Revision d9cc542 by Mitchell Stokes February 16, 2013, 06:08 (GMT) |
Adding a missing end paren to the Use Material Caching tooltip. |
Revision 8c9906e by Mitchell Stokes February 16, 2013, 04:38 (GMT) |
BGE: Fix for issue #34242 "It does not render in "P" mode for Game engine if you UV mapa a face of a cube" reported by joaclint. Material caching can now be disabled for Multitexture and GLSL Materials. |
Revision 6072322 by Sergej Reich February 15, 2013, 23:48 (GMT) |
rigidbody: Avoid unnecessary simulation updates Now we flag the world for update on frame change and only call BKE_rigidbody_do_simulation() when needed. |
Revision 207dca5 by Bastien Montagne February 15, 2013, 18:19 (GMT) |
And more UI messages issues fixing... Thanks again to Gabriel Gazzán and Leon Cheung! |
Revision bc29b76 by Brecht Van Lommel February 15, 2013, 16:56 (GMT) |
Fix part of #34239: crash with cycles textured draw mode + dynamic topology sculpt. |
Revision 4eb90a9 by Pablo Vazquez February 15, 2013, 16:42 (GMT) |
'Reset to Default Theme' wasn't taking into account those themes that enable panel header/background. |
Revision 9fe4dbb by Gaia Clary February 15, 2013, 15:36 (GMT) |
Fix: Collada Import files with X_UP and Y_UP axis where imported with wrong orientation |
Revision 313dfbe by Brecht Van Lommel February 15, 2013, 14:54 (GMT) |
Add some more detailed CUDA error prints to try to debug #34166. |
Revision ec04f98 by Bastien Montagne February 15, 2013, 14:30 (GMT) |
Various fixes for UI translation issues (reported by Leon Cheung on bf-translations ML, thanks!). |
Revision b948c31 by Campbell Barton February 15, 2013, 13:30 (GMT) |
revert own commit r54450, this works on X11 but not in Windows and caused bug [#34255] (which may be a bug in windows ghost?, not getting key release for modifiers). Cross platform modifier keys on activating window better be handled at ghost level anyway. |
Revision 7fa2568 by Campbell Barton February 15, 2013, 12:57 (GMT) |
skip fix from r54579 when holes aren't used (keeps bmesh ngon filling fast) |
Revision 964c357 by Ton Roosendaal February 15, 2013, 12:26 (GMT) |
Bug fix #34177 Blender's triangulator has been rescued :) This commit fixes errors with concave holes inside polygons. Simple explanation: Blender "ScanFill" works by sorting vertices from top-left to bottom-right, and connecting these vertices with a sorted list of edges they have. The inner loop then goes over every vertex, its edges, and tries to make triangles by checking vertices that are next in the list. - if the triangle has points inside: it creates an edge to this vertex, and continues - else: add new triangle. Very simple, fast and efficient. But it needed one more check for the first step: it should check every vertex inside the triangle, and pick the best vertex for an edge based on forming the sharpest angle with the tested edge. That solves the case for concave holes. Blender ScanFill was coded 20 years ago, and is an own invention. I wanted a triangulator that just fills any collection of polygons, including with holes. No idea if this was ever published in a paper! |
Revision d5d38ef by Brecht Van Lommel February 15, 2013, 12:08 (GMT) |
Fix #34256: join a mesh with non-uniform scale with another mesh showed wrong normals, they need to be recalculated then. |
Revision 4d32e9a by Joshua Leung February 15, 2013, 11:49 (GMT) |
Bugfix [#33970] Background Scene does not show animation of rigid body objects This was caused by multiple instantiations of the same basic problem. The rigidbody handling code often assumed that "scene" pointers referred to the scene where an object participating in the sim resided (and where the rigidbody world for that sim lived). However, when dealing with background sets, "scene" often only refers to the active scene, and not the set that the object actually came from. Hence, the rigidbody code would often (wrongly) conclude that there was nothing to do. For example, we may have the following backgound set/scene chaining scenario: "active" <-- ... <-- set i (rigidbody objects live here) <-- ... <-- set n The fix here is a multi-part fix: 1) Moved sim-world calculation from BKE_scene_update_newframe() to scene_update_tagged_recursive() + This is currently the only way that rigidbody sims in background sets will get calculated, as part of the recursion - These checks will get run on each update. <--- FIXME!!! 