Revision 6735525 by Benoit Bolsee September 9, 2011, 19:30 (GMT) |
Revision 71c9120 by Brecht Van Lommel September 9, 2011, 16:38 (GMT) |
Cycles: fix windows build, some minor tweaks. |
Revision ceb9b23 by Campbell Barton September 9, 2011, 15:25 (GMT) |
Revision fa76a45 by xiao xiangquan September 9, 2011, 15:09 (GMT) |
update language packs |
Revision e773075 by Campbell Barton September 9, 2011, 14:58 (GMT) |
patch [#28588] BMesh: "Split" tool from Andrew Wiggin (ender79) Impliments the split tool in bmesh. |
Revision 3f91c0a by Campbell Barton September 9, 2011, 14:51 (GMT) |
correct edit some comments |
Revision 4b1a8d6 by Campbell Barton September 9, 2011, 14:44 (GMT) |
use opengl vertex arrays for the base widgets, their rounded corners, arrows and emboss. (note, this is from OpenGL 1.1 from 1992, nothing fancy), gives moderate speedup on my system when showing many buttons (10% - 15%). |
Revision 657fa24 by Sergey Sharybin September 9, 2011, 14:04 (GMT) |
[#28595] Select similar edges by face angles ignores z component of normal angles Patch provided by Andrew Wiggin (ender79). Thanks! |
Revision 5fc9baa by Campbell Barton September 9, 2011, 13:46 (GMT) |
warning fixes |
Revision 8c1b4f8 by Sergey Sharybin September 9, 2011, 13:42 (GMT) |
Fix #28590: Sculpt Overlay Texture in Viewport Glitched and Wrong icon for Overlay Option? Use clamp to border for fixed textures. |
Revision a3ac15d by Campbell Barton September 9, 2011, 13:37 (GMT) |
error (case insensitive search replace) |
Revision 40481af by Campbell Barton September 9, 2011, 13:10 (GMT) |
replace magic numbers with defines to make the interface source more readable. only functional change is the uiWidgetBase struct stored up to 64 verts, changed this to 36 since thats the most that is used atm, added assert if this ever changes. |
Revision 8af4b90 by Joshua Leung September 9, 2011, 13:02 (GMT) |
Hotkey tweaks: Start/End frame jumping back to Shift-Left/Right I'd moved them to Ctrl-Shift-Left/Right having thought that they were for some reason now conflicting with some other hotkeys. Apparently not. |
Revision 67ea318 by Joshua Leung September 9, 2011, 12:46 (GMT) |
Patch [#23443] Change outliner filter into search Shane Ambler (sambler) for this 12-month vintage! From description: One thing with the outliner filter box is it only filters items that are currently visible. To find what you want you need to manually expand a few levels so that what you want to find is visible. This small patch expands items when filtering is done - effectively turning it into a search. Currently this does not alter the datablocks view as expanding all entries takes waaaay tooooo long. I prevent the expansion of RNA entries for userprefs which prevents infinite recursion but the datablocks list is just too big for this approach. I think it would need a custom outliner_build_tree for a full search. |
Revision ca170a8 by Benoit Bolsee September 9, 2011, 12:37 (GMT) |
forgot to resolve one conflict in previous merge |
Revision bef9509 by Nathan Letwory September 9, 2011, 12:23 (GMT) |
Apply small patch by Shane Ambler: * inline of math funcs for Apple PPC * eltopo big/little endian ifdef |
Revision c1c4743 by Benoit Bolsee September 9, 2011, 12:21 (GMT) |
Revision cfbd6cf by Brecht Van Lommel September 9, 2011, 12:04 (GMT) |
Cycles: * OpenCL now only uses GPU/Accelerator devices, it's only confusing if CPU device is used, easy to enable in the code for debugging. * OpenCL kernel binaries are now cached for faster startup after the first time compiling. * CUDA kernels can now be compiled and cached at runtime if the CUDA toolkit is installed. This means that even if the build does not have CUDA enabled, it's still possible to use it as long as you install the toolkit. |
Revision 01744ab by Benoit Bolsee September 9, 2011, 11:55 (GMT) |
GPU: add gpu python module with export_shader() function to export GLSL shader. shader = gpu.export_shader(scene,material) Returns the GLSL shader that blender generates to produce the visual effect of material in scene for the purpose of reusing the shader in an external engine. This function is meant to be used in a material exporter so that the GLSL shader can be exported entirely. The return value is a dictionary containing the shader source code and all associated data. The full documentation is under sphinx. Warning: there has been an API between the patch and this commit: uniform['lamp'] and uniform['image'] now return python reference to ID block instead of ID name as before. The X3D exporter that uses this function must be adapted. |
Revision 2b33c6b by Campbell Barton September 9, 2011, 11:54 (GMT) |
workaround for msvc not supporting variable length args in macros. |
|
|
|


Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021