Revision 6099332 by Campbell Barton July 13, 2011, 19:27 (GMT) |
dont include the preview.blend in headless mode |
Revision 6551d4a by Campbell Barton July 13, 2011, 19:20 (GMT) |
use linked duplicates in preview.blend to save some space. |
Revision c3fcd6c by Campbell Barton July 13, 2011, 19:16 (GMT) |
reuse USER_SAVE_PREVIEWS to not save thumbnails into blend file header |
Revision 1fd33b6 by Campbell Barton July 13, 2011, 18:40 (GMT) |
cmake option to build without smoke sim: WITH_MOD_SMOKE |
Revision f94c9d5 by Brecht Van Lommel July 13, 2011, 18:07 (GMT) |
Fix python error in image sampling panel drawing when there is no texture slot available. |
Revision 74536ef by Brecht Van Lommel July 13, 2011, 17:52 (GMT) |
Fix #26704: activating a texture node inside material nodes did not show that texture in the texture properties. |
Revision 5e841e4 by Campbell Barton July 13, 2011, 17:24 (GMT) |
fix for animation playback and build error when compiling without WITH_AUDASPACE |
Revision 91a6e43 by Ton Roosendaal July 13, 2011, 17:20 (GMT) |
Adding Child Of constraint "inverse parent matrix" to rna, so it can be set via Python. |
Revision 7e62bf8 by Sergey Sharybin July 13, 2011, 16:53 (GMT) |
Revision 49d01fb by Sukhitha Jayathilake July 13, 2011, 16:53 (GMT) |
Fixed Color animation import( support for Maya ) |
Revision 830de1e by Sergey Sharybin July 13, 2011, 16:06 (GMT) |
Camera tracking integration =========================== - Report an error if more than needed tracks are selected for orientation operators. - Added possibility to align bundle along X or Y axis. |
Revision eccccd7 by Sergey Sharybin July 13, 2011, 15:09 (GMT) |
Camera tracking integration =========================== Basic implementation of scene orientation tools. Most probably they'll eb re-exposed in UI soon. - Implemented "Set Floor" operator. It takes three selected tracks which has got bundles and makes them parallel to scene floor. One of selected bundles (active bundle if presents) becomes scene origin, the other becomes X-axis. Guessing of this bundles could fail. Camera tries to be on positive Z half-space. - Implemented "Set X-axis" operator. This operator takes selected track with bundle and aligns it along X-axis. This means rotation to make Y-coord of this bundle 0 is applied. - If camera has got a parent, then transformation would be applient ot this parent, not to camera. Useful for configuration when Empty is used to orient camera and some related stuff in 3D space. |
Revision 470a501 by xiao xiangquan July 13, 2011, 14:41 (GMT) |
complete space outliner, space node, space nla, etc. |
Revision f126142 by Joerg Mueller July 13, 2011, 12:16 (GMT) |
3D Audio GSoC: * Fixed a warning in AUD_DoubleReader.cpp * Removed some unneeded includes * Fixed a bug resulting in a crash when stopping a sound * Fixed a bug where a NaN resulted in a horrible memory error * Fixed a typo bug which caused crackling in audio playback and export * Added memory debugging code (ifdefed) |
Revision fa78d32 by Joshua Leung July 13, 2011, 12:02 (GMT) |
Bugfix: DopeSheet + Graph Editors were referring to wrong operator for their "Duplicate Keys" menu entry |
Revision 83ca561 by Brecht Van Lommel July 13, 2011, 11:52 (GMT) |
Fix #27951: armature edit mode transform panel shows "nothing selected" even when something is selected. |
Revision dd0d761 by Sergey Sharybin July 13, 2011, 10:30 (GMT) |
Camera tracking integration =========================== Previous solution to make bundles work for parented camera wasn't very nice. It could totally confuse depsgraph and it's quite slow. Now i've implemented function where_is_object_mat which makes almost the same as where_is_object_time, but it: - Does not applies constraints. - Assumes matrices for all dependencies are valie already (handles by depsgraph). - Doesn't make any changes to object itself or it's dependencies. |
Revision fa34bcf by Sergey Sharybin July 13, 2011, 08:26 (GMT) |
Camera tracking integration =========================== Attempt to fix bundles position for case scene camera has got other constraints than CameraSolver (mostly to support camera parenting to other object for scene orientation). Use a bit silly logic to calculate camera matrix to orient bundles in 3d space: temporary disable all CameraSolver constraints for camera, re-calculate object matrix, use it to orient bundles and clear temporary flag. This allows to parent both of camera and mesh created from bundles to the same Empty object and both of bundles and mesh vertices would have the same coords in camera space. Also removed copying of location/rotation from camera to bundles object in "Bundles to Mesh" operator. |
Revision cf485cd by Campbell Barton July 13, 2011, 08:15 (GMT) |
Advanced CMake option to build the player without blender: WITH_BLENDER |
Revision b0ffa7f by Campbell Barton July 13, 2011, 07:50 (GMT) |
patch [#27950] Patch to add the ability to generate random points on mesh faces from Andrew Hale (trumanblending) |
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