Blender Git Commits

Blender Git "master" branch commits.

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February 6, 2010, 16:38 (GMT)
Wrong text for missing format with -F
February 6, 2010, 15:50 (GMT)
Fix #20953: vertex and weight paint mode still had 500k verts limit.

February 6, 2010, 15:29 (GMT)
Fix #20951: move to layer popup hotkeys shift 1..9 were not working correct.

February 6, 2010, 14:56 (GMT)
bugfix [#20990] maker name don't show in render stamp
February 6, 2010, 14:32 (GMT)
bugfix [#20989] DupliVert of DupliGroup crash
February 6, 2010, 12:44 (GMT)
commit from joe 26206, removed timer from zoom. this is needed for continuous zoom.
Revision b28033d by Joshua Leung
February 6, 2010, 11:50 (GMT)
Constraints Loading:

Refactored the constraints reading code to take advantage of the new ID loopers. Now, adding a new constraint type will not require much effort with the file loading code, unless the constraint uses any special direct data which needs to be handled differently.
Revision ae22d97 by Joshua Leung
February 6, 2010, 11:28 (GMT)
Constraints API: ID-Loopers

Added a system for running a callback on all the ID-blocks referenced by constraints (like for modifiers). Also, added an API function which calls these on the constraints present in the given list.

These could be used for:
- the proxies + action/pyconstraint fix that campbell committed
- simplification of file loading code
February 6, 2010, 10:50 (GMT)
MSVC compile fix
* needed to add _USE_MATH_DEFINES to make M_PI known
February 6, 2010, 06:21 (GMT)
BGE: rna update for Logic Bricks

New Actuators done:
* SCENE
* RANDOM
* MESSAGE
* GAME
* VISIBILITY
* TWODFILTER
* PARENT

Actuators to be done:
* OBJECT (aka MOTION)
* SOUND
* PROPERTY
* CONSTRAINT
* EDIT_OBJECT
* ACTION
* SHAPE_ACTION
* STATE
* ARMATURE

Actuators done already:
* IPO
* CAMERA

once again: feedback is appreciated.
February 5, 2010, 23:50 (GMT)
BGE: rna update for Logic Bricks

Sensor and Controllers: small fixes and suggestion (comments) for future improvement - mainly to replace text properties to material, text or object datablocks.

Actuators done:
* IPO
* CAMERA

Actuators to be done:
All the others (their structure is in the file)

Adding NC_LOGIC

** If someone want to help on that:
Files used for actuator RNA:
- logic_window.c
- DNA_actuator_types.h

*** my first big RNA operation. critics/suggestions are welcome

**** padded some DNA variables that were not been used.
Revision 29a6465 by Joshua Leung
February 5, 2010, 22:03 (GMT)
Bugfix #20971: IK Joints Inexplicably Stiff In Recent Blender 2.5 Builds

- IK-Solver interfaces were still converting units from degrees to radians. Made these all use radians now.

- Tried to fix the DOF limits drawing. This is still not totally functional again yet, but at least there are visible lines now.
Revision 5affc83 by Joshua Leung
February 5, 2010, 21:23 (GMT)
Disabled ability to animate FPS setting, since this was producing weird and crazy effects for when viewing timecodes.

See http://www.pasteall.org/blend/1769 and switch to timecode displays in the timeline (Ctrl T) to see the effects of this (in an old build).
February 5, 2010, 18:39 (GMT)
Merge -c 26630 from COLLADA branch into trunk.
February 5, 2010, 15:55 (GMT)
changes to 'view selected' operator.
- near clipping is not used to clamp minimum zoom level in ortho mode.
- view selected applied to a single point (no bound-box volume) just moves the view rather then zooming in.

for sintels face view selected didnt work well for eg: selecting a face at the mouth and zooming in.
February 5, 2010, 15:20 (GMT)
patch [#20910] Support for exporting UV layouts to EPS files
also improved this so visible UVs are exported unless 'All UVs' is enabled, taking into account local-view and mesh face selection.
February 5, 2010, 15:07 (GMT)
active face was incorrectly set on entering editmode.
February 5, 2010, 14:29 (GMT)
add menus for vertex group and shape key panels, functionality wasnt communicated well with icons and getting cluttered.
also made 'transfer shape' script copy into the active object to match 'join as shape', which was quite confusing before.
February 5, 2010, 13:40 (GMT)
VBO's face index was incorrect, didnt see this break anything but was giving the triangulated index (always wrong for quads).
February 5, 2010, 13:38 (GMT)
[#20462] Weight painting subsurf mesh doesn't work with VBO
- backbuf colors were ignored with VBO's, disable since to make this work with VBO's it would need to re-bind a color array, then restore the previous one after.
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