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Revision 867e128 by Kent Mein
April 16, 2008, 17:40 (GMT)
This patch spawns from this game engine issue:
[#7113] GE crash pressing as soon as P on 64 bit


Note: glext.h has been removed from the source
If you get errors compiling with it you have 2 options
download/install glext.h (preferred method)
or set WITH_BF_GLEXT=false
If your a user and having problems with game engine try
setting the env var: WITHOUT_GLEXT 1

Kent

Revision d482b32 by Joshua Leung
April 16, 2008, 11:02 (GMT)
== Action Editor - Group Colours for Channels ==

It is now possible for Action Channels to be displayed using the colour of its group. The colour for an Action Group is only set when it is auto-created by keyframing (controls to tweak this may/may-not be added, time permitting).

To enable the display of these colours, the View -> 'Use Group Colors' must be enabled. However, this is disabled by default.
April 16, 2008, 09:08 (GMT)

Fix for bug #9017: crash in stars rendering.

April 16, 2008, 08:48 (GMT)
replace magic numbers with constants for (G.vd->persp), view naming was also using persp as a flag which worked but isnt correct.
Revision 6b2a65a by Joshua Leung
April 16, 2008, 07:33 (GMT)
Bugfix #8948: Transformation constraint - destination rotation is in radians

Unfortunately, my previous fixes here to get gears working resulted in this problem. The flip side of that was that gears worked for quite a few cases.

Alas, it is not to be... The bug is now fixed, but gears no longer work any more. Sadly, there is not much I can do about this.
April 16, 2008, 07:27 (GMT)
mistake in adding Ipo Extend mode menu
April 15, 2008, 18:07 (GMT)

Bugfix: editmode mesh transform was doing slow x-axis mirror
computations with the option disabled. Also small memory usage
optimization for vertex groups.

Revision 6e6a6cd by Kent Mein
April 15, 2008, 15:52 (GMT)
This fixes a Buffer Overflow Vulnerability reported by
Secunia Research

SAID: SA29818 (http://secunia.com/advisories/29818/)
Credit: Stefan Cornelius, Secunia Research

The old code trys to do a sscanf %s %d %s %d from a line in the
image file.

Now it copies over that line to a max buffer of size 540 chars before doing
the sscanf.
(I just picked a constant that was siginficatly large)

It also checks to see if it gets all 4 values if not return NULL.

Kent

April 15, 2008, 15:29 (GMT)
lock view area wasnt working when all bones were de-selected
April 15, 2008, 14:34 (GMT)
added a E as a key shortcut to IPO Extend Mode
April 15, 2008, 14:15 (GMT)
Ipo View Option - Loc View Area - stops using each ipo's view area when changing ipo's.
April 15, 2008, 13:07 (GMT)

Bug #8950: dependency cycles weren't always printed correct. For
debugging, also added a name for each dependency relation, and when
a cycle is detected it now prints the full cycle to the console.

April 15, 2008, 09:20 (GMT)
made sculpt axis locking use local/global space (using the transform space)
also added some checks for sculpt mixing with other modes (was possible to mix sculpt+posemode)
April 14, 2008, 22:45 (GMT)
BGE fix: keep reference count consist on source object when replicating property copy actuator
April 14, 2008, 21:37 (GMT)
terrain sculpting enhancements, axis locking and brush strength multiply by grid
April 14, 2008, 20:54 (GMT)
fix BGE bug #8309: After Parent Object added to the visual layer, Child Camera won't follow.

This bug fix is made of two parts:
1) It's now possible to dynamically add a camera.
2) Empty camera name on a SetCamera actuator now points to the actuator's parent object if this object is a camera.
This trick is useful to make current a dynamically created camera: just add a SetCamera actuator on the camera itself and leave the name empty. Later, when the camera is added in the scene with an AddObject actuator, either directly or via a parent object, you just need to activate the actuator to make the newly created camera current. If you set a name on a SetCamera actuator, it will always point to the original camera, even after replication.
April 14, 2008, 19:48 (GMT)

Patch #8034: "soft" option for halos, which avoids ugly intersections
with geometry, and makes halos look more volumetric.

Patch contributed by Markus Ilmola, thanks!

April 14, 2008, 15:40 (GMT)

Fix for bug #7903 and #8960: arealight giving black borders and not
working correct with translucency. Removed a check that presumably
is an optimization, but can't work correct and also gives no noticable
performance difference in my tests.

April 14, 2008, 13:09 (GMT)

Fix for bug #8957: undo lost scenes assigned to screens.

April 14, 2008, 10:14 (GMT)

Attempted fix for bug #8349: QMC raytracing being very slow on some
computers, probably due to slow multithreaded malloc. Now each render
thread keeps a list of qmc samplers that it fills as needed while
rendering (since it is hard to predict the actual amount needed in
advance due to ray recursion).

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