Revision e3d96cd by Campbell Barton March 20, 2012, 23:44 (GMT) |
patch [#30593] Minor 3D View Hint Changes from Harley Acheson (harley) |
Revision 5935ff3 by Campbell Barton March 20, 2012, 23:37 (GMT) |
fix for Quaternion.to_axis_angle() returning a zero axis vector. |
Revision c2531e4 by Alexander Kuznetsov March 20, 2012, 23:10 (GMT) |
Fix for compiling bplayer on cmake/win after adding utf support. Reported by Miika |
Revision b482a0d by Campbell Barton March 20, 2012, 23:09 (GMT) |
patch [#30602] Wiki Quick Hack: Apply Transformation To Lattices from Justin Dailey (dail) |
Revision 303cecf by Campbell Barton March 20, 2012, 22:56 (GMT) |
spelling cleanup: tesselate -> tessellate (last of these found) |
Revision 6193c47 by Campbell Barton March 20, 2012, 22:27 (GMT) |
disable re-using 'number_cuts' setting on operators, problem was that you could subdiv a plane many times but then go to subdivide a high poly mesh and it would start with really high subdiv value (possibly running out of ram and crashing). |
Revision 11500a3 by Campbell Barton March 20, 2012, 22:00 (GMT) |
patch from Richard Shaw, exclude ffmpeg files when its disabled. also fix for incorrect text in mesh specials menu - Select Inverse was called (De)Select All. |
Revision 7dda818 by Campbell Barton March 20, 2012, 20:37 (GMT) |
fix to possible bug running python callbacks - bpy.app.handlers.* to support handlers removing themselves from the list. |
Revision d74ab9d by Daniel Genrich March 20, 2012, 20:32 (GMT) |
Smoke bugfix: Collision objects were completely broken in some cases since no tessfaces were generated. (Thanks to Campbell for giving me the solution) |
Revision 0b4260a by Brecht Van Lommel March 20, 2012, 20:06 (GMT) |
Patch #30611: grey out bone show wireframe option if no custom shape is set, since it only has an effect in that case. Patch by Sebastian Nell. |
Revision 69f3527 by Brecht Van Lommel March 20, 2012, 19:56 (GMT) |
Fix related #30606: missing undo push editing node inputs in properties editor. |
Revision 577bef6 by Brecht Van Lommel March 20, 2012, 19:32 (GMT) |
Fix #30543: tessellating ngons with small angles was failing. There was a quite arbitrary limit of pi/24 for picking 3 vertices to use for computing a normal, now it uses vertices with the maximum angle between them. |
Revision b26d3f3 by Brecht Van Lommel March 20, 2012, 19:32 (GMT) |
Fix #30603: cycles incorrect ray differentials when rendering with panorama camera, causing bump map issues. |
Revision 9687c1f by Lukas Toenne March 20, 2012, 17:56 (GMT) |
Remaining fix for #30606. Added a simple link limit check when replacing nodes and relinking inputs, to avoid double links on inputs. |
Revision 8186c5e by Daniel Genrich March 20, 2012, 17:51 (GMT) |
Smoke bugfix: Fix copy paste + bad "if's" resulting in missing releation in depsgraph (smoke collision groups not working, collision object relations wrong). |
Revision e89642e by Brecht Van Lommel March 20, 2012, 17:02 (GMT) |
Fix #30600: extrude in vertex select mode did not copy attributes like smooth/flat flag from adjacent face. It did work for edge select mode, now uses same code. |
Revision d78accb by Sergey Sharybin March 20, 2012, 17:00 (GMT) |
Correction for previous commit to make normals direction always inside |
Revision 8486a21 by Lukas Toenne March 20, 2012, 16:59 (GMT) |
Partial fix for #30606. In node tree updates also update the sock->link pointers when only the NTREE_UPDATE_NODES flag is set, this happens when duplicating a node, which can lead to wrong pointers on the duplicated but unlinked node. |
Revision 5ae9ad9 by Sergey Sharybin March 20, 2012, 16:17 (GMT) |
Fix #30420: Metaball Shading Inverted in Raytrace Reflection (Blender Internal) Issue was caused by negative scale of camera. Metabolls are using procedural normals and in case of negative scaled camera normals for them shall be flipped. |
Revision 8b4c1f7 by Brecht Van Lommel March 20, 2012, 16:16 (GMT) |
Cycles: fix issue reported in IRC, rendering a material that mixes a transparent and glass BSDF would give a different result with/without using light passes. |
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