Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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May 8, 2012, 00:22 (GMT)
svn merge ^/trunk/blender -r46380:HEAD

May 8, 2012, 00:12 (GMT)
svn merge ^/trunk/blender -r46380:46390

May 8, 2012, 00:09 (GMT)
svn merge ^/trunk/blender -r46370:46380
1 Tree conflict
I deleted the source/tools/GL and then ran:
svn -r46380 co https://svn.blender.org/svnroot/bf-blender/trunk/blender/source/tools/GL
svn resolve --accept working -R source/tools/GL

May 7, 2012, 23:40 (GMT)
svn merge ^/trunk/blender -r46360:46370

May 7, 2012, 23:36 (GMT)
svn merge ^/trunk/blender -r46340:46350

May 7, 2012, 23:27 (GMT)
svn merge ^/trunk/blender -r46340:46350
May 7, 2012, 23:23 (GMT)
svn merge ^/trunk/blender -r46335:46340

1 tree conflict. Resolved:
I deleted source/tools/GL.
Then I checked out folder from trunk (revision 46340)
Then I ran: resolve --accept working source/tools/GL

May 7, 2012, 22:28 (GMT)
svn merge ^/trunk/blender -r46330:46335

May 7, 2012, 20:37 (GMT)
adding kernel_projection.h in CMakelists
May 7, 2012, 20:24 (GMT)
Cycles: add light falloff node, with quadratic/linear/constant falloff and a
smoothing factor to reduce high values near the light.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Falloff

Note that this was already possible to do manually with the Ray Length, but
this adds a convenient node for it. This commit also makes the mapping node
min/max option work, fixing #31348.
Revision f44e80e by Gaia Clary
May 7, 2012, 19:08 (GMT)
Collada: patch #31331: added missing call to BKE_mesh_tessface_ensure() when 'apply Modifiers' was NOT selected
May 7, 2012, 18:30 (GMT)
style cleanup: avi
May 7, 2012, 18:12 (GMT)
fix [#31354] Segfault with "Extrude Individual Faces and Move"
Revision 98ba7df by Gaia Clary
May 7, 2012, 18:09 (GMT)
Collada: patch #31331: Implementation of 'Apply Modifiers'
May 7, 2012, 18:07 (GMT)
fix [#31347] solidify modifier > even thickness parameter weired
May 7, 2012, 17:56 (GMT)
style cleanup: outliner
May 7, 2012, 17:22 (GMT)
cycles-fisheye: fixed formula for dir to equisolid
second time I need a scond commit to get the equisolid formula right, shame on me ;)
the formula is:
r = 2 x focallength x sin (theta / 2)
May 7, 2012, 17:13 (GMT)
Fix for X and Y aspect ratios not working properly with Freestyle stroke rendering.
Problem report by octane98 in the BA Freestyle thread. Thanks!
May 7, 2012, 16:51 (GMT)
direction to equisolid - final fix for [#31307] Cycles panoramic fisheye lens and vector pass problem
May 7, 2012, 15:50 (GMT)
Some misc fixes to UI messages...
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021