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Revision 5b6da0c by Jason Hays
July 29, 2011, 17:57 (GMT)
Merged 38568-38822
July 29, 2011, 17:42 (GMT)
merge with trunk r38787
Revision 566d936 by Jason Hays
July 29, 2011, 17:36 (GMT)
'Fix Deforms' op added to weight paint tools to smooth (remove/reduce) spiking caused by bones by altering vgroup weights
--it's still really simplistic (and slow!) so don't try fixing an entire mesh! xD
Also, don't use it on a mesh with a mirror modifier yet, just noticed that it does both vertices instead of one.

Minor UI text update for Vertex Masking
July 29, 2011, 15:47 (GMT)
Camera tracking integration
===========================

Fixed segfault when turning stabilization on when there's
no compositing tree.
July 29, 2011, 15:25 (GMT)
Camera tracking integration
===========================

Implemented 2D stabilization:

- Based on average point of several tracks.
- Tracks for stabilization are controllable from
"2D stabilization" panel.
- Implemented autoscaling. Could fail if average point is
too close to frame boundary.
- Background clip in 3D viewport and MovieClip input
compositor nodes are using stable shot.

Some internal weak things:
- Stable shots aren't cached in moviecache. There is
only one "slot" for stable shot inside stabilization
structure.
- This could fail if several threads are requested different
frames (for example when starting playback, pause to make
Nodes Editor trigger refresh, continue playback).
- Due to it shouldn't crash i decided to implement better
caching for stable shots a bit later.
July 29, 2011, 15:18 (GMT)
Merging r38780 through r38818 from trunk into soc-2011-tomato

July 29, 2011, 13:45 (GMT)
Merging r38765 through r38817 from trunk into vgroup_modifiers.
July 29, 2011, 13:25 (GMT)
vgroup_modifiers: Fixed last problems with WP mode, plus a small fix in weightvg_util.c.
It seems WeightVG modifiers can�??t enable the eModifierTypeFlag_SupportsMapping flag...
July 29, 2011, 07:58 (GMT)
Revision fb738f4 by Lukas Toenne
July 29, 2011, 07:14 (GMT)
When relinking node group outputs from sockets of different type, automatically change the output to the source type. Feature request by Daniel Salazar.
July 29, 2011, 02:15 (GMT)
fix for last merge
July 29, 2011, 02:03 (GMT)
July 29, 2011, 01:59 (GMT)
BGE Animations: Save the deform number to pose channel map created by BL_SkinDeformer::BGEDeformVerts() so it isn't recreated on every update. This gives minor speed ups, but I mostly did it because I thought it was a little cleaner this way.
July 29, 2011, 01:24 (GMT)
pep8 cleanup, also print message when attempting to run in animation player mode.
July 29, 2011, 00:08 (GMT)
small fix on careless unused chars
July 28, 2011, 18:25 (GMT)
Material transparency animation COLLADA export.
July 28, 2011, 18:19 (GMT)
* Code cleanup
A row with alignment for 1 property = useless: ;-)
July 28, 2011, 15:51 (GMT)
Fix #27719: custom RNA properties fail to update drivers. Hopefully this is
not too slow, but now we do a dependency graph tag also for these in addition
to regular ID properties, not sure how to get around it.

July 28, 2011, 15:07 (GMT)
This allows the game engine to build again, but I'm not sure if it's the best approach. Aligorith: feel free to revert this if there is a better solution.
July 28, 2011, 14:28 (GMT)
Fix part of #27944: color managment discrepancy in GLSL materials with nodes.

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