Revision 6c33d3f by Benjy Cook June 24, 2011, 17:11 (GMT) |
Bugfixing and modification to ensure functionality when called from UI. Related to previous commit, 37796. |
Revision b437f3f by Benjy Cook June 24, 2011, 17:05 (GMT) |
UI and bugfixing for mocap retargeting. Still a WIP, UI/py work will modified to fit coding styles in the future. |
Revision 12e02fd by Campbell Barton June 24, 2011, 16:54 (GMT) |
own patch [#27752] Python Callback (Scriptlink functionality) Python: * adds bpy.app.handlers which contains lists, each for an event type: render_pre, render_post, load_pre, load_post, save_pre, save_post * each list item needs to be a callable object which takes 1 argument (the ID). * callbacks are cleared on file load. Example: def MyFunc(scene): print("Callback:", data) bpy.app.handlers.render_post.append(MyFunc) C: * This patch adds a generic C callback api which is currently only used by python. * Unlike python callbacks these are not cleared on file load. |
Revision 74520bd by Campbell Barton June 24, 2011, 15:10 (GMT) |
move callbacks file out of intern (only contains 1 function but re-using it for new callback api) |
Revision 05fb0e2 by Ton Roosendaal June 24, 2011, 14:00 (GMT) |
First commit to make "Style" settings saved in startup.blend Usage currently is limited to: - Panel text, widget text and label text style: point size, shadow effects Setting individual fonts to these is not possible yet, it uses the default for it. Access goes via outliner now; check "User Preferences". UI team could add this in userpref scripts :) |
Revision fdb9323 by Joerg Mueller June 24, 2011, 06:39 (GMT) |
3D Audio GSoC: Fixes for crashes reported by Moguri. |
Revision ebff5d5 by Campbell Barton June 24, 2011, 05:34 (GMT) |
free_bvhtree_from_mesh was incorrectly useing sizeof() when clearing memory. |
Revision 79c1296 by xiao xiangquan June 24, 2011, 04:22 (GMT) |
right panel done |
Revision fd60b73 by Campbell Barton June 24, 2011, 04:12 (GMT) |
fix [#27742] Smart UV project no longer works in 2.58 failed with active, unselected objects. |
Revision 3cf2e6b by Campbell Barton June 24, 2011, 03:59 (GMT) |
fix [#27747] Modal operator in Special Menu (W) ignores continues grab |
Revision 734a4aa by Campbell Barton June 24, 2011, 03:49 (GMT) |
fix [#27746] Black and White Render doesn't work and/or Saves as a Blank screen convert to grayscale when saving renders rather then only writing the red channel. |
Revision fc95ebb by Daniel Salazar June 24, 2011, 03:41 (GMT) |
W special menu for changing orthographic camera lens scale was missing btw continues grab doesn't work with this modal ops.. whats up? |
Revision b429af1 by xiao xiangquan June 24, 2011, 03:30 (GMT) |
merge from trunk #37722 |
Revision 4fa0fcf by Geoffrey Bantle June 24, 2011, 00:55 (GMT) |
Bringing back statistics draw options: ---------------------------------------------- Based on a patch from howardt, this commit brings back drawing: -Edge length -Face edge angles and -Face area for the 3d view. |
Revision a165ad2 by Mitchell Stokes June 24, 2011, 00:31 (GMT) |
BGE Animations: Removing no longer used code and variables. |
Revision f969b81 by Mitchell Stokes June 23, 2011, 23:19 (GMT) |
BGE Animations: Making BL_Action::SetFrame() not so dependent on timing. This should smooth out things like setActionFrame(). |
Revision 12ca476 by Mitchell Stokes June 23, 2011, 23:18 (GMT) |
BGE Animations: For KX_GameObject.setActionFrame(layer, frame), frame should be a float, not a short. |
Revision ea47125 by Mitchell Stokes June 23, 2011, 22:44 (GMT) |
BGE Animations: Exposing KX_GameObject's GetActionFrame() and SetActionFrame() to Python. KX_GameObject.setActionFrame() seems to still have some issues, which I suspect to be a timing thing. I may need to find a better way to set the local time. |
Revision f478391 by Geoffrey Bantle June 23, 2011, 22:33 (GMT) |
Fix for a crash: ---------------------------------------------- Another fix from howardt in IRC. |
Revision 0c8311f by Dalai Felinto June 23, 2011, 22:29 (GMT) |
revert commit 27133: Committing patch [#27133] "Fix for for Object Color in BGE" by Kupoman This was causing a lot of backward compatibility problems and side effects. It has to be done properly, linked with Material ObjectColor shader_flag or at least the TF OBCOLOR (which apparently worked at some point so I've been told). If you need to use OBCOLOR simply keyframe the obcolor and it will work as before. |
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