Revision 5fb95d5 by Ton Roosendaal March 22, 2013, 11:14 (GMT) |
Bug fix #34726 Appending a group (which adds all object members to scene), didn't follow the setting "In active layer". One note: only the scene layers are copied over, not local view3d layers. |
Revision 7031950 by Lukas Toenne March 22, 2013, 10:34 (GMT) |
Node preview merge function now has an additional option "remove_old", which could be used if previous previews should be retained after recalculating (not used currently, old previews are dropped entirely for now, because it could be confusing). Also moved the sync and merge for previews into the respective tree callbacks for consistency. This way the handling of previews can be changed for each tree type individually if necessary. |
Revision 19476ce by Sergey Sharybin March 22, 2013, 10:10 (GMT) |
Enable previews for inactive compo output and viewer nodes. This keeps old behavior and could be nice. However, it'll make compositing slower (doing final compo after editing tree). This is easy to hide preview in this case, and also i hope to implement percentage rendering soon. |
Revision e4ecdeb by Sergey Sharybin March 22, 2013, 09:54 (GMT) |
Fix #34667: trail_count option missing for Particle (emitter) System Render Panel "Path" UI Patch from Josh Wedlake, many thanks! |
Revision 88683ce by Sergey Sharybin March 22, 2013, 09:42 (GMT) |
Fix #34720: Sculpt mode T panel has no texture preview Cycles was not able to render texture icons, same actually goes to lux. Now made it so blender internal is used to render icons for textures. |
Revision afe46ee by Sergey Sharybin March 22, 2013, 09:18 (GMT) |
Fix #34689: Multilayer EXRs don't load correctly if one layer is named and the other is not OpenEXR's ChannelList.layers() will not include empty layer names, which caused the issue. Made it so if there's one non-empty layer name, check for empty names happens. If there's empty layer name in case one non-empty layer name, file will be considered multilayer now. |
Revision 516af2e by Sergey Sharybin March 22, 2013, 08:53 (GMT) |
Attempt to fix windows building with scons |
Revision f11f6d1 by Lukas Toenne March 22, 2013, 08:50 (GMT) |
Fix for compositor node preview sizes: Use the render output aspect ratio for estimating the required preview rect size instead of assuming a square, to avoid wasted space. Note that this does not work for newly added nodes until they have first been evaluated and a preview image has been generated (same behavior as before pynodes merge and associated preview changes). |
Revision 75a5e23 by Campbell Barton March 22, 2013, 05:46 (GMT) |
correct enums which were in fact variables defined in headers. |
Revision a79e101 by Campbell Barton March 22, 2013, 05:34 (GMT) |
code cleanup: use NULL rather then 0 for pointers, and make vars static where possible. also found unintentionally defined enum/struct variables that where only meant to be defining the type. |
Revision dd0e2da7 by Campbell Barton March 22, 2013, 04:40 (GMT) |
code cleanup: use booleans and const's for operator vars. |
Revision e537fae by Campbell Barton March 22, 2013, 04:39 (GMT) |
fix error with merge operator not handing error cases properly (errors wouldn't cancel the operator as they should). was mixing up OPERATOR_CANCELLED with 0. |
Revision b5b83ce by Joshua Leung March 22, 2013, 03:25 (GMT) |
Tweak to previous commit - make range check less strict so that indicators don't flicker off so easily when target moves off screen |
Revision 48b50ec by Joshua Leung March 22, 2013, 02:28 (GMT) |
Graph Editor: Draw indicators on the active Driver F-Curve which show the relationship between the result of driver evaluation (NKEY region stuff) and the end result applied to the driven properties. Example: http://www.pasteall.org/pic/47687 |
Revision 6df365f by Tamito Kajiyama March 21, 2013, 23:25 (GMT) |
Moved the definitions of Freestyle-specific panels to its own module. Suggested by Sergey Sharybin through a code review of the branch. |
Revision 5ef9a20 by Dalai Felinto March 21, 2013, 23:20 (GMT) |
BGE bugfix for [#34505] Vertex Colors not working in the BGE (for custom GLSL shaders) when multitexture and no material Bug introduced on rev.36723 |
Revision f254ba7 by Campbell Barton March 21, 2013, 23:11 (GMT) |
code cleanup: conversion from blender to BGE was unnecessarily confusing in checking weather to use vertex colors, move check to function. |
Revision 20c1ddb by jens verwiebe March 21, 2013, 22:15 (GMT) |
scons: fix broken compile since last int -> bool cleanup |
Revision 0fd8e63 by Tamito Kajiyama March 21, 2013, 21:30 (GMT) |
Fix for default values different from the factory settings. Suggested by IRIE Shinsuke through a code review of the branch. |
Revision 6d8b3d2 by Dalai Felinto March 21, 2013, 21:10 (GMT) |
BGE bugfix: [#34550] getVertexArrayLength changed in 2.66 This bug was producing way more geometry than we need. Potentially memory saver (or performance even) bugfix. Bottomline is: We need to initialize the UVs otherwise vertex comparison fails ... Ideally MoTo should take care of initializing MT_Point2 (note in Windows that seems to be fine, but it's safer to not rely on that) |
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