Revision 50de143 by Brecht Van Lommel January 4, 2010, 16:26 (GMT) |
Fix #20558: open file with new window setup corrupts text and icons in the UI. On X11, the opengl context was destroyed when closing a window. This lead to the text and icon textures being lost (among other things), now the opengl context is kept like on Win/Mac. |
Revision 589b2b4 by Campbell Barton January 4, 2010, 15:37 (GMT) |
object.group_users, object.scene_users utility functions to find the groups and scenes this object is used in. button to set the group location from the cursor (UI is horrible but not any nice place to add?) smarp project would fail if there were linked meshes in the scene, made ID.tag ignore the library, so you can tag linked data since its only for tools to use. normalize the vertex normal before setting and use inline vector functions. |
Revision 61a8f37 by Campbell Barton January 4, 2010, 15:25 (GMT) |
patch from Guillaume Bouchard for setting vertex normals, (lost when existing editmode but still useful in some cases) |
Revision d077ea6 by Campbell Barton January 4, 2010, 14:59 (GMT) |
use a smaller threshold for mesh mirror, workaround for sintels face. Better solutions could be... - use a tool to set mirror locations (did a script for this in 2.4x), then run this if locations get messed up.. - find the closest mirror vertex, would be slower - have a configurable threshold. |
Revision addd075 by Campbell Barton January 4, 2010, 14:22 (GMT) |
check if newlibadr returns a valid pointer when running do-versions on animviz data |
Revision d1da5cb by Campbell Barton January 4, 2010, 13:29 (GMT) |
support for rna functions returning mathutils types - so object.rat_cast() returns Mathutils vectors rather then tuples |
Revision de7ee99 by Campbell Barton January 4, 2010, 08:24 (GMT) |
WM_OT_context_set_* - more compact and check for the relative option without exception handling. |
January 4, 2010, 04:26 (GMT) |
* Tweaks for node editor Make Links (F key) Testing a new method that hopefully will be faster to use than finicky socket selection - now just select multiple nodes and press F - available output sockets on the selected nodes will get automatically connected to the active node. It works for one socket type each time, to avoid getting lots of extra connections when you join up, but as a shortcut you can easily press F again to connect up other socket types. For example, to connect a render layer node (with vector pass) to a vector blur node, select the render layer then the vector blur, and press F three times to connect up the Image, Z and Vector sockets. It now also preferences sockets with the same name to connect up first. There's also another option (ctrl F) which will replace existing input links, rather than only connecting up links to available input sockets. * Also changed socket link knife cut to a more convenient shortcut - Ctrl LMB tweak |
January 4, 2010, 01:39 (GMT) |
Fix for previous commit - broke WM_OT_context_set_* operators for non float/int types. |
January 4, 2010, 00:39 (GMT) |
* Added back some shortcuts from 2.4x using ctrl/alt/shift/etc mouse wheel to scrub frames, pan view, etc. * Redraw the 3D View on brush edit changes (for [ and ] keys) |
January 4, 2010, 00:18 (GMT) |
* Added new hotkeys [ and ] to decrease/increase brush size by 20 in all paint modes. The actual value to increment/decrement by can be customised in key maps. |
January 3, 2010, 23:46 (GMT) |
* Fix tooltip for reset default values * Redraw 3D View tool shelf on texture changes (to reflect new brush textures) |
January 3, 2010, 23:45 (GMT) |
Patch from Raul Fernandez Hernandez - volume render multiple scattering fixes Also: Changed 'Spread' value to be proportional to the light cache voxel grid (i.e. 0.5 spreads half the width of the grid), so that it's independent of light cache resolution. This means that results should be similar as you increase/ decrease resolution. |
Revision 1f33d57 by Stefan Gartner January 3, 2010, 20:35 (GMT) |
OS X Makefiles: * added some new variables (mostly the same as with scons): - USE_COCOA: use Cocoa for ghost (defaults to true) - MACOSX_ARCHITECTURE: can be ppc, ppc64, i386, x86_64. By default this is the host architecture (ppc for PowerPC Macs, i386 for Intel Macs). In theory this allows to cross compile blender for a different architecture, though cross compilation only works on Intel Macs, because makesdna and makesrna are built for the target architecture. For a 64 bit build, set MACOSX_ARCHITECTURE to x86_64 (Intel) or ppc64 (PowerPC). - MACOSX_MIN_VERS: minimum OS X version to run blender on (10.4 for 32 bit builds, 10.5 for 64 bit builds) - MACOSX_DEPLOYMENT_TARGET: needed by the linker to create an Application targeted for a specific OS version (defaults to 10.4 for 32 bit builds, 10.5 for 64 bit builds) - MACOSX_SDK: path to a specific SDK. currently not used - USE_QTKIT: use QTKit instead of QuickTime (defaults to true for 64 bit builds, as using QTKit is mandatory in that case)) * use the same compiler flags as scons * default compiler now is gcc-4.0 when building for 10.4 and gcc-4.2 when building for 10.5 * extract $(LCGDIR)/release/python_$(MACOSX_ARCHITECTURE).zip to Application bundle. This might break building on 10.4, to fix that, rename $(LCGDIR)/release/python.zip When compiling blender, only MACOSX_ARCHITECTURE might be of interest, as it allows doing 64 bit builds (or 32 bit PowerPC builds on Intel). All other variables are then set to reasonable defaults. For current users of the Makefile system, this commit shouldn't change much. |
Revision c6e4079 by Janne Karhu January 3, 2010, 14:51 (GMT) |
Stickness factor for particle collisions, patch submitted by Raul Fernandez Hernandez (farsthary). |
Revision 24a2c6e by Campbell Barton January 3, 2010, 13:17 (GMT) |
bound box check for retopo grease pencil convertsion before spline intersection checking |
January 3, 2010, 08:38 (GMT) |
Tweak to group operator naming |
January 3, 2010, 08:37 (GMT) |
Changes to Brush texture workflow This changes how textures are accessed from Brushes, with the intention of simplifying the workflow, and reducing the amount of clicking. Rather than the previous texture slots (which didn't work as a stack anyway), brushes now have a single texture linked. Rather than taking time having to set up your slots in advance, you can now select and change textures directly as you sculpt/paint on the fly. For complex brushes, node textures can be used, or for fast access, it's easy to make a duplicate of your brush with the texture you like and assign a hotkey. Brush textures can now be chosen from a new Textures panel in the brush tool properties - click on the thumbnail to open a texture selector. This is done using a new variation on the ID template - the number of rows and columns to display in the popup can be customised in the UI scripts. |
Revision ca4a5f3 by Campbell Barton January 3, 2010, 05:49 (GMT) |
solidify supports original mapping, so enable in the modifier. this means you can select the copied face (as with the mirror modifier) |
Revision 1286a16 by Campbell Barton January 3, 2010, 05:40 (GMT) |
[#20450] Crash before creating a volumetric material. - volumetric material must be traceable |
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