Revision 0906ac9 by Brecht Van Lommel April 10, 2012, 14:58 (GMT) |
Fix #30875: active uv texture layer not synced properly when switching from edit to object mode. |
Revision 5eca59c by Brecht Van Lommel April 10, 2012, 14:11 (GMT) |
Fix #30882: using an image sequence in the displace modifier did not update properly in animation rendering. |
Revision 8adc276 by Brecht Van Lommel April 10, 2012, 13:19 (GMT) |
Fix #30879: uv editor hide did not work with the mesh in vertex/edge select mode, selection was not flushed down to faces. |
Revision 5061f2e by Campbell Barton April 10, 2012, 13:10 (GMT) |
fix [#30839] Blender crashes while open/close a scene and deletes .blend-file |
Revision 1b74ec9 by Campbell Barton April 10, 2012, 12:35 (GMT) |
fix for too small MATHUTILS_TOT_CB when the game engine runs. |
Revision 044b0ef by Campbell Barton April 10, 2012, 11:36 (GMT) |
use space more efficiently for normal mesh panel buttons (icons for face/vert normal) |
Revision f8cef0b by Joseph Eagar April 10, 2012, 11:07 (GMT) |
Fix related to #30859: bmesh face splitting would set the first loop of the new faces to a loop quite different than the original first loop. This makes e.g. duplifaces give rotated results after subdivide or loopcut. Now it tries to find a first loop that is similar to the old one, to try to keep the rotations the same. |
Revision e5e5a70 by Sergey Sharybin April 10, 2012, 10:35 (GMT) |
Fix #30843: Blender Game in Metric Mode allows only a 10m Radius for Collision Bounds. Now use soft limit of 0.01 .. 10.0 for radius but hard limit is 0.01 .. FLT_MAX |
Revision 9fd6c7a by Campbell Barton April 10, 2012, 09:22 (GMT) |
update preview.blend so it doesn't need to convert from mfaces to mpolys every load. |
Revision e03ebf7 by Campbell Barton April 10, 2012, 09:03 (GMT) |
code cleanup: replace (val >> 16) with macro RNA_SUBTYPE_UNIT_VALUE(val) |
Revision c4ce26c by Campbell Barton April 10, 2012, 08:33 (GMT) |
Address [#30842] Blenders Measurement Units set to Metric, makes some Precision Flaws. use the same precision for location all over (2-5 was used), use define as 5. also disallow boolean to have any subtype besides PROP_LAYER_MEMBER, some booleans had TRANSLATION / XYZ subtypes which don't make sense. |
Revision 1f3e453 by Campbell Barton April 10, 2012, 07:30 (GMT) |
fix [#30848] Edge Selection fails when the following Conditions met: summery: when both verts are outside the viewport this is in fact a very old annoyance but good to resolve. fix by doing segment/rectangle intersection between the edge and the viewport so it works when the both verts are outside the view. |
Revision 3c6239f by Campbell Barton April 10, 2012, 02:51 (GMT) |
fix for unit system incorrectly replacint 'um' (unicode 'u'). with meters. result was editing number buttons with um would give a python error. |
Revision 7f8aaaf by Campbell Barton April 10, 2012, 01:45 (GMT) |
expose double limit used by auto-merge, addresses bug [#30884] |
Revision 8138d26 by Campbell Barton April 10, 2012, 00:56 (GMT) |
fix [#30878] Lightmap Pack > New Image does not work |
Revision cb6ab1d by Campbell Barton April 10, 2012, 00:22 (GMT) |
uv editor: don't draw active face stipple when the face isn't visible (error from bmesh merge), also replace 'em->bm' with 'bm' var while drawing. |
Revision 95654de by Campbell Barton April 10, 2012, 00:09 (GMT) |
fix [#30880] Selected to Adjacent Unselected broken |
Revision 66ae32e by Bastien Montagne April 9, 2012, 19:02 (GMT) |
Fix own mistake with kyrgyz iso code (did not seem to bother blender, thoughâ?¦). |
Revision ed47be3 by Thomas Dinges April 9, 2012, 17:44 (GMT) |
Cycles/OpenCL: * Reverted the general activation of __KERNEL_SHADING__. Better to handle this in the device file. This way each platform gets specifically what it is capable of atm. * Nvidia has Shading + Multi Closure * AMD (Apple) has only Clay Render * AMD (non Apple) has Basic Shading |
Revision 2e08b76 by Daniel Genrich April 9, 2012, 15:31 (GMT) |
Bugfix [#30835]: Cycles doesn't work with AMD Juniper GPU, compiller throws errors. Thanks for reporting! Problem: AMD does not like something like this. float3 *a; flaot b = a->x; You need to circumvent this by using: float3 *a; float b = (*a).x; |
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