Revision 89a963f by Campbell Barton March 9, 2012, 18:28 (GMT) |
style cleanup: comment blocks |
Revision de4bd55 by Sergey Sharybin March 9, 2012, 13:43 (GMT) |
DO not increment image user counter on view3d duplicate and not decrement it's user count on free. That's how other spaces handles ID block (like image editor, space clip). This fixes issue when loading file without loading UI when current layout has got background images set. Also this hopefully will fix issue #30429: Background Images Lost on Save/Close/Reload |
Revision 0c68f0e by Sergey Sharybin March 9, 2012, 13:37 (GMT) |
Previous fix for stabilization autoscale actually broke stabilizaiton itself (median point was sliding a bit from it's original position) This happens because of how transformation for stabilization calculates: image is scaling around it's center, so image translation should be recalculated after scale was changed, but scale also depends on translation. That's where tricky things happens. It's still not ideal for case of rotation, but before fixing this issue better to figure out usecase and see if it's indeed so needed to scale around image center (it might only be helpful to use stabilization parameters in compositor nodes). |
Revision 15ec2a9 by Joshua Leung March 9, 2012, 13:31 (GMT) |
Markers Tweak for Sequencer Applied the keymaps hack which is used for other animation editors to allow markers to be added and renamed anywhere from within the sequencer strips region, instead of just when the cursor is over the scrollbar. Other operations where the hotkeys conflict though (delete, move) can still be done only from the scrollbar, or better still, from the Timeline. |
Revision 48f284d by Joshua Leung March 9, 2012, 10:24 (GMT) |
Tweaks for typos in the Keying Set descriptions commit |
Revision 455d1be by Lukas Toenne March 9, 2012, 10:16 (GMT) |
Node socket selection feature reimplemented from 2.49. Sockets can be selected as a sub-selection of nodes and are then preferred by the auto-connect operator. This makes it easier to create precise links over long distances as an alternative to the click & hold operator. Socket selection is indicated by a simple white highlight circle. Multiple inputs can be selected by holding SHIFTKEY (just like regular node select). Only one output socket can be selected at a time for each node, but several outputs in different nodes are allowed. The auto-connect operator will prefer selected sockets on nodes for creating links. If either the output or input side have no selected sockets it will fall back to the previous behavior of chosing 'best' sockets first (colors, then vectors, then values). This could be improved in the future, but is out of scope here. |
Revision eb1b38f by Sergey Sharybin March 9, 2012, 10:01 (GMT) |
Some fixes for 2D stabilization: - Ron aspect ratio correction after applying location There're still some annoynments with rotation stabilization with pixel aspect != 1, will be fixed later. - Joining tracks will update track used for rotation stabilization/ |
Revision 0641f17 by Nicholas Bishop March 9, 2012, 09:30 (GMT) |
Optimize index buffers for multires drawing in sculpt mode. All multires grids have exactly the same ordering, so rather than allocate a new index buffer for each PBVH node, just allocate one that can be reused for every grid. This requires more draw calls (one per grid rather than one per PBVH node), but less graphics memory. |
Revision dfdfa3d by Campbell Barton March 9, 2012, 06:04 (GMT) |
code cleanup: replace macros VECCOPY, VECADD, VECSUB, INPR - with BLI_math funcs. added copy float/double funcs: copy_v3fl_v3db(), copy_v3db_v3fl(). 2d & 4d too. |
Revision 4251746 by Campbell Barton March 9, 2012, 04:10 (GMT) |
some code cleanup for rip tool. |
Revision 78d73eb by Campbell Barton March 9, 2012, 03:16 (GMT) |
BMesh: rewrite edge split code (used by edge split modifier and rip tool) this fixes but [#30461] where the same vertex was added to some faces twice. Previous code rebuilt all faces around the split edges, replace this with much simpler code that uses existing bmesh API for splitting. This also gives a performance boost to the modifier (over 30x faster in the bug-report file). |
Revision 4f7bdc5 by Campbell Barton March 9, 2012, 00:41 (GMT) |
style cleanup: spelling. also remove large, duplicate comments from sunsky.h |
Revision 27d43f3 by Campbell Barton March 9, 2012, 00:01 (GMT) |
added API function to C and python * C: BM_vert_separate(...) * py: bmesh.utils.vert_separate(vert, edges) This splits off regions around the vertex, splitting on connected edges passed in a sequence. also made minor changes - rename python api functions _rip to _separate - fixed bmesh iterator being iterable its self (some parts of python expect this) - fix memory leak in bmesh python api. |
Revision 06b2343 by Nicholas Bishop March 8, 2012, 22:33 (GMT) |
Use sqrtf rather than sqrt in CCGSubSurf.c |
Revision 3a3c5db by Sergey Sharybin March 8, 2012, 21:14 (GMT) |
- MSVC doesn't have log2f function - Fix misusage of new [] and delete in BGE. |
Revision 077deb1 by Brecht Van Lommel March 8, 2012, 20:13 (GMT) |
Cycles: improve F/Stop number tooltip description. |
Revision c82c456 by Campbell Barton March 8, 2012, 20:00 (GMT) |
bmesh py api, new functions: * bmesh.utils.face_vert_rip(f, v) * bmesh.utils.loop_rip(l) |
Revision 284fcd2 by Brecht Van Lommel March 8, 2012, 19:53 (GMT) |
Cycles: fix UI when material has nodes but use nodes option is disabled, it didn't show this option then. |
Revision 9b8dae7 by Brecht Van Lommel March 8, 2012, 19:52 (GMT) |
Cycles: support for environment texture "Mirror Ball" projection mode, next to existing "Equirectangular". This projection is useful to create light probes from a chrome ball placed in a real scene. It expects as input a photograph of the chrome ball, cropped so the ball just fits inside the image boundaries. Example setup with panorama camera and mixing two (poor quality) photographs from different viewpoints to avoid stretching and hide the photographer: http://www.pasteall.org/pic/28036 |
Revision 0f3e182 by Sergey Sharybin March 8, 2012, 18:50 (GMT) |
Fix #30435: 2.62 Torus Batch building "Bug" or A Experimental Feature? Python-defined primitives used to be added to all visible layers instead of adding to active scene layer as it happens with C-defined primitives. |
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