Revision dd8a575 by Campbell Barton November 1, 2011, 09:47 (GMT) |
correct header, for some reason gcc doesnt warn about this |
Revision c529631 by Campbell Barton November 1, 2011, 09:21 (GMT) |
uncommented particle mirror, tested and it works fine. |
Revision 9aa901c by Campbell Barton November 1, 2011, 09:05 (GMT) |
svn merge -r41422:41431 ^/trunk/blender |
Revision 2ad80bf by Campbell Barton November 1, 2011, 08:11 (GMT) |
vertex group mirror - now works in vertex select + weight paint mode. - added option not to mirror all vertex groups. |
Revision bcdcbb6 by Campbell Barton November 1, 2011, 06:45 (GMT) |
macro to check if an object type supports vgroups |
Revision e3f03d7 by Campbell Barton November 1, 2011, 06:26 (GMT) |
added path traversal flag - BPATH_TRAVERSE_SKIP_MULTIFILE, so path manipulation functions dont run multiple times on the same path in the case of sequence strips where the one directory is used as the base for many images. |
Revision b6e445a by Campbell Barton November 1, 2011, 05:43 (GMT) |
BMesh todo - mirror vertex groups back. |
Revision d4f1275 by Campbell Barton November 1, 2011, 05:17 (GMT) |
subdivide smooth now works as in trunk. - r35832 joeedh removed this with comment "removed the "smoothness" parameter (which never worked, anyway, even in trunk)", not sure I agree here... just because its not perfect doesnt mean its not working, anyway, to support in bmesh at the same level as trunk is not much effort. - calculating the coordinates was being done on every shape key, I can see this could be useful to subdiv worked on all shape keys BUT the existing code didnt do this properly, for it to work right the normals would need to be updated for each shape key too when calculating smoothing, so now just calculate the new subdivided location and apply the difference to all other shape keys. |
Revision 8cfef06 by Campbell Barton November 1, 2011, 04:31 (GMT) |
enable bmesh subdivide smooth, this isn't working quite right yet. also remove some invalid BMESH_TODO's |
Revision f3f3a42 by Campbell Barton November 1, 2011, 04:19 (GMT) |
use math functions for mesh subdivide smooth (easier to follow for bmesh, no functional changes). |
Revision b03e78e by Campbell Barton November 1, 2011, 03:02 (GMT) |
minor cleanup edits |
Revision f1301de by Campbell Barton November 1, 2011, 02:59 (GMT) |
svn merge -r41420:41422 ^/trunk/blender |
Revision e4896c9 by Campbell Barton November 1, 2011, 02:24 (GMT) |
name qtcreator projects based on branch names (if svn is found and its a branch), was too confusing with multiple IDE's open calling all projects 'Blender'. |
Revision e08c4a0 by Campbell Barton November 1, 2011, 02:01 (GMT) |
svn merge -r41371:41420 ^/trunk/blender |
Revision a5959e7 by Campbell Barton November 1, 2011, 00:34 (GMT) |
hopefully fix problem with cmake on osx (older gcc version) |
Revision 4e0d8cc by Brecht Van Lommel October 31, 2011, 17:00 (GMT) |
Fix #29084: material/texture nodes crash introduced in 2.60, execdata is being lazely created but this wasn't done in a thread safe way. |
Revision bdb279e by Brecht Van Lommel October 31, 2011, 16:44 (GMT) |
Fix crash in texture nodes, when no derivatives available, other nodes already did this check. |
Revision 5492c4d by Sergey Sharybin October 31, 2011, 16:03 (GMT) |
Camera tracking integration =========================== Split property used to define tracking camera focal length into two separated properties, so now you can specify focal length in needed units directly without taking into account units used for displaying. |
Revision c3b2b00 by Sergey Sharybin October 31, 2011, 14:27 (GMT) |
Camera tracking integration =========================== Remove moravec detector. It doesn't work really fine and it's times slower than fast detector. |
Revision 56421d8 by Brecht Van Lommel October 31, 2011, 14:08 (GMT) |
Fix: selecting with z-buffer hiding did not work when graphics card settings enabled antialiasing, overriding application settings. The fix for this got lost when the FSAA option was added and later disabled again. Added it back now, and also disable AA for UI widgets since it makes them look too blurry, they already do their own AA. |
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