 24, 2014, 08:06 (GMT) |
Revision 67f1fd2 by Dalai Felinto January 24, 2014, 04:10 (GMT) |
game engine: implement hitMaterial for collision and ray sensors Reviewed By: moguri, kupoman Differential Revision: https://developer.blender.org/D167 |
Revision 52f2c8a by Bastien Montagne January 23, 2014, 21:30 (GMT) |
Add support for new "bl_category" member (new panels "tabs" system). |
Revision 18db6c5 by Bastien Montagne January 23, 2014, 19:17 (GMT) |
Revision 037730b by Jonathan Williamson January 23, 2014, 18:30 (GMT) |
Make Tab Divider interopolate between the region background and tab outline. Previously the divider was using the region background and the region text, leading to bad outlines with custom themes. This makes the outline behave more expectedly and allows better control. |
Revision 0f72a8a by Sergey Sharybin January 23, 2014, 18:18 (GMT) |
Fix T38337: Crash when calling to_mesh() on a Curve object after clearing its parent This is rather a workaround which only works because curve evaluation is only called for a temporary object. Not a big deal if we'll skip path creation for such objects. Still would need to think of general solution. |
Revision 9f90320 by Brecht Van Lommel January 23, 2014, 17:49 (GMT) |
Fix T36165: blender internal HDR textures with negative values got clamped. For example for vector displacement, you may have an EXR texture that has negative colors values. Blender clamps these by default, now the Colors panel for textures has a Clamp option to disable this clamping. This option affects all texture types and is enabled by default, you need to disable it if you want negative values to have an influence. Patch by Fredrik Hansson with modifications by me. |
Revision b119f47 by Brecht Van Lommel January 23, 2014, 17:14 (GMT) |
Fix T37302: cycles slow hair export with many hairs, especially on Windows. |
Revision 0847549 by Brecht Van Lommel January 23, 2014, 16:47 (GMT) |
Fix T37685: automatic weights affected by face masking outside weight paint mode. Only when in weight paint mode should it check the selected vertices and faces, in object mode it should just affect the entire mesh. |
Revision c37e8ec by Bastien Montagne January 23, 2014, 13:52 (GMT) |
Cleanup: int/short to bool in BKE_cdderivedmesh.h functions (and TRUE/FALSE to true/false in code using them). |
Revision 26ae14d by Sergey Sharybin January 23, 2014, 13:35 (GMT) |
Fix crash when changing space type to 3D space when having multiple windows it is possible that different windows shares scene but displays different layers. And it's also possible that different areas in the same window will show different layers. First case was violated in `dag_current_scene_layers()` which only checked scene layers only once and if multiple windows shares the same scene only one window was handled. Now made it so layers from all windows will be squashed together into a single `DagSceneLayer`. This mainly solves issue with `DAG_on_visible_update()` which didn't work reliable with multiple open windows. Second case required call of `DAG_on_visible_update()` when changing space are type. This commit slows things a bit actually because `dag_current_scene_layers()` is actually called on every main WM loop iteration. It is possible to speed some logic up perhaps. Not sure it's so much critical to do now because there are unlikely to be more than few windows open anyway. Will rather think of skipping all that flushing things if no objects are tagged for update actually. |
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