Revision bfe2447 by Campbell Barton December 1, 2010, 10:17 (GMT) |
partial fix [#23265] matrix_world rna path is visible but returns 0 to drivers without error however accessed this report raised a number of problems with rna paths, while we still dont have multi-dimensional array access, invalid paths were being accepted which confused things. rna path resolving code was accepting all sorts of invalid input because atoi() just returns 0 for non numeric input. now check if 0 number == '0' character. |
Revision 2ada145 by Campbell Barton December 1, 2010, 09:12 (GMT) |
fix for crashes trying to resolve paths "location[]" or "location.." |
Revision fd77288 by Campbell Barton December 1, 2010, 08:49 (GMT) |
increase the reference counts when setting default scene compo nodes else removing them can set the user count < 0. |
Revision 3e173f4 by Campbell Barton December 1, 2010, 07:25 (GMT) |
disable redcode support for cmake & scons-freebsd |
Revision 8a761a3 by Campbell Barton December 1, 2010, 07:15 (GMT) |
quit blender if the first X11 window fails to open. mainly just to avoid a segfault so the user knows its not a bug. |
Revision f5f3328 by Campbell Barton December 1, 2010, 05:59 (GMT) |
workaround [#24958] Cloth pinning not working detailed explanation as to why this is needed in report. |
Revision f801b2b by Campbell Barton December 1, 2010, 02:54 (GMT) |
bugfix [#23406] DPX Images load darker then saved, UI broken. - a linear float buffer was being created and saved into a non-linear DPX/Cineon file. - removed the UI since the settings are not used at the moment. added a utility function IMB_float_profile_ensure(), which returns a float buffer in the requested profile, using the existing if needed or returning an allocated buffer if the profile is different to that of the ImBuf. - Useful this case where the save function has its own linear setting. |
Revision ad0dd98 by Campbell Barton December 1, 2010, 02:40 (GMT) |
fix for some mistakes in recent commit. |
Revision b5ba824 by Campbell Barton December 1, 2010, 02:28 (GMT) |
patch from JacobF on IRC, copy smoke settings. double checked none of these are used for runtime. |
Revision 0184c62 by Campbell Barton November 30, 2010, 23:50 (GMT) |
fix [#24990] When extruding bones the outliner does not immediately update also changed notify functions for new bone, hide/reveal, switch direction and parent. these used ND_POSE or ND_DRAW, replaced with ND_BONE_SELECT since this changes editmode bone hierarchy/selection. |
Revision 89abb9f by Campbell Barton November 30, 2010, 23:38 (GMT) |
bugfix [#22638] Alpha channel not saved when using texture paint check for alpha channel while saving images that have been painted onto. It would be nicer to do this while in paint mode except this isn't so simple with project paint using multiple images at once. |
Revision d9c23d8 by Campbell Barton November 30, 2010, 22:39 (GMT) |
minor console changes. - remove report argument from console functions. - don't update the scroll area while drawing, do this within operators instead. - dont redraw while selecting text unless selection changes. |
Revision df6169d by Campbell Barton November 30, 2010, 21:51 (GMT) |
bugfix [#23423] Multi-window : closing game windows cause blender crash detect closing window while the BGE runs and exit without crashing, as if Esc was pressed. |
Revision 17cd581 by Janne Karhu November 30, 2010, 21:31 (GMT) |
Smoke now uses only one point cache where both normal and high resolution smoke are stored together: * Separate caches were causing quite a lot of problems both in principle and practice. * For example it doesn't really make sense to have different frame ranges for normal and high resolution smoke, but this was fully possible before. * Also to fully bake the smoke you had to do a "Bake All Dynamics", which completely defeats the whole point of the feature! * As a result of this change the smoke cache usage is much much simpler and less error prone. * This is quite a big change, but hopefully there should be less rather than more problems as a result :) Some other related changes: * Changing the cache name now works for disk caches properly too, it now just renames the cache files so should be faster too! * Smoke is now always forced to disk cache with step 1 on file load as there were some strange cases where smoke was trying to use memory cache. * Disabled smoke debug prints from console. * Disabled changing smoke parameters when smoke is baked. Note to users: The unfortunate side effect of this is that old high resolution simulations have to be baked again, but in return you get much better and more logical functionality. Sorry none the less! |
Revision 005feca by Campbell Barton November 30, 2010, 20:22 (GMT) |
minor rna changes - set matrix values not to be animatable - some matrix values were still accessed as 1d arrays. |
Revision 435f0ee by Campbell Barton November 30, 2010, 19:12 (GMT) |
missing NULL check in own recent commit, |
Revision a1b8bc9 by Campbell Barton November 30, 2010, 19:08 (GMT) |
remove unmaintained windows and unix game engine plugin code. |
November 30, 2010, 19:06 (GMT) |
SVN maintenance. |
Revision 42d6603 by Campbell Barton November 30, 2010, 18:52 (GMT) |
Add option for CMake to build libredcode, also use CODEC prefix for ffmpeg, quicktime & sndfile options. |
Revision c22dcbd by Ton Roosendaal November 30, 2010, 18:46 (GMT) |
Bugfix #24976 Compositor: MultiLayer image node: on using layer menu, the entire multilayer file got freed, causing node to collapse and open full again after a composite. |
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