Revision 79ac357 by Campbell Barton 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. |
Revision e0464a0 by Campbell Barton 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. |
Revision 34f9932 by Campbell Barton 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. |
Revision f2f27bf by Campbell Barton April 19, 2013, 00:37 (GMT) |
style cleanup |
Revision 43998d6 by Dalai Felinto 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 |
Revision c846e3c by Brecht Van Lommel April 18, 2013, 21:40 (GMT) |
Fix #35014: collada import crash with UV coordinates. |
Revision 116f1ae by Brecht Van Lommel 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. |
Revision 443d58f by Campbell Barton 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. |
Revision 5502c74 by Campbell Barton April 18, 2013, 17:23 (GMT) |
fix for problem with too low epsilon when calculating thickness, also increase limits. |
Revision 5c72a19 by Campbell Barton April 18, 2013, 17:09 (GMT) |
add display mode for sharp edges. |
Revision feeab1a by Brecht Van Lommel 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. |
Revision fb2b315 by Brecht Van Lommel April 18, 2013, 16:28 (GMT) |
Fix "duplicate area into new window" making the window too big with high DPI / retina. |
Revision 8d756ef by Brecht Van Lommel 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. |
Revision 4ad289a by Ton Roosendaal 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 :) |
Revision 01ffbab by Bastien Montagne April 18, 2013, 15:26 (GMT) |
Some i18n tools fixes (I'm ashamed...), and merge func for I18nMessages objects. |
Revision 6db3375 by Campbell Barton April 18, 2013, 15:09 (GMT) |
code cleanup: removed unneeded null check in object drawing, some warnings, style. |
Revision 58a00e7 by Ton Roosendaal 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. |
Revision 177080a by Alexander Kuznetsov 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. |
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