Blender Git Commits

Blender Git "master" branch commits.

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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.
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.
June 24, 2011, 15:10 (GMT)
move callbacks file out of intern (only contains 1 function but re-using it for new callback api)
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 :)

June 24, 2011, 06:39 (GMT)
3D Audio GSoC:
Fixes for crashes reported by Moguri.
June 24, 2011, 05:34 (GMT)
free_bvhtree_from_mesh was incorrectly useing sizeof() when clearing memory.
June 24, 2011, 04:22 (GMT)
right panel done
June 24, 2011, 04:12 (GMT)
fix [#27742] Smart UV project no longer works in 2.58
failed with active, unselected objects.
June 24, 2011, 03:59 (GMT)
fix [#27747] Modal operator in Special Menu (W) ignores continues grab
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.
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?
June 24, 2011, 03:30 (GMT)
merge from trunk #37722
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.
June 24, 2011, 00:31 (GMT)
BGE Animations: Removing no longer used code and variables.
June 23, 2011, 23:19 (GMT)
BGE Animations: Making BL_Action::SetFrame() not so dependent on timing. This should smooth out things like setActionFrame().
June 23, 2011, 23:18 (GMT)
BGE Animations: For KX_GameObject.setActionFrame(layer, frame), frame should be a float, not a short.
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.
June 23, 2011, 22:33 (GMT)
Fix for a crash:
----------------------------------------------
Another fix from howardt in IRC.
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.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021