On Tue, Nov 19, 2013 at 2:55 AM, GSR wrote:
> Hi,
> osp...@studenti.unina.it (2013-11-18 at .33 +0100):
>> Maybe the documentation can mention "git format-patch" for exporting
>> patches, and "git am" for importing them, this way the commit message
>> too will be the same the patch author wrot
Hi,
osp...@studenti.unina.it (2013-11-18 at .33 +0100):
> Maybe the documentation can mention "git format-patch" for exporting
> patches, and "git am" for importing them, this way the commit message
> too will be the same the patch author wrote.
Yes, good idea, sadly the Code Review does not s
It seems that this "merge" just reverted two of my commits in addons.
Should I re-commit?
I don't want to create more mess.
Bartek Skorupa
www.bartekskorupa.com
On 18 lis 2013, at 20:21, Maurice Raybaud wrote:
> Commit: ff8ac3525a3efc19cc598fe12411084dc2e42464
> Author: Maurice Raybaud
> Date:
I added a Todo task for the game engine categories now so I don't forget:
http://developer.blender.org/T37522
On Mon, Nov 18, 2013 at 5:33 AM, Brecht Van Lommel
wrote:
> On Mon, Nov 18, 2013 at 1:34 AM, Mitchell Stokes wrote:
>> Another thing, do we need an "OpenGL Error" task type when we have
Hi,
Basically you can jump in and reply to design tasks or bugs that you
find interesting. Design tasks are being continuously worked out and
you can jump in there and work out a proposal more, unless someone is
already on it. Jonathan and William created a bunch of tasks but for
most of them have
Hi, I've been working as an official beta tester for Otoy (Octane Render
plugin for Blender) and also these days I'm working in developing an in
house game engine integrated into Blender so I'm in charge of the UI
aspects by doing our own UI inside Blender to communicate with our game
engine. If yo
Julien,
Thanks for the crazy amount of work you put on it.
Stereographers will have you in good account - even though you made it
sound as if my branch was the worse user-case for branch migration, but
that's fair enough since it was my first time using git for real ;)
Even following the instruc
This is intentional, having modifiers use absolute coordinates is
unusual and weak design - it means you can't take an object and move
it to a new location without it changing in some way.
If you need a modifier to reference some location (0/0/0 in this
case), just add an empty object here and ref
Hi,
I noticed that the 'Relative' checkbox on the Simple Deform modifier is
missing in 2.69 (It's still there in 2.68a)
I didn't read anything about it in the release log, so I was thinking of
reporting this as a bug, but it didn't feel like a bug, so I ask here
instead.
This breaks a lot of files
On Mon, 18 Nov 2013 06:01:27 +0100
GSR wrote:
> Hi,
> nore...@git.blender.org (2013-11-18 at 0307.44 +):
> > Commit: 4ea79fcdda6523faf875128ef3d6e8a8ecff67c9
> > Author: Joshua Leung
> > Date: Mon Nov 18 16:06:31 2013 +1300
> > http://developer.blender.org/rB4ea79fcdda6523faf875128ef3d6e8a8
Currently the branch contains the volume rendering code and so it's
not fully merged. It could be renamed to something else, I don't
really mind. Mainly I just wanted to merge this tricky change I did to
see how well it would go with Git.
(Also, perhaps we should be doing these commit replies on
d
Hi all,
We are reestablishing a UI team to work on improving the Blender user
experience. Note that at the moment we do not have any developers with
a lot of time dedicated to working on the UI. So we will start with
small, easy to implement topics, or help developers that are already
working on f
I thought Thomas' branch was fully merged?
If there're still work which Thomas would love to continue working on, what
about not doing it in SoC branch and create more meaningful one?
On Mon, Nov 18, 2013 at 2:03 PM, Brecht Van Lommel
wrote:
> Commit: 8f6358182eaa519d6b17fe61b0f51af7105d5782
>
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