Revision 71ec3f0 by Joshua Leung February 8, 2011, 09:57 (GMT) |
Text Editor Bugfixes: The poll() callbacks used in the Text Editor for scrolling and text- block unlinking operators were too restrictive when the text block was lib-data. - Scrolling lib-linked texts is useful for just checking out parts of the linked-in file that aren't visible on screen already. For example, checking the specific rig that some UI panels script will work on, or reading a "README.txt" linked in with notes on which layers various controls are on. It should be fine that this temporarily modifies the linked text-block (but for view-settings which will can be reset later/on file load without any real consequences). - Unlink operator should be able to be run, otherwise it would be very difficult to remove linked files from a file (?) |
Revision 37f55ec by Lukas Toenne February 8, 2011, 09:14 (GMT) |
Group node type info is now also initialized with helper functions. |
Revision 803c7fb by Lukas Toenne February 8, 2011, 09:02 (GMT) |
Finished the node type definition cleanup started in r34682. All static node types should now use the node_type_* definition helpers to initialize their bNodeType structs. |
Revision 914e2ee by Campbell Barton February 8, 2011, 06:22 (GMT) |
problem with blender and python 3.2 - python 3.2 does 'import site' on startup which now tries to parse pyconfig.h which isn't copied. so for now just run without importing 'site', alternative would be to copy the header file for posix systems. - cache PYTHON_VERSION variable so it can be set to 3.2, needed for copying python installation's other then 3.1. |
Revision 9d6f9e7 by Joshua Leung February 8, 2011, 05:51 (GMT) |
Bugfix [#25814] ChildOf constraint: double transformation in object mode with drivers ChildOf constraints added using the PoseBone.constraints.new() method via Python scripts instead of using the operator (this latter method is still the preferred/recommended method) were not getting some critical flags set, causing errors arising from space conversions being performed more than once. |
Revision 53afd19 by Campbell Barton February 8, 2011, 03:37 (GMT) |
fix [#25975] Quaternion/Vector.negated() isn't available theres no need for value.negated(), better use -vec / -quat. however -quat didn't exist. |
Revision 0242a96 by Campbell Barton February 8, 2011, 02:09 (GMT) |
Change in behavior to shrinkwrap modifier's offset value with negative enabled. - negative ray casts would invert the offset direction. this meant if positive and negative were enabled at once and the mesh was slightly inside & outside the object it wrapped, the offset would be applied in opposite directions. This way the offset is always along the vertex normal. - allow negative offset from RNA, could be useful and no benefit to disable. |
Revision 89bb5e6 by Martin Poirier February 8, 2011, 01:56 (GMT) |
[#25693] Netrender "shadow" images with last frame always appear Render engine postprocess property was not named properly |
Revision 98268ba by Campbell Barton February 8, 2011, 01:43 (GMT) |
fix [#25801] Shrinkwrap Offset problems with Project mode. The positive result from the previous ray-cast is used again, inadvertently negating the offset from the first hit (acts as if no offset is applied). |
Revision 1befe8b by Campbell Barton February 8, 2011, 00:18 (GMT) |
un-initialized flag used with commit r34695. |
Revision 3326598 by Campbell Barton February 8, 2011, 00:10 (GMT) |
fix own error in recent commit [#25970] cannot create scale matrix after mathutils updates |
Revision 6c21f47 by Campbell Barton February 8, 2011, 00:01 (GMT) |
mailed Stani Michiels and he's ok to switch his console autocomplete to GPLv2 or later. |
Revision d454d6c by Joshua Leung February 7, 2011, 23:21 (GMT) |
Bugfix: Constraint target validation code was broken While testing Apply Visual transforms last night, I noticed that setting a constraint to use its owner as its target was allowed and didn't trigger any warnings. This clearly doesn't do any good and is different from the old behaviour. |
Revision 0d8416a by Campbell Barton February 7, 2011, 22:48 (GMT) |
minor edits, no functional changes. - BGE was getting MCol array and not using it. - use list lookup functions for getting constraint from pose bone. - use const char * in more places. |
Revision 16160f5 by M.G. Kishalmi February 7, 2011, 21:57 (GMT) |
GLSL shader part bump-mapping update to properly support multiple textures in different bump-spaces. |
Revision a6baee5 by M.G. Kishalmi February 7, 2011, 21:55 (GMT) |
bump-mapping update to properly support multiple textures in different bump-spaces. kudos to M.L.Mikkelsen (sparky) for helping with the math! :) |
Revision 462b582 by Dalai Felinto February 7, 2011, 18:42 (GMT) |
Logic UI: Game Actuator options renaming After talking with Ton Roosendaal we agreed on making those changes. I wonder if we should go for "Start Game" instead of "From File". But Space is not a constraint here so be it. |
Revision 0a55958 by Dalai Felinto February 7, 2011, 18:24 (GMT) |
Logic UI: Armature Actuator + general Captalizing 1st letter of UI text - Armature Actuator now only shows the "Secondary Target" option when the Bone Constraint supports it (IK only now). -- that may be overkill I don't know. It shouldn't slow down the UI considerably, so it should be fine. Easy to revert if needed though. - renaming things such as "Start frame" to "Start Frame" |
Revision c8be8a7 by Ton Roosendaal February 7, 2011, 18:09 (GMT) |
Bugfix 25965 New "auto render" now prevents calling anim-updates, that's not needed (and popped back transformed keyed objects). |
Revision 5c421c3 by Ton Roosendaal February 7, 2011, 16:41 (GMT) |
Todo/feature request When using masks or other simple 3D elements in composites, doing a layer re-rendering on a node is a bit clumsy all the time. This commit does two things to help: - new hotkey "Z" in node editor automatically finds render layer that changed and re-renders it + composites - option "Auto Render" does same, but then after every transform edit in 3D window The latter is experimental; real & proper system for this requires full threaded render support (like previews). But it works! Demo file: http://download.blender.org/demo/test/auto_composite.blend Important fix: After any render, all the render layers were tagged "changed", which caused any edit to first totally recomposte everthing. Now it only composites changes. Implementation notes - DAG scene flush now sets 'changed' flags in render layer nodes - Added notifier for 'transform finished' to trigger the update, this is temporarily. |
|