Blender Git Commits

Blender Git "master" branch commits.

Page: 4846 / 5574

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.
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.
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.
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.

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).
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).
October 9, 2008, 17:18 (GMT)
Reverted bugfix #17709

I misread report, didn't know vertex bevel weights existed even!


October 9, 2008, 17:00 (GMT)
bugfix #17709

SHIFT+CTRL+E 'bevel weight' didn't support vertex selection mode yet.

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 :)

October 9, 2008, 12:19 (GMT)
Bugfix for [#17333] Fluid bake memory issues provided by Andre Pinto
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)

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

Revision 4bd7fa9 by Kent Mein
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
Revision 8372110 by Matt Ebb
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.
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.

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!

October 8, 2008, 18:15 (GMT)
Bugfix #17784

libtiff init was missing on "Play anim", causing it to not read tiffs.


By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021