Revision 831ce61 by Thomas Dinges February 7, 2011, 14:53 (GMT) |
Fix for [#25963] Show mouse option in wrong Panel. Did some reorganization of the Game buttons, made a new "Display" Panel. |
Revision bd023c4 by Campbell Barton February 7, 2011, 13:02 (GMT) |
remove mat_nr from MVert struct, saves 4 bytes per vertex. used to be used for halo's |
Revision 3fab280 by Joshua Leung February 7, 2011, 12:37 (GMT) |
Argh! This code is haunted... (line 666) compiler here isn't barfing on these errors tonight :/ |
Revision 926f168 by Joshua Leung February 7, 2011, 12:28 (GMT) |
AnimSys Todo: Scene/CompoNode Driver Hacks Drivers for Scene, World, and Compositing Nodes now "work" (well, sort-of)! Previously they were strictly restricted to object- accessible data only; now they can function across the board (give or take some weak spots). Although there is still no depsgraph support so that these properties update properly when their source controls are changed (this will probably require a lot more work), they can still update under other circumstances (i.e. frame change and/or manual refresh flushing via mouse movement, etc.) As the depsgraph tagging support is lacking, these just get always executed for now, which might potentially be quite sluggish, though it is hoped that there are so few of these top-level datablocks with drivers hooked up that this is barely an issue in practice. At least I haven't noticed any substantial slowdowns for animation playback, so it should probably be fine. |
Revision 7710d82 by Campbell Barton February 7, 2011, 12:07 (GMT) |
fix [#25926] lattice + projection on surface snap issue |
Revision ea012a3 by Janne Karhu February 7, 2011, 11:55 (GMT) |
Bug fix: adding force fields from the add menu didn't sort the depsgaph, so hair didn't update straight away to force field settings changes. |
Revision a399e8c by Joshua Leung February 7, 2011, 11:51 (GMT) |
Compiling commit for previous commit... |
Revision 44fb6bd by Janne Karhu February 7, 2011, 11:43 (GMT) |
Hair ui simplification: * There were a lot of settings in the particle panels that made no sense for simple hair and only cluttered up the ui. * Now these settings are hidden by default unless "advanced" hair options are shown. * Without advanced options the particle velocity controls are replaced by a simple "hair length" value, which actually corresponds to the grown hair length in blender units. * Some hair effector options that are actually very useful were not shown in ui. These are now found in the "field weights" panel. |
Revision a17d81c by Campbell Barton February 7, 2011, 11:42 (GMT) |
add access to radius for game objects (static objects can have radius) as well as anisotropic friction. |
Revision fd422e5 by Joshua Leung February 7, 2011, 11:38 (GMT) |
Visual Keying Code Tweaks: Moving this code to the same method as is used for Apply Visual Transform (for bones case), which uses standardised decomposition methods instead of the improvised ones used here before. This was in an attempt to get IK chains Visual Keyed correctly, though this doesn't seem to have improved the situation much. Also, the decompositon for objects here now takes care of euler rotation modes. TODO: other rotation modes should get included here too... |
Revision cddaa81 by Janne Karhu February 7, 2011, 10:54 (GMT) |
Fix for [#25955] Hair paths under force field influence look jagged * Effectors were applied wrong for hair. |
Revision 1dc11c4 by Joshua Leung February 7, 2011, 10:50 (GMT) |
Bugfix [#25934] "Apply Visual Transform as Pose" not working? Simplified the code for Apply Visual Transform as Pose. This makes it work for IK chains now, since there aren't any recalculations of the pose involved now, which were contributing to the pose getting incorrect as the applying process went on, since the IK chain was getting calculated differently with each successive change to the chain. |
Revision 2070356 by Lukas Toenne February 7, 2011, 09:33 (GMT) |
A simplified way of defining bNodeType structs. Instead of doing full struct member initialization for each node, this uses a couple of helper functions now. This will make it easier to change and extend the bNodeSocket interface in the future. Two examples (normal and mapping shader nodes) included, the rest should be converted too. |
Revision d272b70 by Campbell Barton February 7, 2011, 08:13 (GMT) |
rename ID.update() --> update_tag() since this function only tags for updating and scene.update() executes the update. |
Revision ad8c794 by Campbell Barton February 7, 2011, 05:05 (GMT) |
Type checks for internal ID-Property UI min/max/tip & use defines to get values from ID-Props. Probably wouldn't cause a problem but manually editing these types through python could easily crash blender. also changed cmake, stub-makefile default build dir to be lower case and leave out architecture string, easier for documentation. Use ../build/linux/ rather then ../build/Linux_i686/ |
Revision a018bfb by Campbell Barton February 7, 2011, 01:45 (GMT) |
comment unused var |
Revision a4f0c29 by Joshua Leung February 7, 2011, 01:28 (GMT) |
PoseLib Bugfix: When using Pose Lib with a search string, if the search fails after typing a character and then you try to backspace to get back to the previous search string, the pose does not refresh until you type in another valid letter such that the search works again. Did a logic reshuffled in the get next preview pose function so that this is dealt with properly |
Revision 6165508 by Campbell Barton February 7, 2011, 01:23 (GMT) |
patch for building blender with CMake, OpenEXR & MSVC2010 by Peter K?252mmel |
Revision c9acbc6 by Campbell Barton February 7, 2011, 01:13 (GMT) |
- own error with sound unpack operator using NULL pointer - make stub now creates 'Release' build by default. |
Revision 55da733 by Joshua Leung February 6, 2011, 22:20 (GMT) |
PoseLib Preview/Browse Bugfixes: - [#25951] Hardcoded Keys in PoseLib modal operator register twice per use Now only the KM_PRESS events are handled. KM_RELEASE events for these are ignored... - While checking the above, I also found that the view-manipulation while previewing functionality was broken. This was one of the benefits of this UI approach over a fixed screenshot-only listview. Fixed now :) |
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