Revision a11eb1e by Arystanbek Dyussenov October 19, 2009, 16:23 (GMT) |
Post-merge fixes in collada code. |
Revision a1af978 by Arystanbek Dyussenov October 19, 2009, 16:20 (GMT) |
Merge from trunk -r 22040:23000. |
Revision 16c1a29 by Brecht Van Lommel October 19, 2009, 15:58 (GMT) |
Fix/workaround #19617: new raytracer use of SSE is crashing Mingw builds, so disable SSE in that case now. |
Revision 6538159 by Brecht Van Lommel October 19, 2009, 15:53 (GMT) |
Fix #19523: spot lamp blend display size was tweaked so it was always showing, but that also is confusing because it then shows the wrong size, so just hide it now when blend size is 0 or 1. |
Revision 655d34f by Campbell Barton October 19, 2009, 15:01 (GMT) |
weightpaint bug where hidden faces would not draw into the backbuffer, now check face mask mode first which is where hidden faces also dont draw. |
Revision 7af69ff by Brecht Van Lommel October 19, 2009, 14:54 (GMT) |
Scons/make update for use of GPU include in interface module. |
Revision fc1dcc4 by Brecht Van Lommel October 19, 2009, 14:48 (GMT) |
Fix #19645: debug properties not showing while game is running. |
Revision 8d7c69f by Damien Plisson October 19, 2009, 14:38 (GMT) |
CMake files update to allow use of MAC OSX 10.5 libs (and build 64bit blender on mac) The WITH_LIBS10.5 option switches the use of the libs included in the darwin-9.x.universal folder Use the CMAKE_OSX_ARCHITECTURES variable to set the architecture you want to build for (e.g. i386, x86_64). Only one at a time, this value is used to select the python_?.zip that is bundled with the app. WITH_COCOA (build Cocoa ghost and not Carbon) is now on by default. |
Revision 54abd77 by Brecht Van Lommel October 19, 2009, 14:32 (GMT) |
Fix #19604: defocus node was not using camera object yet. Could use a proper fix, but for now this makes things work again. |
Revision 652ea9e by Brecht Van Lommel October 19, 2009, 14:10 (GMT) |
Fix #19627: previews in materials nodes were not cleared before re-render. |
Revision dd96bf6 by Campbell Barton October 19, 2009, 14:03 (GMT) |
- added xmirror to the weightpaint options - made texture_slot return the texture slot for the node texture |
Revision 51f11ab by Brecht Van Lommel October 19, 2009, 13:41 (GMT) |
Fix #19605: material hardness was wrapped as float while it is an int, which made number buttons not increase the value on clicking the arrows. |
Revision c3f18a2 by William Reynish October 19, 2009, 13:24 (GMT) |
Moved some tool settings (mirror, auto-IK) to the tools pane. |
Revision 596d257 by Brecht Van Lommel October 19, 2009, 13:21 (GMT) |
Another fix for duplicating objects with particles. |
Revision 2d0f327 by Brecht Van Lommel October 19, 2009, 13:17 (GMT) |
Fix #19588: duplicating objects with particle systems would crash. Also an unrelated warning fix. |
Revision 60c50dd by Brecht Van Lommel October 19, 2009, 13:09 (GMT) |
Fix #19678: full sample / save buffers was crashing due to two issues: * Nested write lock on render results. * RayHits pass was always enabled, commented it out now. |
Revision 4c6b661 by Campbell Barton October 19, 2009, 13:09 (GMT) |
use the meshes mirror flag for weight painting |
Revision 520e805 by Campbell Barton October 19, 2009, 12:27 (GMT) |
Make the sequencer Ctrl+RMB select all strips on the mouse side of the playhead (just like the dope sheet). Changes how selecting linked left/right work since this conflicts. rather then Ctrl for left and Alt for right, Just use Alt and select the side based on the handle selected. |
Revision 666b480 by Brecht Van Lommel October 19, 2009, 12:19 (GMT) |
Fix #19646: changing collision bounds type in game physics was missing viewport redraw. |
Revision a84a59b by Brecht Van Lommel October 19, 2009, 12:13 (GMT) |
Fix #19638: crash when assiging self in boolean modifier. Also: * UI now takes ID self check flag into account so that e.g. it doesn't offer to the make object it's own parent. * Mesh loop cuts number of cuts had wrong limits. * Don't use mesh_get_derived_final in modifier stack, but ob->derivedFinal instead. Avoids crashes on dependency loops, and in case there is no loop it should have been created. |
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