Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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April 19, 2013, 02:36 (GMT)
fix for incorrect edge loop slide direction when one of the loop sides was lost walking around the loop.
April 19, 2013, 02:22 (GMT)
code cleanup: remove unused vars in edge slide, only store the initial vertex coords rather then a copy of the whole vertex, name edge slide directions a/b rather then up/dowb.
April 19, 2013, 01:02 (GMT)
simple optimization, replace BM_face_other_edge_loop() with BM_loop_other_edge_loop() in situations where the loop is known this avoids a lookup.
April 19, 2013, 00:37 (GMT)
style cleanup
April 18, 2013, 23:34 (GMT)
BGE: Extend Framing Mode + Camera sensor

If the "Framing" mode is set to extend,
the camera frustrum changes when you
resizes the blenderplayer window.

Before this patch, there were no way to
control which part of the framing you want
to extend (vertical, horizontal or arbritary).

Now:
If the camera sensor fit is set to HORIZONTAL,
the horizontal field of view doesn't change.
If set to VERTICAL, the vertical fov doesn't change.

If set to AUTO the old behaviour takes place, arbitrarly
showing more of the horizontal or vertical field of view
depending on the aspect ratio of the window.

Test file:
https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/gameengine/framing_extend.blend

Bugfix supported by NF-UBC Nereus Program as part of the development
of OceanViz/NereusViz
April 18, 2013, 21:40 (GMT)
Fix #35014: collada import crash with UV coordinates.
April 18, 2013, 21:00 (GMT)
Fix #35011: UV unwrap giving poor results for ngons.

Problem is that the scanfill result gives poorly shaped triangles, which is fine
for OpenGL drawing but does not work well for unwrapping. Another problem was
that it was doing random float offsets to avoid some degenerate cases, but this
meant that unwrapping a part of a mesh or the whole thing could give different
results for a UV island. Now UV unwrap does own triangulation of ngons.
April 18, 2013, 17:31 (GMT)
remove snapping for first point added to the ruler.
its often nice but you can accidentally snap onto far-off objects too which is annoying.
April 18, 2013, 17:23 (GMT)
fix for problem with too low epsilon when calculating thickness, also increase limits.
April 18, 2013, 17:09 (GMT)
add display mode for sharp edges.
April 18, 2013, 16:28 (GMT)
Fix #34997: when starting the game engine in one window and switching to a second
window, the game would stop drawing in the first and mess up the OpenGL state of
the second.

Also fixes glPushAttrib/glPopAttrib getting out of sync in some cases.
April 18, 2013, 16:28 (GMT)
Fix "duplicate area into new window" making the window too big with high DPI / retina.
April 18, 2013, 16:28 (GMT)
UV unwrap: decrease ABF minimum angle, I couldn't find cases where it needs to
be this high, and give better results lower, especially with tesselated ngons.
April 18, 2013, 16:26 (GMT)
Bugfix #34895

Error in shadowbuffer with halo effect. It had render error when you look straight into
the lamp, with something in front of lamp.

The code that was sampling the shadowbuffer exited too soon (for ray going perpendicular to buffer it should take at least 1 sample).

Code from 90ies. And still got a bug fix. Whoa :)

April 18, 2013, 15:26 (GMT)
Some i18n tools fixes (I'm ashamed...), and merge func for I18nMessages objects.
April 18, 2013, 15:09 (GMT)
code cleanup: removed unneeded null check in object drawing, some warnings, style.
April 18, 2013, 14:55 (GMT)
Bug fix #34822

Tiny tweak in "Any key modifier" code. It now refuses to accept events when you hold
any key, and then press another key - unless that has key-modifier set.

This enables Houdini style "Hold Spacebar - Leftmouse" view moves.


April 18, 2013, 13:30 (GMT)
Disabling live resize for Windows for now.
Bug #34990

However, cleanscreen on redraw is still disabled, so when resizing blender will have frozen image.
Revision 1d004e5 by Lukas Toenne
April 18, 2013, 13:16 (GMT)
A few fixes for recent own commit r56133.

* Index was assigned after increment, leading to NULL pointer access later on when looking up socket from list
* Copying default_value requires a valid NULL pointer for clean check
* Was using default_values as parameters instead of sockets, void pointers just passed through without warning ...
Revision 0b0abfe by Lukas Toenne
April 18, 2013, 12:43 (GMT)
Fix for #35015, Alpha input in color selectors was showing 0 precision. Probably caused by r55910. The NUMSLI button now needs either -1 or an explicit precision value in a2.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021