svn merge -r41715:41722 ^/trunk/blender

This commit is contained in:
Campbell Barton
2011-11-11 05:52:46 +00:00
8 changed files with 20 additions and 3 deletions

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@@ -93,6 +93,9 @@ def cmake_get_src(f):
# print(f)
def is_definition(l, f, i, name):
if l.startswith("unset("):
return False
if ('set(%s' % name) in l or ('set(' in l and l.endswith(name)):
if len(l.split()) > 1:
raise Exception("strict formatting not kept 'set(%s*' %s:%d" % (name, f, i))

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@@ -21,6 +21,7 @@ set(SRC
set(SRC_HEADERS
device.h
device_memory.h
device_intern.h
device_network.h
)

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@@ -1,7 +1,7 @@
set(INC
.
../
..
../svm
../../render
../../util

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@@ -50,6 +50,8 @@ set(SRC_OSL
set(SRC_OSL_HEADERS
node_texture.h
node_color.h
node_fresnel.h
stdosl.h
)

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@@ -16,6 +16,7 @@ set(SRC
buffers.cpp
camera.cpp
film.cpp
# film_response.cpp # XXX, why isnt this in?
filter.cpp
graph.cpp
image.cpp
@@ -40,6 +41,7 @@ set(SRC_HEADERS
buffers.h
camera.h
film.h
# film_response.h # XXX, why isnt this in?
filter.h
graph.h
image.h

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@@ -33,6 +33,7 @@ set(SRC_HEADERS
util_cuda.h
util_debug.h
util_dynlib.h
util_foreach.h
util_function.h
util_hash.h
util_image.h

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@@ -431,8 +431,9 @@ void vpaint_fill(Object *ob, unsigned int paintcol)
me= get_mesh(ob);
if(me==NULL || me->totface==0) return;
if(!me->mcol)
make_vertexcol(ob);
if(!me->mcol) make_vertexcol(ob);
if(!me->mcol) return; /* possible we can't make mcol's */
selected= (me->editflag & ME_EDIT_PAINT_MASK);
@@ -1758,8 +1759,14 @@ static void do_weight_paint_vertex( /* vars which remain the same for every vert
if(dv_copy.dw) {
MEM_freeN(dv_copy.dw);
}
#if 0
/* dv may have been altered greatly */
dw = defvert_find_index(dv, vgroup);
#else
dw = NULL; /* UNUSED after assignment, set to NULL to ensuyre we don't
* use again, we thats needed un-ifdef the line above */
(void)dw; /* quiet warnigns */
#endif
if(me->editflag & ME_EDIT_MIRROR_X) { /* x mirror painting */
int index_mirr= mesh_get_x_mirror_vert(ob, index);

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@@ -131,6 +131,7 @@ set(SRC
shader/nodes/node_shader_vectMath.c
shader/nodes/node_shader_attribute.c
shader/nodes/node_shader_background.c
# shader/nodes/node_shader_bsdf_anisotropic.c # XXX, why not included?
shader/nodes/node_shader_bsdf_diffuse.c
shader/nodes/node_shader_bsdf_glossy.c
shader/nodes/node_shader_bsdf_glass.c