February 9, 2011, 03:48 (GMT) |
SVN maintenance. |
Revision 3e8ddef by Campbell Barton February 9, 2011, 02:28 (GMT) |
move validation into blender kernel so it can be called by internal modifier funcs more easily. |
Revision 30552f9 by Campbell Barton February 9, 2011, 02:09 (GMT) |
patch [#25972] blender-thumbnailer.py: GVFS support from Shinsuke Irie (irie) with some minor edits. Shinsuke's description from the tracker: --- I have implemented GVFS framework support of blender-thumbnailer.py which allows some file managers like Nautilus and Thunar to show thumbnails in trash or network directories. If Python's gio module is available, the thumbnailer uses it to access to filesystems mounted via GVFS. This change shouldn't affect desktop environments other than GNOME and XFCE. A function gvfs_open() in this patch is defined to solve a stupid incompatibility between Python file object and GIO Seekable object. On Ubuntu 10.10, I confirmed thumbnails can be generated for file://, trash://, sftp://, and smb://. |
Revision 4eb76a1 by Joshua Leung February 9, 2011, 02:09 (GMT) |
Graph Editor: Added option to turn off AA drawing for performance gains when using really heavy files |
Revision fdf60ba by Campbell Barton February 9, 2011, 01:27 (GMT) |
mesh validation function to report errors and help debug bad data generated by modifiers. detects... - invalid vertex range for edges/faces - duplicate indices in edge/face - duplicate edges/faces in mesh - missing edges data in faces At the moment it doesn't correct errors, but eventually it will do this. |
Revision 2a67a12 by Michael Fox February 9, 2011, 01:21 (GMT) |
Fix for rendering procedual bump maps, mapped in world space, since the new bump map kernel uses direction, this bug became a real issue, with bumps suddenly changing direction Fix provided due to a long session on IRC with Morten S. Mikkelsen (sparky_) |
Revision f56d1a5 by Joshua Leung February 9, 2011, 01:16 (GMT) |
Old animation conversion code cleanups: - Tidying up some inconsistent formatting - Names of old IPO blocks are now included in the names used for new actions. These are included after a "CDA:" prefix, (i.e. "_C_onverted _D_ata _A_ction:"), which makes it easier to browse through these actions later. |
Revision 99c1a9a by Joshua Leung February 9, 2011, 01:05 (GMT) |
Bugfix [#25987] Duplicated markers naming issue One-liner fix - a missing "OPERATOR_FINISHED" on the select operator was causing problems renaming markers and potentially with other operations too! To find this bug, I added debug method to dump the list of markers to console. This has revealed some troublesome things about the way markers are organised, which IMO need to be addressed. |
Revision adfbb83 by Joshua Leung February 9, 2011, 00:52 (GMT) |
Bugfix: When removing the "only insert for active keyingset" option for Auto-keying from the UserPrefs, I forgot to remove the option from the UI there. |
Revision aff23c9 by Joshua Leung February 9, 2011, 00:51 (GMT) |
Bugfix [#25990] backward compatibility with ShapeKey Actions :: 2.49 -> 2.50 Actionified ShapeKey IPO-blocks (i.e. "Shape Key Actions") would have an action channel with the hardcoded name, "Shape", and this action would be assigned to Object level (although ShapeKey blocks had their own IPO-block slot, only Objects could have actions, so actionifying ShapeKey IPO-blocks would wrap a ShapeKey block's IPO's to an Object- level action). Hence, the path conversions code would wrongly interpret this action channel as referring to a Pose Channel instead, thus creating some invalid paths with a 'pose.bones["Shape"]' prefix wrongly getting tacked on. To ensure that the converted animation can work out of the box, a 'data.shape_keys' prefix is now used instead so that these actions can still be Object-rooted while still being able to correctly control the Shape Keys. This is because there's no easy way to identify and then shift such action from Object-level to ShapeKey- level within the conversion code. The consequence though is that such converted ShapeKey actions CAN ONLY BE USED THROUGH OBJECT LEVEL (i.e. via Action NOT ShapeKey editor). Secondly, the Action/ShapeKey editor version patching code has been modified so that if a ShapeKey editor view was active when loading an old 2.4x file, the action gets cleared from the view. This is because of this didn't make semantic sense: the ShapeKey editor is for ShapeKey-rooted actions, while the Action Editor is for Object-rooted actions. The converted files though let Object-level actions be shown in either one. |
Revision 711ba79 by Campbell Barton February 9, 2011, 00:45 (GMT) |
ignore __pycache__ dir for scons and cmake installation (py3.2 caches modules here). |
Revision 32e3aac by Campbell Barton February 8, 2011, 21:32 (GMT) |
use update() rather then update_tag(), needed for making edge data. |
Revision 4ac2d60 by M.G. Kishalmi February 8, 2011, 16:24 (GMT) |
jahka IRC fix pinning the texture properties gave python errors. |
Revision 496a78a by M.G. Kishalmi February 8, 2011, 14:33 (GMT) |
bugfix [#25969] GLSL missing an update on texture slot change what did I learn from this? "if at first you don't succeed.. you're not kaito." ;) |
Revision 811a1b9 by Janne Karhu February 8, 2011, 14:29 (GMT) |
Texture context selector for texture panel: * Texture context was previously determined by going to the appropriate panel, for example "world panel -> texture panel" to access world textures. Additionally there was a separate button to access brush textures. * Now the texture context can be selected directly through an expanded icon menu, which shows the available context options. * This context selector is now at the top of the texture panel, but this could later be perhaps integrated to the context path somehow to be more intuitive. |
Revision 9e73ac2 by Ton Roosendaal February 8, 2011, 13:48 (GMT) |
Bugfix #25957 RMB click in InfoWindow "console log" was missing call to set subwindow, needed because it uses opengl picking to find active lines. Result was that entire UI was glCleared, for some buffer swap methods. |
Revision 1bfd780 by M.G. Kishalmi February 8, 2011, 13:40 (GMT) |
fix: latest shader wasn't working on itel gfx-cards couldn't use a = ( float_function() < 0 )? b: c; for whatever reason. |
Revision 24db3d1 by Lukas Toenne February 8, 2011, 12:54 (GMT) |
Per-type node labels and customizable names. The label displayed in the node header is now by default the node type string. A custom label callback can be implemented to display more detailed information. This is currently used by group nodes, which display their internal tree name, and math, vector math, mix and filter nodes, which use their internal operation sub-type. Also the node tree selection/naming box for groups is now displayed only on open groups, to make it clearer that this is the internal type of the group and get a cleaner main tree. |
Revision cd95dd4 by Campbell Barton February 8, 2011, 11:20 (GMT) |
fix own recent error [#25977] Torus disappears when adding "Subdivision Surface" ID's and meshes both have update functions, call the meshes rather then update_tag() for recalculating edges. |
Revision e511f9f by Campbell Barton February 8, 2011, 10:31 (GMT) |
add back options for loading a renderlayer to offset the image when copying the buffer to a smaller renderlayer. This was reverted by Brecht r22541 because its inefficient but there is no way to work around this with povray at the moment so adding it back as optional args. |
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