Revision 0749bf7 by Erwin Coumans October 10, 2008, 05:12 (GMT) |
Fix bug in rigid body constraint buttons drawing, and while we are at it, add 'Collision' button to disable collisions between bodies, linked between constraint. |
Revision de4ed8e by Martin Poirier October 10, 2008, 02:59 (GMT) |
Stroke embedding. When doing continuous strokes, use the depth hit closests to last, so you can start on a limb and then continue drawing inside it even if things overlap. |
Revision 41ad6f9 by Campbell Barton October 9, 2008, 22:44 (GMT) |
fix for [#12255] Rename the File at File Window,the file is deleted renaming a file on win32 would delete it because it didnt test if the 2 filenames were the same (case insensitive), and remove the 'to' file to make way for the 'from' file. |
Revision e5d1c5a by Willian Padovani Germano October 9, 2008, 22:28 (GMT) |
== Python == Bug: [#17734] Loading a python script's help dosn't work reported by Rian Tut (thanks). Actual problem: scripts with spaces in their filenames were not supported by the code that registers scripts in menus and runs them. Added support w/o breaking eventual, rare scripts that parse the Bpymenus file. They will still need an update to support filenames with spaces, like done here for these scripts: Scripts Help Browser and Scripts Config Editor. PS: tested on Linux. Please test on other platforms: just make sure scripts still appear in menus (the File->Export, for example), even after re-registering them (Scripts window -> Scripts Menu -> Update Menus) and that the Scripts Help Browser still works. |
Revision 9153770 by Martin Poirier October 9, 2008, 21:39 (GMT) |
- Filter continuous strokes as they are drawn instead of only when ending a line. - Pair depth hits per object, to stay consistent if you have an object instead another one (say, if you're drawing on a coat and at one point the hand starts, you don't want to pair the first hit on the coat with the first hit on the hand). |
Revision bf3e539 by Martin Poirier October 9, 2008, 20:45 (GMT) |
Sketching embedding. Hold down Shift to embed points inside a mesh (or on a mesh, if there's no volume). Done by gathering all the ray hits under mouse, sorting by depth and using the first two. Eventually could probably use hardware based depth peeling. Ray hit method could use bvh or some other accelerator too. Eventually, will have a mechanism to keep consistent depth while painting continuous lines (painting over a partly obscured mesh shouldn't jump to the top one). |
Revision 0d23e34 by Ton Roosendaal October 9, 2008, 17:18 (GMT) |
Reverted bugfix #17709 I misread report, didn't know vertex bevel weights existed even! |
Revision c58e94d by Ton Roosendaal October 9, 2008, 17:00 (GMT) |
bugfix #17709 SHIFT+CTRL+E 'bevel weight' didn't support vertex selection mode yet. |
Revision 46ee3ee by Ton Roosendaal October 9, 2008, 14:28 (GMT) |
Bugfix #11712 Definitely one of the oldest bugs ever (1995 or so). Case is a path (child on path, or deformer, or motion modifier) where the child is far away from path (300 units or so). In that case you can see the path jumping to another position a bit after a few frames. Reason: For interpolating path positions, I was using bspline code still having a very ancient constant 0.1666f. Floats have higher precision, like 0.16666666. That solved it :) |
Revision 44c01e2 by Daniel Genrich October 9, 2008, 12:19 (GMT) |
Bugfix for [#17333] Fluid bake memory issues provided by Andre Pinto |
Revision 158d802 by Ton Roosendaal October 9, 2008, 10:59 (GMT) |
Bugfix #8911 Image counter can be set to zero when unlinking images, whilst they can be in use for texture. This is a temporary solution to prevent errors! (Now image unlinking doesn't set zero users anymore) |
Revision 9ca5b78 by Benoit Bolsee October 9, 2008, 06:06 (GMT) |
BGE bug fix: fix several bugs and inconsistencies in sound actuator: - support stopping of loop sound - support stopping by python - keep state of actuator in sync with audio device. The lack of state sync was causing several other problems: - actuator stop playing the sound - sound chopped before the end - not possible to pause sound |
October 9, 2008, 04:11 (GMT) |
This is patch [#17773] seq plugin crash -> use not converted to float with ibuf1 & ibuf2 Submitted by Rob Hausauer (paprmh) See the link for details: https://projects.blender.org/tracker/index.php?func=detail&aid=17773&group_id=9&atid=127 Kent |
October 9, 2008, 01:15 (GMT) |
* fix for silly bug in point density with no object in the object field |
Revision 2e9d07b by Joshua Leung October 8, 2008, 23:42 (GMT) |
Grease Pencil: Added comments a few + stroke simplification code (hidden behind rt and userpref, adapted from theeth's etch-a-ton code). This shouldn't have any other adverse effects. |
Revision b613eb2 by Martin Poirier October 8, 2008, 20:54 (GMT) |
Sketching snapping. Hold Ctrl to snap to an exact point (black dots). Continuous strokes are extrapolated between the depth difference of both end points when snapping. |
Revision 890b9f2 by Chris Want October 8, 2008, 19:58 (GMT) |
Patch #7065, from Stephane SOPPERA, part two: improvements when using the commandline 'nmake' to build blender on windows -- please test! |
Revision 495eab6 by Chris Want October 8, 2008, 19:56 (GMT) |
Patch #7065, from Stephane SOPPERA, part one: define macro WITH_OPENEXR when the sources are configured with OpenEXR support. |
Revision 4a4f7c8 by Ton Roosendaal October 8, 2008, 18:35 (GMT) |
Bugfix #17784 Playanim now works for: - tiff, cineon, dpx, hdr, exr Only multilayer not, that's too much for a bugfix. Multilayer is a totally different image format, handled separately. ALso removed redundant printing for dpx/cineon. And fixed crash in cineon when G.scene doesnt exist. Bad bad, should not be there! |
Revision 9cbb174 by Ton Roosendaal October 8, 2008, 18:15 (GMT) |
Bugfix #17784 libtiff init was missing on "Play anim", causing it to not read tiffs. |
|
|
|


Master Commits
MiikaHweb | 2003-2021