Revision 7689ac7 by Campbell Barton November 19, 2010, 11:57 (GMT) |
fix for error in recent commit. |
Revision a04bbb2 by Campbell Barton November 19, 2010, 11:33 (GMT) |
use CMake's OpenMP built in detection rather then defining flags ourselves. |
Revision 47541fe by Campbell Barton November 19, 2010, 11:10 (GMT) |
fix [#24810] Mist Settings Are Not Visually Updated When Camera Displays Mist |
Revision 506e692 by Campbell Barton November 19, 2010, 10:33 (GMT) |
fix [#24804] filetring of files doesnt work for import/export |
Revision 7358a95 by Campbell Barton November 19, 2010, 10:24 (GMT) |
bugfix [#24807] nan pixel on Word BG with Angular Map coord texture also avoid divide by zero with an empty raytree |
Revision ba36dd3 by Janne Karhu November 19, 2010, 08:37 (GMT) |
"Fix" for [#24743] Strand Shading: Distance slider gives different results even when greyed out * The actual flag was set at render time, was not supposed to be editable manually. |
Revision 53d0bdd by Janne Karhu November 19, 2010, 08:17 (GMT) |
Possible fix for [#23982] Display update with animated nested custom ID properties * Any property area can have animated properties, so redraw the area on frame changes regardless of the specific property area type. |
Revision 3066d82 by Campbell Barton November 19, 2010, 07:46 (GMT) |
patch [#24800] Make scene type buttons from material preview optional from Wenzel Jakob (wenzel) |
Revision ab72823 by Campbell Barton November 19, 2010, 07:40 (GMT) |
edit on last commit, for calculating drivers on obdata just check for animdata rather then the object type. also use switch rather then if checks. |
Revision 39de191 by Campbell Barton November 19, 2010, 07:31 (GMT) |
bugfix [#24796] Drivers are ineffective on Text & Curve obj. geometry parameters also added note that adjusting bone radius changes the parent bone for connected child bones, and fix typo on failing to read startup.blend (both pointed out by MikeS on IRC) |
Revision 18200f5 by Campbell Barton November 19, 2010, 06:21 (GMT) |
bugfix for pivot constraint. - no rotation resulted in NAN location. - subtraction of pivot done in wrong order made the constraint give odd results when rotating on more then 1 axis. |
Revision 844e63f by Mitchell Stokes November 19, 2010, 04:06 (GMT) |
Fixing a crash when dynamically loading a scene that contains a bone parent. |
Revision d4a2972 by Campbell Barton November 19, 2010, 03:45 (GMT) |
bugfix [#24803] Export UV Layout in PNG (default) corrupts Blendfile Removing a scene would set the active scene, assuming the scene removed was the current scene. This broke UV Export which used a temp background scene. |
Revision c1664dd by Campbell Barton November 19, 2010, 03:09 (GMT) |
[#24802] Invert vertex group not inverting armature modifier influence the armature vertex group options only apply to Multi-Modifier, rename and edit the UI to make this clear. |
Revision 5a09368 by Campbell Barton November 19, 2010, 02:14 (GMT) |
use 'const char *' for imbuf and file ops. |
Revision 0b74aab by Campbell Barton November 19, 2010, 01:06 (GMT) |
remove unused argument. |
Revision b83cc77 by Joshua Leung November 18, 2010, 23:48 (GMT) |
Bugfix #24795: Typo fix in particle_system.c Also, fixed indention in armature.c (stupid space-based indention) |
Revision 71721f0 by Janne Karhu November 18, 2010, 19:12 (GMT) |
Algorithm fix for fluid particles: * The SPH fluid particle algorithm was implemented a bit wrong. This problem could for example result in the fluid moving sideways after being dropped straight to a horizontal collision surface, a very big no-no as far as real world physics are concerned! * After some extensive code shuffling the algorithm is now much more true to the paper it was implemented from, and more importantly now the physics should be correct too! * The main thing was that fluids calculations can effect many particles simultaneously, so just a single loop through all particles can't work properly. As a side note this also means that the actual fluid algorithm can't be made threaded :( * To make things work I also had to reshuffle some general particle physics code, but there should be no functional changes what so ever to other physics types, so poke me immediately if something strange happens. Note to users: these changes will most probably effect the way previously done sph fluid simulations look, so some parameter tweaking will be needed to get things back looking the way they were. |
Revision aef3e99 by Ton Roosendaal November 18, 2010, 19:11 (GMT) |
Bugfix #22052 OpenGL viewport render gave squeezed results in cases. Reason: some graphics cards only give offscreen buffers in multiples of 256 or 512 (my case). Current fix uses the actual size returned by graphics card, which is also safe for too large renders. More elaborate cropping or matching is for another time. (Added printf for feedback on this, might disappear) |
Revision e76074d by Ton Roosendaal November 18, 2010, 16:38 (GMT) |
Feature fix When using Material Nodes, there was no indication in Material Property window which node was active. The context/channel widget now shows this. Better would be to be able to browse nodes in this list, and to have option to preview only this material (not node tree result). Enough todo for future :) |
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