Revision 8ce144b by Jason Wilkins May 6, 2012, 05:50 (GMT) |
typo, agle -> angle |
Revision 6f09dff by Joshua Leung May 6, 2012, 05:03 (GMT) |
Bugfix: While testing the other my previous commit (removing deformflag stuff), I noticed that trying to change set a parent object for the current object (via the Object Properties) would cause the current object to "blow up", and for cyclic dependency warnings to be spewed to the console. Adding a dummy usage of one of the vars here seems to solve it. Perhaps a case of weirdo compiler optimisations? |
Revision 364388b by Joshua Leung May 6, 2012, 04:50 (GMT) |
Removing the old armature 'deform' settings (use vertex groups/envelopes/quats). As far as I could tell, these were really only still used for "virtual modifiers", though we really don't use these anymore. Instead, most of the time, people need to set these settings in armature modifiers directly (these didn't even get copied over in that case). This was a source of confusion and redundancy, so removing these now. This change can be reverted if these were actually of some use out there... |
Revision 5d02292 by Joshua Leung May 6, 2012, 04:18 (GMT) |
Bugfixes for Motion Path drawing/updating in light of the recent changes: * Added proper "update" operators in place of the abuse of the calculate operators, so now the display ranges won't get overwritten everytime (with the default values) you go to update the paths. * Display range settings in properties editor now actually work. Before, the "In Range" mode only displayed the entire paths. |
Revision 7c58e6a by Joshua Leung May 6, 2012, 01:27 (GMT) |
Simplifying constraints code - removed relink_data() callbacks in favour of a more generic system which goes through id_looper(), reducing the maintainance burden for new constraint authors |
Revision 2554a67 by Joshua Leung May 6, 2012, 01:03 (GMT) |
Deleting action constraints (and a few others) now adjusts the usercounts of their referenced data correctly |
Revision c91cee2 by Campbell Barton May 5, 2012, 21:28 (GMT) |
code cleanup: naming - BKE_mesh_* |
Revision c0331cf by Brecht Van Lommel May 5, 2012, 19:44 (GMT) |
Cycles: minor refactoring of fisheye code to fit code style. |
Revision 8103381 by Brecht Van Lommel May 5, 2012, 19:44 (GMT) |
Cycles: threading optimizations * Multithreaded image loading, each thread can load a separate image. * Better multithreading for multiple instanced meshes, different threads can now build BVH's for different meshes, rather than all cooperating on the same mesh. Especially noticeable for dynamic BVH building for the viewport, gave about 2x faster build on 8 core in fairly complex scene with many objects. * The main thread waiting for worker threads can now also work itself, so (num_cores + 1) threads will be working, this supposedly gives better performance on some operating systems, but did not measure performance for this very detailed yet. |
Revision c53fe94 by Brecht Van Lommel May 5, 2012, 19:44 (GMT) |
Fix #31318: cycles preview missing update for other materials using same node group with certain operations. |
Revision fef40ed by Bastien Montagne May 5, 2012, 19:26 (GMT) |
Fix related to [#31157]: Tips (descriptions) of macro operators were not set into underlying RNA struct, hence did not show up in UI. |
Revision e9ac31b by Bastien Montagne May 5, 2012, 17:33 (GMT) |
Fix [#31322] Assign to Active Group adds new group |
Revision 1c90c49 by Sergey Sharybin May 5, 2012, 17:25 (GMT) |
- Fixed issue with printing file version triple times when loading file in debug mode - Remove commented out headers from versioning module |
Revision f3230c7 by Bastien Montagne May 5, 2012, 17:10 (GMT) |
Second part of fix for [#31157]: Some (actually, 172) operators have no tooltip. About 30 undocumented ops remaining... |
Revision 6292fb4 by Campbell Barton May 5, 2012, 17:00 (GMT) |
code cleanup: BKE_libblock_find_name() now takes an ID constant rather then a string. |
Revision 9b37bf2 by Campbell Barton May 5, 2012, 16:38 (GMT) |
feature request from VenomGfx- lock to active as an operator since its tedious setting the object and bone manually (especially if you have it right in front of you) uses keys - Shift+PadPeriod --- to set - Alt+PadPeriod --- to clear (also clears cursor and camera locking) |
Revision 1dccd4c by Campbell Barton May 5, 2012, 16:03 (GMT) |
code cleanup: naming - pose/armature/image also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used. |
Revision ff4ff9c by Joshua Leung May 5, 2012, 15:54 (GMT) |
Bugfixes for various ID-block references (Constraints, NLA) * ID-blocks referenced by Constraints but not being used as the target objects (such as Actions in the Action Constraint, or Text Blocks in PyConstraints) now get usercounts for being referenced in this way. This should fix ancient bugs such as [#19205] and [#8593]. More tests still needed to verify that this does now play nicely with proxies. * Changing actions used by NLA strips should now update the usercounts accordingly |
Revision 34b18fc by Campbell Barton May 5, 2012, 14:52 (GMT) |
code cleanup: BKE_ naming, also make bpy.data.images.load() always load a new image. (not use existing one) |
Revision 299ff91 by Campbell Barton May 5, 2012, 14:33 (GMT) |
code cleanup: BKE_scene api naming. also stop numpy from being found in /usr/include with cmake. |
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