Revision b4b2269 by Tamito Kajiyama March 3, 2013, 21:56 (GMT) |
Fix for the Sinus Displacement geometry modifier not working properly. The problem was caused by keeping a reference to a Vector object that is assumed to be unchanged, but actually altered by the geometry modifier. The same code updates were made to similar code portions to prevent possible future bugs. |
Revision f1f702a by jens verwiebe March 3, 2013, 20:32 (GMT) |
OSX/locale: fix compile on older xcode by not using toll-free-bridging, which needs ARC |
Revision 34b30f8 by Thomas Dinges March 3, 2013, 17:30 (GMT) |
Fix for [#34509] minor theme panel color issue * panelcolors.back and panelcolors.header were missing in resources.c for the 3D View. |
Revision f4320ad by Antonis Ryakiotakis March 3, 2013, 16:33 (GMT) |
Cleanup, move uv sculpt specific code to sculpt_uv.c. Also rename brush_drawcursor to a more indicative of its users name until paint cursor unification is done. |
Revision 66a2b84 by Tamito Kajiyama March 3, 2013, 15:07 (GMT) |
Merged changes in the trunk up to revision 54992. Resolved conflicts: release/scripts/startup/bl_ui/space_view3d.py |
Revision e80b0db by Brecht Van Lommel March 3, 2013, 15:07 (GMT) |
Fix #34508: particle emitter show/hide option did not work correct after recent bugfix. |
Revision 4774357 by Gaia Clary March 3, 2013, 13:53 (GMT) |
Collada: exported normals now based on MPoly instead of MFace |
Revision ceaf8e4 by Sergej Reich March 3, 2013, 06:09 (GMT) |
rigidbody: Revert to running simulation on frame update Instead of flagging the rigid body world for frame update just call BKE_rigidbody_do_simulation() recursively for all scenes. This avoids having to constantly check if the simulation needs to be updated. |
Revision 5ff6a5c by Sergej Reich March 3, 2013, 06:09 (GMT) |
rigidbody: Fix inconsistency with world rebuilding The rigid body world could be rebuilt on start frame and one frame after start frame. The latter was necessary sice animation playback usually doesn't start at start frame. This lead to different simulations depending on which frame the simulaton was rebuilt when animation was involved. Now we only rebuild the world on start frame. This is actually tricky to do since, as mentioned above, animation playback starts on second frame. To work around this we rebuild the world before the actual update. The alternative would be to rebuld the world on every simulation change (like the other simulations do it) but this is an expensive operation and would be too slow. |
Revision b390192 by Campbell Barton March 3, 2013, 05:43 (GMT) |
code cleanup: de-duplicate cast modifier logic, had 'optimization' which was only saving a NULL check per loop, causing most of the logic to be copied, ~130 lines. |
Revision 79e80d8 by Campbell Barton March 3, 2013, 05:07 (GMT) |
code cleanup: ~400 duplicate lines for AO form factor math. |
Revision b4a1626 by Campbell Barton March 3, 2013, 04:54 (GMT) |
code cleanup: de-duplicate ~75 lines copied twice - tsk tsk. |
Revision a02c8c4 by Campbell Barton March 3, 2013, 03:29 (GMT) |
move toggle drag into a UI handler (was modal operator) |
Revision 0c5dfc8 by Tamito Kajiyama March 3, 2013, 01:53 (GMT) |
Fix for exceptions in converting Python float objects to C variables not properly handled. Based on review comment from Campbell. |
Revision c6642b8 by Campbell Barton March 3, 2013, 01:24 (GMT) |
enable triangulation with collada, disable BLI_STATIC_ASSERT for C++. |
Revision 24437b6 by Gaia Clary March 2, 2013, 23:42 (GMT) |
partial revert of collada triangulation code due to problems on linux |
Revision 39b9d92 by Tamito Kajiyama March 2, 2013, 23:30 (GMT) |
Renamed FreestyleLineSet.use to .show_render. Based on review comment from Campbell. |
Revision 6e5842e by Tamito Kajiyama March 2, 2013, 23:17 (GMT) |
Code clean-up: used copy_m4_m4() and unit_m4() instead of verbose loops. Based on review comment from Campbell. |
Revision f60c5b8 by Tamito Kajiyama March 2, 2013, 23:17 (GMT) |
Removed redundant definitions of __min and __max macros by replacing them with std::min() and std::max(), respectively. Based on review comment from Campbell. |
Revision 1c5f18f by jens verwiebe March 2, 2013, 22:50 (GMT) |
OSX: Get the current locale in objC-style |
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