Blender Git Commits

Blender Git "master" branch commits.

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June 27, 2011, 04:50 (GMT)
print the help message if running from python directly.
Revision 489ca86 by Joshua Leung
June 27, 2011, 04:46 (GMT)
Texture Nodes AnimEdit support
Revision fd3c5be by Joshua Leung
June 27, 2011, 04:24 (GMT)
Bugfix: Selecting nodes now updates animation editors

Noticed while testing the material nodes commit
June 27, 2011, 04:21 (GMT)
moved modules added to changelog (this isn't detected by the changelog generator)
June 27, 2011, 04:05 (GMT)
scenes now adjust brush usercounts on copying and freeing, pointed out by Jason Wilkins
Revision b6bc47e by Joshua Leung
June 27, 2011, 03:54 (GMT)
AnimChannelFiltering - Material Nodes support

Animation for Material nodes is now shown in Animation Editors :)
June 27, 2011, 03:54 (GMT)
== Multires ==
Fix for bug #27710, 'Multires lost from 2.49 file in 2.5x'
Reported by Gaia Clary.

Problem was that the old multires data didn't flush changes to
vertices out to the Multires structure on filesave. So, recent bits of
sculpting could be lost if the multires level wasn't changed before
filesave.

We already had code to deal with missing multires vertex data, which
simply copies the Mesh vertex data into the multires vertex data if it
matches the number of vertices in the highest level. Moved this code
up a bit so that we always make this copy if the numbers match up.

Was able to reproduce the bug fresh in 2.49b, and confirmed that the
fix works. However, this does not help if changes were sculpted on a
multires level other than the highest level and saved without a
subsequent level change.

June 27, 2011, 03:36 (GMT)
Minor warning cleanup & fix
- comment/remove assignments from values to themselves.
- add case break statements (no functional change but some source code checkers notice).
- fix python errors when the sculpt brush is None.
June 26, 2011, 20:23 (GMT)
Brought back select by number of vertices
and select loose verts/edges:
----------------------------------------------
Split select by number of vertices and select
loose verts/edges into seperate functions.

Previously select by number of vertices was
also accessed through two different UI items,
"Select Quads" and "Select Triangles". Now
it is one function with a integer property
for selecting the size of the face you want
selected.

Also added an option to modify the behavior
of the selection. Can now select whether you
want to select faces that have vertices
equal to, less than or greater than the number
of vertices in operator property.
Revision 17da597 by Benjy Cook
June 26, 2011, 19:54 (GMT)
Added IK functionality to retargeting. If rig contains an IK constraint, in addition to FK retarget it will place and keyframe the IK targets correctly
June 26, 2011, 18:56 (GMT)
set_pose function completed. Algorithms to be checked.

(Still not the desired results )
June 26, 2011, 17:18 (GMT)
fix for building with msvc/cmake take 2 (think its correct this time)
also sync build flags with scons.
June 26, 2011, 17:16 (GMT)
more compact code for recent sphere/line intersection functions.
June 26, 2011, 17:01 (GMT)
Putting back blender.org and release number in info header.
Worked always great for tutorials in past, to check what's been used.

June 26, 2011, 16:52 (GMT)
Added missing BKE_linestyle.h to the list of header files in the
"bf_blenkernel" library.
June 26, 2011, 15:35 (GMT)
pose channel -> pose matrix import ( in progress )
Revision 10d775d by Joshua Leung
June 26, 2011, 14:50 (GMT)
AnimChannels Filtering Refactor - Part 4

This commit is aimed at cleaning up the filtering code by changing the
filtering idiom/pattern used. While the old code used a "check then
do" approach, the new code does a "grab then assimilate".

The main benefits are that:
* the code duplication that used to exist has now been removed, making
it easier to add new channel types for data
* a recursive "peeking" ability now means that the old problems with
data existing deep in the tree (i.e. figuring out whether a channel
should be shown based on whether it will have any descendents) should
now work much better than before.

In the process, I've found and fixed a few previously unnoticed bugs
with how some channels were constructed, so hopefully things work a
bit better now.

TODO's:
* Action-Group filtering stuff hasn't been refactored yet. This was
causing some grief in the past, so I still need to check this
carefully.
* Material Nodes support (missing in trunk) should be easy to slot in
now :)
June 26, 2011, 11:08 (GMT)
2d version of line/circle intersec function.
June 26, 2011, 09:10 (GMT)
Fix in texts for Mesh.materials.pop()
found by accident while studying how to append materials from python ;)
June 26, 2011, 08:42 (GMT)
This solves the issue of having symlinks in the LIBDIR path (CMAKE Windows). Hopefully it doesn't break other things.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021