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Blenderin Git "master"-kehityshaaran kommitit.

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September 18, 2011, 01:34 (GMT)
Console Scrolling - reset while typing.
patch from Damir Prebeg with some edits.

Also made it so resizing the console view keeps the lower part of the text in view (could be annoying when you needed to scroll because of a resized view).
Revision 1b5d16f by Jason Hays
September 18, 2011, 01:09 (GMT)
I made multitude of fixes based on the comments provided online:

Removed the drawSelectedVerts and added drawSelectedVertices, which uses dm->foreachMappedVert.

In calc_weightpaint_vert_color():
Made the weight paint color black and return instead of input=-1

Made the pose bone selection normal when multi-paint is inactive.

Name fix for functions using mv instead of mvert.

Used vector functions provided by the math lib.

Changed some MEM_callocN references to be stacks.

Changed dm_deform_clear to use ob->derivedDeform primarily

Made the variable "float **changes" into "float (*changes)[2]"

Used CTX_data_active_object() in place of CTX_data_pointer_get_type()

Added the invert selection hotkey "Ctrl+I" to weight paint's vertex mask.
September 17, 2011, 20:50 (GMT)
i18n: replace gnu unifont with droid sans font

- Static variables can be initialized with constants only.
- Removed bunifont.ttf.c from datafiles -- it's not actually a
data file. Unicode font loading stuff is not in blenkernel/font.c
- Allocate as much memory for unzipped data as it's needed.
Default read chunk is 512Kb.
- Fixed regression (or just a typo) in setting utf locale.
- Default locale set to en_US:en works fine now.
- Commented put Nepali language in user preferences -- it's
not supported by current droid font and imo it's better to
have nice font for languages we actually have translation for
rather than allowing to choose more languages in user preferences.
September 17, 2011, 20:49 (GMT)
Cycles: fix math nodes not working after merge.

September 17, 2011, 18:54 (GMT)
Merged changes in the trunk up to revision 40299.
September 17, 2011, 17:18 (GMT)
Resurrect the conditional to avoid extra color state changes. Thanks Ender79 for the suggestion!
September 17, 2011, 16:57 (GMT)
image button was hard coded to draw the splash screen which it loaded from PNG data on every draw.

now pass the ImBuf when callign the image button so we could have different images in buttons later on.
September 17, 2011, 15:27 (GMT)
Cycles:
* Fix node tree identifier. MATERIAL > SHADER.
This fixes some of the node buttons not showing up after recent merge.
September 17, 2011, 15:17 (GMT)
Use GL_LINES instead of GL_LINE_LOOP for selected uv edge drawing, avoids an extra conditional and drawing an extra 0 size line per uv.
September 17, 2011, 14:51 (GMT)
Fix: Uv edges were incorrectly drawn as selected in uv vert select mode when a sole uv vert was selected.
September 17, 2011, 14:38 (GMT)
Cycles: missed these files in merge commit.

September 17, 2011, 13:33 (GMT)
Recast/detour: fix some property enum identifiers to follow conventions.

September 17, 2011, 13:28 (GMT)
Cycles: svn merge -r39870:r40266 https://svn.blender.org/svnroot/bf-blender/trunk/blender

Merging the node changes required a lot of conflict resolution, fixed the
issues I could find but if you want stability you might want to wait a bit
before updating.

September 17, 2011, 13:22 (GMT)
Camera tracking integration
===========================

Fix for crash on pyramid tracker caused by precision error
when calculating pyramid level.
September 17, 2011, 13:15 (GMT)
svn merge -r40279:40295 ^/trunk/blender
September 17, 2011, 13:03 (GMT)
Nodes: fix nodes in groups not getting socket templates verified, and reserve
some socket flags for cycles to avoid conflicts.

September 17, 2011, 12:31 (GMT)
Fix knife midpoint snapping when previous point was a vertex; also reduced snap radius to approximately match crosshairs.
September 17, 2011, 12:25 (GMT)
fix for building after merge
September 17, 2011, 10:45 (GMT)
Speedup for font drawing, every letter was character was calling:
glGetIntegerv(GL_TEXTURE_2D_BINDING_EXT, &cur_tex);

... with shadow enabled glGetFloatv(GL_CURRENT_COLOR, color) was called twice per character as well.


Now only call glGetFloatv(GL_CURRENT_COLOR, ...) once per string and only when drawing with shadow or blur, texture bind is stored in the font.

Gives 8% overall FPS speedup when displaying heavy UI in my test.
September 17, 2011, 10:44 (GMT)
Minor: fixing other UI typos.
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