Revision db158b4 by Tamito Kajiyama May 28, 2010, 18:42 (GMT) |
Documentation updates: Replaced "string" with "str". |
May 28, 2010, 07:16 (GMT) |
Fix [#22429] Seg Fault when deleting a material from a pinned panel |
Revision a6a1ede by Campbell Barton May 28, 2010, 07:16 (GMT) |
bugfix [#22438] Sequencer off by 1 scene error scenes start frame was being ignored (was always zero) |
Revision 11e8782 by Tamito Kajiyama May 27, 2010, 21:51 (GMT) |
Merged changes in the trunk up to revision 29030. |
Revision d15f2b5 by Tamito Kajiyama May 27, 2010, 21:12 (GMT) |
Fixed the __call__ method of UnaryFunction0DVectorViewShape and UnaryFunction1DVectorViewShape. The __call__ method now returns a list whose elements are either a ViewShape or None. |
Revision d7a701c by Nick Samarin May 27, 2010, 20:18 (GMT) |
- added new game object type for navigation mesh - added py api for path finding and ray casting - set svn properties for KX_Pathfinder |
Revision 1ba9766 by Andrea Weikert May 27, 2010, 18:22 (GMT) |
== CMake == * updated for new libtiff * also disabled opencollada for now as it caused errors Note: * WITH_INTERNATIONAL is enabled although this setting crashes Blender when compiling the Debug target - seems to work for other people though? If you encounter problems, try disabling this. |
Revision 717701e by Sergey Sharybin May 27, 2010, 14:00 (GMT) |
Fix #22422: Adding a new shape key with unchecked 'Relative' checkbox crashes blender Reorder callning of add_keyblock and do_ob_key in insert_*key. do_ob_key shouldn't be called for object with uninitialized key blocks. NOTE: this commit not fixing problems with slurph |
Revision 8f8c599 by Nathan Letwory May 27, 2010, 12:46 (GMT) |
Small typo in help text. |
Revision d810620 by Brecht Van Lommel May 27, 2010, 12:40 (GMT) |
Fix #22401: BLI_thread_is_main function does not work properly on 64-bit Windows, fix provided by Tamito Kajiyama. |
Revision 5d6bdd7 by Joshua Leung May 27, 2010, 11:56 (GMT) |
Various constraint code cleanups: 1) Fixed some weird formatting introduced during math-lib cleanups, and some other inconsistencies 2) Optimised the Maintain Volume constraint by taking the value calculations out Copy All Constraints Operators: * Added one for bones too * These are now included in the menus * Removed some weird/extra code copying/changing/bleh the actcol/totcol stuff... |
Revision e689ca0 by Campbell Barton May 27, 2010, 11:25 (GMT) |
rename curve 'point' to 'co', the property name used verts, bezier points and keyframes. |
Revision 4ebc634 by Joshua Leung May 27, 2010, 10:50 (GMT) |
== Pivot Constraint == This constraint allows an object or bone to have their rotations applied as if their origin/pivot-point was located elsewhere. The most obvious uses include foot-roll, see-saws, but could also include more complicated rolling-box examples. == Usage Examples == === Foot Roll === 1. Add 'Pivot' Constraint to the bone without any target. 2. Set the 'Y' value of the offset to the length of the bone. Usually this should be negative (if you rig with feet facing 'forwards' along -Y axis). This gives you a pivot point relative to the bone's (preconstraint) location, which should be at the tip of the bone here. Disabling the 'Use Relative Offset' would make this offset be relative to 0,0,0 instead of to the owner/bone-head. 3. Ensure that the 'Pivot When' setting is set to '-X Rot', (default) which means that the pivot will only used when the rotation on the X-Axis is negative to get tip-toe 'roll'. === See Saw === 1. Add a 'Pivot' constraint too see-saw plank object, this time with a target that you wish to have as the pivot-point. It's possible to do this without too (as before), but is less intuitive. 2. Optionally, if you want the plank slightly raised, set the z-offset value, which should make the pivot-point used to be relative to the target with the z-offset applied. 3. Ensure that 'Pivot When' is set to 'Always', which means that the pivot will always be used, irrespective of the rotation. == Notes == * The 'Pivot When' setting has been integrated in the constraint, since this is something that will often be required for these setups. Having to set up additional drivers to drive the constraint to do this kindof beats the purpose of providing this. * The 'Offset' functionality is probably not presented as clearly as it could be. We may need to go over this again. * For foot-roll - if any scaling of the foot is required, simply set up a driver on the y-offset to make this dynamically respond to the "scale" RNA property of the bones (don't use the "Transform Channel" vartype since that won't work correct here). However, this shouldn't be common enough to warrant special treatment. |
Revision 135f8be by Nicholas Bishop May 27, 2010, 08:42 (GMT) |
Small bug fix: The array of string names for CD layers was missing a few. Added them back and organized a bit for clarity. |
Revision e4530c4 by Dalai Felinto May 27, 2010, 08:34 (GMT) |
Logic Editor: fix for datablock counting when copying/deleting sound actuator ("bug" from 2.49) |
May 27, 2010, 08:22 (GMT) |
Progress indicators for threaded jobs Now, rather than the bit-too-alarming stop sign, threaded wmJobs display a progress indicator in the header. This is an optional feature for each job type and still uses the same hardcoded ui template (could use further work here...). Currently implemented for: Render - parts completed, then nodes comped Compositor - nodes comped Fluid Sim - frames simulated Texture Bake - faces baked Example: http://mke3.net/blender/devel/2.5/progress.mov |
Revision ec70356 by Dalai Felinto May 27, 2010, 08:12 (GMT) |
Logic Editor: ops forgot this small fix on last commit |
Revision 9852543 by Campbell Barton May 27, 2010, 08:09 (GMT) |
make bpy.ops.object.select_name(name) also make the object active since Alt+RMB wasnt setting the object active. if other tools need this not to switch the active object we could make setting active an option. |
Revision ef0239f by Nathan Letwory May 27, 2010, 07:45 (GMT) |
Update description after 29013, which added windows support for this. |
Revision 8872cba by Dalai Felinto May 27, 2010, 07:37 (GMT) |
Logic Editor: removing usercount for existent datablocks Using custom setfuncs to avoid increase/decrease of usercount. That way nothing stops you from removing a material that is used by a sensor, or a mesh, an action ... (this is how 2.49 works too) * also some general code cleaning/fix (adding static casts, replacing libaddr_us by lib_addr for dome text (I had no idea how user count worked back then) |
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