Revision a905008 by Diego Borghetti July 8, 2010, 19:29 (GMT) |
Fix Texture node don't take care render size. The texture node was not taking into account the precentage of the render when create the output buffer. Reported by venomgfx at irc. |
Revision 3cef95c by Joerg Mueller July 8, 2010, 17:47 (GMT) |
Fix for ipo conversion on file transition in the game engine. |
Revision ce8942d by Joerg Mueller July 8, 2010, 17:31 (GMT) |
Merging revision 29560:30125 from trunk. |
Revision b441a22 by Campbell Barton July 8, 2010, 17:00 (GMT) |
fix for crash if image names are too long in adding image strips to the sequencer. |
Revision aff6b68 by Campbell Barton July 8, 2010, 16:24 (GMT) |
added imports to templates |
Revision 90e1119 by Campbell Barton July 8, 2010, 16:10 (GMT) |
import bpy needed for presets now |
Revision 2589553 by Brecht Van Lommel July 8, 2010, 15:07 (GMT) |
Fix: object_duplilist should be passed the original scene rather than the set scene, otherwise can have wrong current frame and render settings, in particular this give issues with particle object instancing. |
Revision 6fcacf0 by Campbell Barton July 8, 2010, 14:30 (GMT) |
- duplicating a scene now duplicates all strips (not just selected ones) - python change, dont import 'bpy' by default, initially I thaught this would make scripting easier but it ends up being annoying when you want to register a script or if you want to import it. (more trouble then its worth to save 1 line, also not very pythonic). |
Revision 6feea7e by Campbell Barton July 8, 2010, 14:01 (GMT) |
Shift+O to toggle overlay |
Revision b511fbe by Campbell Barton July 8, 2010, 10:03 (GMT) |
Sequencer display overlay option, this can show a border area from another time to help compare for color grading. - Okey sets the border in the display. - Okey resets the frame offset in the sequencer timeline. - ghost icon in the header can enable/disable. - frame offset can be relative or absolute (lock icon) Not very happy that this commit adds a call to BKE_animsys_evaluate_animdata(scene, ...) in do_build_seq_array_recursively() without this the offset frames dont have fcurves applied. Though we will need something like this for prefetch frames to work too. |
Revision ff51a96 by Dalai Felinto July 8, 2010, 09:25 (GMT) |
Logic UI: small commit - set visible flag for sensor and actuator (so it works with the move logic bricks operator to be committed) |
Revision 779368f by Dalai Felinto July 8, 2010, 06:49 (GMT) |
Logic UI: fix for #Motion Actuator Dynamic options not showing for Soft Body and Rigid Body (reported by Mal Duffin (malCanDo) over email) Originally (2.49) we were testing for ob->game_flag to see if the object is dynamic. That could work here (it would require a new rna prop for the object (a read-only is_dynamic) or similar. However using ob.game.physics_type is more explicit, therefore may be more interesting. I have no strong opinions on that... |
Revision a797e81 by Nathan Letwory July 8, 2010, 06:16 (GMT) |
=== Windows installer === * cleanup link section for Start Menu |
Revision 629248a by Tamito Kajiyama July 8, 2010, 06:11 (GMT) |
Fix for path changes in the trunk revision 29935. This commit should also fix a crash in MinGW32 builds. |
Revision 12d7b10 by Mike Erwin July 8, 2010, 01:53 (GMT) |
added filtered event dispatch for lo-fi mouse/pen input |
Revision c689e46 by Brecht Van Lommel July 7, 2010, 18:47 (GMT) |
Fix #22340: sintel appears in seemingly random poses on load. Pose proxy synchronization happened after drivers were already evaluated, now moved to start of object_handle_update. |
Revision 356a869 by Thomas Dinges July 7, 2010, 18:39 (GMT) |
Nodes: * Tooltips for the Blur Node |
Revision 6e60e57 by Nicholas Bishop July 7, 2010, 17:32 (GMT) |
Fix for bug #22763, Blender 2.52 Crashes with the default scene when in weight paint mode clicking the Levels option * Add a `return 0' to ED_vgroup_give_parray to avoid falling through from mesh to lattice |
Revision 1ff98fb by Brecht Van Lommel July 7, 2010, 17:08 (GMT) |
Fix #21540: depsgraph problem on load, meshes on non-visible layers were not created when objects on visible layers depended on them, now it uses the flushed layer to determine if the object data should be recalculated. |
Revision 6debe0f by Campbell Barton July 7, 2010, 16:37 (GMT) |
fix for duplicating metastrips, unique names and animation data. |
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