Revision 89ceb3b by Dalai Felinto October 31, 2010, 12:12 (GMT) |
bugfix: "glsl lamp not (directly) updated when there is no material in the object" reported by Olivier Amrein lamps require a depsgraph update. There is no more need to ED_render_id_flush_update because this is called by the DAG_id_flush_update. help (and the right fix) from Brecht. |
Revision 06abc86 by Brecht Van Lommel October 31, 2010, 11:51 (GMT) |
Fix crashing running read full sample layers operator. |
Revision beb5f84 by Nathan Letwory October 31, 2010, 08:42 (GMT) |
stdint include needed on non-msvc platforms |
Revision 0876fce by Campbell Barton October 31, 2010, 04:11 (GMT) |
rename and negate DISABLE_PYTHON --> WITH_PYTHON |
Revision 50dab4f by Campbell Barton October 31, 2010, 03:20 (GMT) |
rename definition for enabling the game engine GAMEBLENDER==1 --> WITH_GAMEENGINE |
Revision 73f21f2 by Nathan Letwory October 31, 2010, 01:18 (GMT) |
Lock to Cursor Patch by Dan Eicher. In 3dview properties you can enable this. Rotating view then uses cursor as pivot point. Note that with this option enabled just relocating the 3d cursor also changes the 3dview. Sebastian König: "Now the 3d cursor is actually useful" (sitting next to me while applying patch at bconf hostel) |
Revision bae43df by Campbell Barton October 31, 2010, 01:04 (GMT) |
building the BGE without bullet works again. |
Revision 7f5abb7 by Campbell Barton October 31, 2010, 00:56 (GMT) |
dont build blender/kernel if the game engines disabled. |
Revision b349f7c by Campbell Barton October 30, 2010, 23:02 (GMT) |
Minor speedups for 3D view text drawing ~10-15% improved frame-rate with particle display. - ascii text drawing functions, slightly faster since they dont have to do hash lookups & utf8 conversions for each char. - used ascii drawing functions for the view3d's number display. - each text item was using fixed 128 chars, now only allocate the string length needed. |
Revision aa7575c by Tamito Kajiyama October 30, 2010, 22:15 (GMT) |
Fix for occasional disappearance of strokes when using SpatialNoiseShader. The PseudoNoise class for generating a series of noise values had a bug involving a signed integer overflow when renders were at high image resolution. This caused the noise generator to yield very large noise values, putting strokes out of the renders' image boundary. |
Revision 97d2ca8 by Janne Karhu October 30, 2010, 21:55 (GMT) |
Sequence editor code cleanup * The logic in some parts of the sequencer code was rather cryptic, so I cleaned it up a bit. * There should be no functional changes what so ever from these changes. |
Revision c2b9dfa by Campbell Barton October 30, 2010, 19:52 (GMT) |
fix for own mistake with mat4_to_loc_rot_size(), flipping the scale on negative matrix isn't correct. |
Revision 90e9970 by Campbell Barton October 30, 2010, 19:29 (GMT) |
change mat4_to_eulO, mat3_to_eulO to calculate 2 rotations and return the smallest one. mat4_to_eul & mat3_to_eul are already working this way. Without this we get problems with constraints, eg: rotation on the Y axis over 90d can be represented by setting the X and Z to -PI, Y would decrease to 0 (infact 180d). |
Revision 44e6026 by Campbell Barton October 30, 2010, 18:42 (GMT) |
the pivot constraint was translating when the pivot was offset along the rotation axis. fixed by projecting the pivot along the axis of rotation and subtracting this from the pivot. |
Revision 082e9b3 by Janne Karhu October 30, 2010, 17:42 (GMT) |
Fix for [#24458] Problem with Axis Angle rotation * Added checks to handle zero axis vector. |
Revision 001259c by Campbell Barton October 30, 2010, 17:16 (GMT) |
warning/portability fixes. |
Revision c69f2ea by Janne Karhu October 30, 2010, 17:13 (GMT) |
Fix for [#24448] User Preferences - Interface - Mini Axis - Brightness, none working? * The axis draw function was changed by Campbell recently, but the brightness value was forgotten? * Solved currently by mapping the brightness value to axis alpha. |
Revision d29d972 by Janne Karhu October 30, 2010, 15:20 (GMT) |
Fix for [#23318] SEQUENCER EFFECT: Glow blur amount should be relative |
Revision e548e3e by Luca Bonavita October 30, 2010, 13:25 (GMT) |
== blender file format == Hello, from the bconf 2010 from Jeroen and Luca. Our first combined commit :) Automatically create sdna documentations from Trunk. Usage: blender2.5 -b -P BlendFileDnaExporter_25.py [-- [options]] Options: --dna-keep-blend: doesn't delete the produced blend file DNA export to html --dna-debug: sets the logging level to DEBUG (lots of additional info) --dna-versioned' saves version informations in the html and blend filenames --dna-overwrite-css' overwrite dna.css, useful when modifying css in the script Examples: default: % blender2.5 -b -P BlendFileDnaExporter_25.py with options: % blender2.5 -b -P BlendFileDnaExporter_25.py -- --dna-keep-blend --dna-debug |
Revision ae9c4b1 by Janne Karhu October 30, 2010, 13:09 (GMT) |
Info text for scene strips showing the frame range that's set in the scene * Related to bug report [#24329] scene length not updated in VSE * This data is nice to have in the sequencer without having to go the actual scene that's added as a strip. |
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