Revision 4aacb0e by Lukas Toenne October 5, 2013, 12:46 (GMT) |
Fix #36962, "Render emitter" option for hair is ignored in Cycles. Hair particles use the hide_tris boolean to disable rendering of the emitter, but this was still ANDed with the "experimental" flag. Hair is not experimental any longer, so this has to be removed. |
Revision 8ccf118 by Campbell Barton October 5, 2013, 12:36 (GMT) |
rename overlap to holes for isect_point_poly_v2 |
Revision 1f53674 by Campbell Barton October 5, 2013, 11:59 (GMT) |
avoid divide by zero with grid fill (when there is no selection) |
Revision 48013e8 by Campbell Barton October 5, 2013, 04:59 (GMT) |
more corrections to valgrind hinting. |
Revision 2621d77 by Campbell Barton October 5, 2013, 04:38 (GMT) |
use valgrind hints for memarena for better debugging info when using valgrind. also quiet a false positive in BLI_mempool_free(). |
Revision 7a9bc83 by Campbell Barton October 4, 2013, 18:34 (GMT) |
pressing enter over a file-text button is ignored (so enter in the file selector works again). |
Revision 4c5d6dc by Brecht Van Lommel October 4, 2013, 18:04 (GMT) |
Fix cycles hair render UI panel showing for particles that are not hair, patch by Greg Zaal. |
Revision b0c3661 by Bastien Montagne October 4, 2013, 17:49 (GMT) |
Remove prints from own r60549, sorry for the noise. |
Revision 0b1cf4c by Campbell Barton October 4, 2013, 17:47 (GMT) |
code cleanup: warnings and minor edits. |
Revision 5dc9db3 by Campbell Barton October 4, 2013, 15:02 (GMT) |
fix for lasso failing/glitches on overlapping lines, replace scanfill with 2d pixel filling for drawing and selection. |
Revision 6737a04 by Brecht Van Lommel October 4, 2013, 14:47 (GMT) |
Attempt to fix #36935: disable SSE optimizations on 32 bit windows too. Something strange is going on here, but I don't think it can be fixed before the release, if it is worth at all spending time on this. |
Revision d1827ff by Bastien Montagne October 4, 2013, 14:28 (GMT) |
Fix obvious bug in particle code (copying normal into nor when in if(ornor) block...), though probably harmless in current code... |
Revision cdb8736 by Brecht Van Lommel October 4, 2013, 13:40 (GMT) |
Fix #36930: dynamic topology sculpting with masks gave bad results: * The mask was not subdivided properly on splitting edges, which gave interesting but definitely wrong fractal-like borders around masks. * Edge splitting was only done where the mask was < 50%, with the reasoning that you can't do a 50% topology update. But this gives an ugly border in the mesh. The mask should already make the brush move the vertices only 50%, which means that topology updates will also happen less frequent, that should be enough. |
Revision 8cdeba8 by Brecht Van Lommel October 4, 2013, 12:30 (GMT) |
Fix #36948: blender internal viewport render crashes holding shift+Z pressed to quickly toggle it on/off. Problem is accessing freed data, now the job is ended immediately. Fix based on patch from Sergey and investigation from Bastien. |
Revision 865fe76 by Sergey Sharybin October 4, 2013, 12:22 (GMT) |
Code cleanup: remove unused function |
Revision 1dc6d8e by Bastien Montagne October 4, 2013, 12:11 (GMT) |
Fix related to [#36926] 'scale' Node doesn't work properly. Scene/Render "spaces" are actually absolute values, they do not use the input X/Y scale factors, hide them in this case. Thanks to Lukas for review and improvement! |
Revision ec4a7fc by Campbell Barton October 4, 2013, 10:48 (GMT) |
fix for lasso selection (in non-zbuf mode) when the line intersected its self. isect_point_poly_v2() - add argument to check overlapping areas. |
Revision 9a6a9c4 by Sergey Sharybin October 4, 2013, 10:07 (GMT) |
Changing dither value will now invalidate cached display buffer |
Revision e1a34f2 by Lukas Toenne October 4, 2013, 08:27 (GMT) |
Fix #36939, Objects with nodes appear in gray in viewport, using Solid shade, and the Blender Engine (or Game Engine). The "active ID node" concept has become slightly more complex with pynodes. To find the active material or other ID links in a node tree recursively requires a hash key based on the "parent" tree of the current node group. To avoid returning NULL in case this key is not yet initialized (i.e. ID node has not been activated yet), just accept 0 key as well for the base node tree. |
Revision ac606a7 by Campbell Barton October 4, 2013, 05:53 (GMT) |
fix [#36947] "Edge Slide" bugs when "Even" is on was doing a linear interpolation between points on either side instead of interpolating along the edges. |
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