2) Tweaked depsgraph code so that when checking if there are any time-dependent features on objects to tag for updating, the checking is done relative to the scene that the object actually resides in (and not the active scene). Otherwise, even if we recalculate the sim, the affected objects won't get tagged for updating. This tagging is needed to actually flush the transforms out of the RigidBodyObject structs (written by the sim/cache) and into the Object transforms (obmat's) 3) Removed the requirement for rigidbody world to actually exist before we can flush rigidbody transforms. In many cases, it should be sufficient to assume that because the object with rigidbody data attached has been tagged for updates, it should have updates to perform. Of course, we still check on this data if we've got it, but that's only if the sim is in the active scene. - TODO: if we have further problems, we should investigate passing the "actual" scene down alongside the "active" scene for BKE_object_handle_update(). |
Revision 6786975 by Brecht Van Lommel February 15, 2013, 11:46 (GMT) |
Fix #34254: cycles brightness/contrast node was missing for GLSL material view. |
Revision 41a98a5 by Bastien Montagne February 15, 2013, 11:23 (GMT) |
Fix compilation on linux (with gcc4.7). Without const, I had the following error: /home/i7deb64/blender-2.5-svn/__work__/freestyle/source/blender/freestyle/intern/python/BPy_ViewMap.cpp: In function â??PyObject* ViewMap_scene_bbox_get(BPy_ViewMap*, void*)â??: /home/i7deb64/blender-2.5-svn/__work__/freestyle/source/blender/freestyle/intern/python/BPy_ViewMap.cpp:120:54: error: invalid initialization of non-const reference of type â??BBox<VecMat::Vec3<double> >&â?? from an rvalue of type â??BBox<VecMat::Vec3<double> >â?? In file included from /home/i7deb64/blender-2.5-svn/__work__/freestyle/source/blender/freestyle/intern/python/BPy_ViewMap.cpp:3:0: /home/i7deb64/blender-2.5-svn/__work__/freestyle/source/blender/freestyle/intern/python/BPy_Convert.h:81:12: error: in passing argument 1 of â??PyObject* BPy_BBox_from_BBox(BBox<VecMat::Vec3<double> >&)â?? /home/i7deb64/blender-2.5-svn/__work__/freestyle/source/blender/freestyle/intern/python/BPy_ViewMap.cpp:121:1: warning: control reaches end of non-void function [-Wreturn-type] make[2]: *** [source/blender/freestyle/CMakeFiles/bf_freestyle.dir/intern/python/BPy_ViewMap.cpp.o] Erreur 1 |
Revision bd1c657 by Sergey Sharybin February 15, 2013, 09:15 (GMT) |
Fix #34205: Zooming in rendered mode during update out of sync with intended zoom Yes, again. There's some t within which reset is not allowed. This is so no reset happens too often for performance issues. If camera changes too often, some reset could be missed because of this timeout. For now tag engine for update, which will update viewport from blender side. Proper solution could be to detect such a changes from blender side and tag cycles for refresh instead of trying to detect changes form cycles, but that's for later. |
Revision 313df26 by Bastien Montagne February 15, 2013, 08:32 (GMT) |
Fix [#34253] UIList resize, resizes wrong list I/II When using default UI_UL_list, one should always spully a custom ID, else collision inside an area are quite likely... |
Revision 98b9ed1 by Bastien Montagne February 15, 2013, 08:31 (GMT) |
Translate "Set Parent To" menu (ctrl-P), reported on bf-translations ML by Satoshi Yamasaki, thanks! |
Revision f46ca78 by Campbell Barton February 15, 2013, 04:14 (GMT) |
add debug check for mempool double free (or misuse of BLI_MEMPOOL_ALLOW_ITER), some reports in the tracker show errors on bmesh iteration which could be caused by this. |
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