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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.
March 3, 2013, 20:32 (GMT)
OSX/locale: fix compile on older xcode by not using toll-free-bridging, which needs ARC
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.
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.
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
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.
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.
March 3, 2013, 05:07 (GMT)
code cleanup: ~400 duplicate lines for AO form factor math.
March 3, 2013, 04:54 (GMT)
code cleanup: de-duplicate ~75 lines copied twice - tsk tsk.
March 3, 2013, 03:29 (GMT)
move toggle drag into a UI handler (was modal operator)
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.
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
March 2, 2013, 23:30 (GMT)
Renamed FreestyleLineSet.use to .show_render.
Based on review comment from Campbell.
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.
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.
March 2, 2013, 22:50 (GMT)
OSX: Get the current locale in objC-style
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021