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Blenderin Git "master"-kehityshaaran kommitit.

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August 11, 2011, 08:24 (GMT)
fix [#28213] Imperial unit for 0.001 inches inconsistently displayed as mils and thous
August 11, 2011, 07:19 (GMT)
BGE Animations: Animation updates are now handled separately from logic/physics updates. This allows the animations to be updated at the full fps specified by the user. Before, updates were not happening frequently enough. For example, a 30fps animation my only update at 20~30fps, which would cause some noticeable lag. This my not be the best solution since at this point we may be dropping frames (not being in the while(frames) loop), and we're not updating as often as the physics engine might want for bone parented physics objects.
Revision 80acfdc by gsr b3d
August 11, 2011, 06:40 (GMT)
SVN maintenance.
August 11, 2011, 06:06 (GMT)
use ghash for operator and menu types, was doing string lookup in the operator list (containing over 1000 items) for each button draw.

gives small speedup for UI drawing and overall startup time.
August 11, 2011, 05:50 (GMT)
ifdef'd outliner code which is spesific to gsoc pepper with '// GSOC_PEPPER' so its obvious. this will keep merging pepper changes from conflicting and can be removed when its finally merged.
August 11, 2011, 05:46 (GMT)
merge outliner refactor so we dont have to keep outliner.c locked in trunk.

this wont build because of changes spesific to pepper, fix coming next.

svn merge source/blender/editors/space_outliner -r36830:38987 https://svn.blender.org/svnroot/bf-blender/branches/soc-2011-pepper/source/blender/editors/space_outliner
August 11, 2011, 05:43 (GMT)
unlocking outliner.c and removing... (merging refactor from pepper but looks like this will take a few steps)
August 11, 2011, 05:04 (GMT)
August 11, 2011, 04:53 (GMT)
August 11, 2011, 03:27 (GMT)
BGE Animations: Updating BL_ActionActuator.frame to work with the new actuator.
August 10, 2011, 21:14 (GMT)
Camera tracking integration
===========================

Make calibration grid "outer" boundaries always be inside frame.
Revision fba1f50 by Benjy Cook
August 10, 2011, 20:37 (GMT)
Mostly finished implementation of animation stitching, with lock bone functionality, allowing the user to choose a bone that maintains its position during the blend
Revision 1eaeaf8 by Benjy Cook
August 10, 2011, 20:36 (GMT)
Fix for previous commit, now a fake user flag is added when switching between retargeted animations, so they don't get lost on save
August 10, 2011, 20:12 (GMT)
fix for regression for shape key UI, values are now editable again in the list, double checked this works for mesh/curve and lattice types.
August 10, 2011, 20:05 (GMT)
BGE Animations: Always update the localtime used for continuous animations. Previously this was only done on a positive or negative pulse, which could lead to some issues with a continuous flipper animation.
August 10, 2011, 19:45 (GMT)
Cycles: clang build fixes.

August 10, 2011, 19:43 (GMT)
import only transform matrix animation method ( in progress )
August 10, 2011, 18:44 (GMT)
Camera tracking integration
===========================

Changes to manual calibraiton:

- Grease pencil is now getting distorted, so now workflow is
changing to making straight GP line line match footage.

I've tried to make GP lines not changing their start and
end points from their "keyed" position.

Should be tested because this could be done not in
very accurate way.

- Fixed crash when adding new GP layer when there's no
frames yet and manual calibration is enabled.
Revision b5d556d by Benjy Cook
August 10, 2011, 18:41 (GMT)
Initial programming of stitch animation operator. WIP
Revision 8afad10 by Benjy Cook
August 10, 2011, 18:40 (GMT)
Continued changes to storing of retargeted animation data, making it possible to easily switch between all retargeted clips, and stitch them with the future operator
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