Revision d426676 by Nicholas Bishop August 14, 2009, 01:48 (GMT) |
2.5/Multires: Bugfixes * Don't allow multires subdivision in editmode, this leads to corruption as noted by nudelZ. Reason is that editmode has its own copy of the MDisps customdata layer, gets written back out on exiting editmode, but the layer that was subdivided was the non-editmode original. * Missed clearing a couple variables, caught with valgrind. |
August 14, 2009, 00:32 (GMT) |
Clean some whitespace. |
Revision f04da8e by Joilnen Leite August 14, 2009, 00:14 (GMT) |
Changed to able compile libsamplerate properly |
Revision ec00cec by Thomas Dinges August 13, 2009, 22:10 (GMT) |
2.5 Timeline: * Added some menus and buttons. Still uncommented. |
Revision 3671a42 by Daniel Genrich August 13, 2009, 21:30 (GMT) |
Smoke: bugfix - tray, not tvox |
Revision 4fb59f6 by Daniel Genrich August 13, 2009, 21:29 (GMT) |
Smoke: no lamp results in no shading (requested by nudelZ) |
Revision cc0dafa by Andre Susano Pinto August 13, 2009, 20:35 (GMT) |
Addition of some fake nodes to use SIMD even when theres only 3 nodes |
Revision 972224b by Nicholas Bishop August 13, 2009, 20:05 (GMT) |
2.5/Sculpt: * Moved the brush texture settings to MTex/TextureSlot. The mapping settings now show up in the texture panel, pretty much like they do for textures used with materials. TODO: * Tiled mode should not show Z size setting * Add a locked mode so that texture size can be changed uniformly like in 2.4x |
Revision 75af1a7 by Andrea Weikert August 13, 2009, 18:26 (GMT) |
MSVC compile fix. * replaced snprintf with BLI_snprintf * in unit.c used the #define hack used in several places already to avoid adding additional dependency. |
Revision 52a6a07 by Campbell Barton August 13, 2009, 17:05 (GMT) |
added string max length option for unit functions bUnit_AsString and bUnit_ReplaceString |
Revision e8d9e08 by Thomas Dinges August 13, 2009, 16:59 (GMT) |
2.5 Timeline: WIP Commit, still uncommented. * Adeed some RNA properties for Playback. * Start of Python File. |
Revision cb40f0f by Andre Susano Pinto August 13, 2009, 15:56 (GMT) |
Another tree pass during build to increase the number of nodes that have multipe of 4childs |
Revision 94d359c by Daniel Genrich August 13, 2009, 14:27 (GMT) |
Some changes to smoke ui (path by nudelZ) - this divides the panel in normal and advanced options |
Revision 7050a4a by Andre Susano Pinto August 13, 2009, 12:23 (GMT) |
*Bug fix on finding hit on neighbour face (think this is the last know bug) This bug fix makes the "non-smoothed" faces appear again (just like they do in 2.49 and blender2.5) Meaning the "detect neighbour faces" isn't working 100%. |
Revision 79a9286 by Joshua Leung August 13, 2009, 11:54 (GMT) |
2.5 - Fix for segfaults with entering text in normal number buttons (i.e. frame buttons in timeline header). |
Revision 44ddff5 by Arystanbek Dyussenov August 13, 2009, 11:14 (GMT) |
- 3ds importer working (without the "scale to size" option) - changing object.matrix now updates object.loc/rot/scale - added bpy.data.add_lamp() |
Revision 5a3bd23 by William Reynish August 13, 2009, 09:30 (GMT) |
Accidentally made the game collision bounds panel display itself when Blender Render was selected as the renderer. |
Revision d916c25 by Campbell Barton August 13, 2009, 07:37 (GMT) |
- moved unit settings from user prefs into the scene. - use the scene context for the unit settings since there isn't a better place for it currently. - added 'chain' to imperial units - set more rna props to be distances and angles. |
Revision 127f19c by Joshua Leung August 13, 2009, 07:28 (GMT) |
2.5 - Assorted cleanups * Silencing some compiler warnings * Set paths for Scene rendering settings so that they can be animated (or at least won't produce error warnings) |
August 13, 2009, 05:21 (GMT) |
* First commit merging 2.4-based sim_physics in to volume25 branch. Integration is still very rough around the edges and WIP, but it works, and can render smoke (using new Smoke format in Voxel Data texture) --> http://vimeo.com/6030983 More to come, but this makes things much easier to work on for me :) |
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