Revision 8198214 by Brecht Van Lommel June 1, 2011, 16:17 (GMT) |
Fix #27550: texture node editor header was still showing texture datablock selector even if there is no active texture slot or node, now it's disabled in that case. |
Revision f50fb54 by Brecht Van Lommel June 1, 2011, 16:13 (GMT) |
UI: template_ID now takes into account if the property is editable. |
Revision 392bf56 by Jason Hays June 1, 2011, 15:45 (GMT) |
Remembered to free memory in gen_lck_flags() when it returned NULL when there were no locks present. Changed the lock system to redistribute changes of unlocked groups to other unlocked groups instead of just maintaining ratios within locked groups. |
Revision 36cbd78 by Brecht Van Lommel June 1, 2011, 14:35 (GMT) |
Fix #27490: export key configuration gave error when trying to export properties from an unknown (e.g. removed) operator. |
Revision 7b4aac3 by Brecht Van Lommel June 1, 2011, 13:13 (GMT) |
Fix #27481: windows uninstaller could remove files unrelated to blender when installing to a folder that already existed. Now the uninstaller will remove only the files it has installed, and leave any other files in the installation directory intact. |
Revision a180bfe by Brecht Van Lommel June 1, 2011, 13:10 (GMT) |
Fix #27541: f-curve generator modifier file read missed endian switch, found by Guillaume Roguez. |
Revision dd43faa by Joshua Leung June 1, 2011, 11:55 (GMT) |
* Fix compiler warning from previous commit * For new themes, size of handles in graph editor is now 4. Allows them to be seen better. (TODO: .b.blend needs updating) |
Revision b0cc5b9 by xiao xiangquan June 1, 2011, 07:57 (GMT) |
Enable the po&pot update system, simply with two python scripts. |
Revision 39bbf38 by Mitchell Stokes June 1, 2011, 07:42 (GMT) |
BGE Animations: Reimplemented the continuous function of the action actuator. * To do this, I've added Get/SetFrame() functions. * I've also cleaned up a little bit of the wrap around logic in BL_Action.cpp. |
Revision 6394261 by Mitchell Stokes June 1, 2011, 06:43 (GMT) |
BGE Animations: Removing guards that prevent the action actuator from being used on non-armatures. Object animation works through this actuator now too. :) |
Revision 23888be by Joshua Leung June 1, 2011, 06:26 (GMT) |
Usability Tweak [#27469] Adding/Rename markers (M/Ctrl-M) were restricted to only being available when the mouse was hovering just over the time scroller at the bottom of animation editors, as otherwise we'd get nasty keymap conflicts where markers keymap would block all the primary function keymaps. However, in the case of Adding/Renaming markers, there are no other keys which currently conflict with these in such cases. Hence, it is fine to let these ones be able to be run from anywhere within the animation editors, which should make it easier to add markers for lipsyncing purposes again for example. |
Revision c6dbb0b by Joshua Leung June 1, 2011, 06:09 (GMT) |
Bugfix [#27535] Insert delta key via IKey menu doesn't work well Index needed to be incrememented regardless of whether Keying Set is able to be shown, otherwise lookup fails with wrong Keying Set found |
Revision 38d87ee by Mitchell Stokes June 1, 2011, 05:48 (GMT) |
BGE Animations: Beginning work on the new action actuator. * Converted BL_ActionActuator::Update() to use the new action api (still just armatures) * Not all of the functionality of the old Update() have been ported (Lood end, continued animation, etc) * Things are still pretty messy. Once have things more flushed out, I'll start stripping more of the old actuator out. |
Revision 54a37ba by Mitchell Stokes June 1, 2011, 05:46 (GMT) |
BGE Animations: Adding more functions to BL_ActionManager and KX_GameObject: BL_ActionManager: * IsActionDone(short layer) - Checks to see if the animation on the given layer has finished. KX_GameObject: * PlayAction(...) - Adds an action to the object's action manager * StopAction(short layer) - Remove an action from the object's action manager * IsActionDone(short layer) - Check if an action has finished playing |
Revision b31385f by Mitchell Stokes June 1, 2011, 05:40 (GMT) |
BGE Animations: fixing a crash with looping armature actions. |
Revision cc7a154 by Lukas Toenne May 31, 2011, 17:54 (GMT) |
Material nodes were checking the nodestack->hasinput flag to determin whether the original material settings or the node input data would be used. This causes trouble when the input data is not the direct input constant of the node nor a direct link in the same tree (i.e. a group socket). Just checks if sockets are linked now (not very nice, but not hackier than the rest of that node). Fixes bug #27511. |
Revision 966e004 by Brecht Van Lommel May 31, 2011, 16:21 (GMT) |
Cycles: OSL build & image manager fixes. |
Revision fc68daf by Brecht Van Lommel May 31, 2011, 16:19 (GMT) |
Cycles: compile warning fixes. |
Revision 8d2e4cf by Campbell Barton May 31, 2011, 14:06 (GMT) |
fix [#27514] Fix Bug 27510 Color key hue flipping error (composite node) |
Revision 64c2d5e by Brecht Van Lommel May 31, 2011, 11:31 (GMT) |
Cycles: more opencl fixes. |
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