Revision f1fcbd8 by Brecht Van Lommel January 23, 2008, 22:46 (GMT) |
Changed the way falloff for fields works, was hard to control well. Specifically with maxdist set, the falloff is now from 1.0 to 0.0 at the maxdist, so that there isn't a sudden discontinuity. |
Revision 4a913e0 by Brecht Van Lommel January 23, 2008, 20:54 (GMT) |
Bugfix to filter strands with solid correctly. |
Revision 576a7f6 by Daniel Genrich January 23, 2008, 17:58 (GMT) |
fix for collision modifier not reseted after first run + made the pushpin more like one |
January 23, 2008, 15:51 (GMT) |
Fixed small typo... This is [#8138] Tiny typo Kent |
Revision 4b1b749 by Daniel Genrich January 23, 2008, 15:30 (GMT) |
Enabled first + last simulation frame, hopefully fixed some cache problems, changed 3d view ball to a pushpin layout -feel free to enhance in drawobject.c line 5440 |
Revision 14d79c5 by Ton Roosendaal January 23, 2008, 15:06 (GMT) |
Tiny fix in UI for editing actions/ipos: Each Ipo block (actions, objects, etc) stores the last view of the ipo window. Nice for selecting objects/bones and then getting the previous view back. When you use option "Lock time to other windows", this option is very annoying; the action window then shifts all channels around, almost as if this is a bug. |
Revision 3e81d47 by Brecht Van Lommel January 23, 2008, 14:30 (GMT) |
Bugfix for strand pass adding with non-box filter, same bug as existed in ztransp. |
Revision c089564 by Campbell Barton January 23, 2008, 14:15 (GMT) |
openexr, touch and noOverwrite setting access from py api |
Revision 52404cd by Brecht Van Lommel January 23, 2008, 13:35 (GMT) |
Minor render memory usage optimization, removed layer and radface from VlakRen, saves about 100mb for 10 million faces. |
Revision 6490b2b by Daniel Genrich January 23, 2008, 13:24 (GMT) |
Made GUI even more intuitive with explanations why something is not available etc., fixed some uninitialized variable. NEW: show pinned verts as big red balls in 3dview - please tell me how to improve that visual feedback :) |
Revision d4ae72c by Brecht Van Lommel January 23, 2008, 11:51 (GMT) |
Bugfix in render instancing for missing leaves. |
Revision 9b8d1cd by Joshua Leung January 23, 2008, 10:54 (GMT) |
Constraints GUI: Up/Down buttons which are disabled are now always drawn, but those that are disabled (cannot be done) now have their 'button backgrounds' not drawn. Also, they won't do anything when clicked. |
Revision 9cd27e9 by Joshua Leung January 23, 2008, 10:14 (GMT) |
== "Custom Bone Colors" == This commit introduces the ability to give groups of bones different colour-sets, which enables them to be more easily identified in the 3d-view. Currently, custom bone colours have been implemented as a way to visualise bone-group membership (after all, colours and groups are both just ways of managing bones). Usage Notes: * Each theme currently has 20 Color-Sets available for Bones. These can be accessed from the "Bone Color Sets" option under the Theme buttons. (Note: currently, I haven't defined any default colour-sets. Donations welcome on this ;-) ) As such, colour sets are not saved per file! You will need to save the theme to preserve the color set for the next session. * Each Bone-Group can use any one of these 20 sets, or just use the default colour-set. Use the "GroupCol" button to set this. When a set has been chosen, three little rectangles are drawn beside the button to preview the colours the set provides. * A bone must belong to a Bone-Group to get that group's colours. * "Colors" toggle on "Armature" panel must be enabled for these custom-colours to be shown for all bones that can have them. This toggle is off by default, but is there to allow rigs to be debugged (by colours) for example. * The "Use 'Constraint' Colouring" option (per Colour Set), determines whether the colours denoting presences of constraints, ik, or keyframes are drawn in conjunction with the custom colours. It is off by default, as in many combinations, they look quite ugly when used in conjunction with custom colours. * Custom colours are only shown in PoseMode Assorted Notes: * I've tested this thoroughly, and there shouldn't be any problems caused by this. * In the process, I found a bug with envelope bone drawmode. In wire-frame mode, all bones got scaled up by several types. * I've cleaned up the armature drawing code a bit (mostly fixing messy white-space usage), but also creating a centralised method of setting colours for bones (currently only used for bones in PoseMode). |
Revision 93f3585 by Jens Ole Wund(bjornmose) January 23, 2008, 00:04 (GMT) |
soft body stuff got really tired of users asking "why this on the XXX panel' so i did try sort it out looks like UI is not my friend tsk |
Revision b398248 by Joshua Leung January 22, 2008, 23:24 (GMT) |
Bugfix: Grouping ungrouped channels in the Action Editor was broken by the previous commit to prevent hidden channels from showing. |
Revision ab7b4bb by Daniel Genrich January 22, 2008, 23:17 (GMT) |
(hopefully) fixed huge problem with cache/cloth reset. |
Revision b2f3c6f by Campbell Barton January 22, 2008, 22:01 (GMT) |
fix for bug where that caused vector blur to crash but could also cause problems elsewhere. |
Revision a90c84c by Brecht Van Lommel January 22, 2008, 20:59 (GMT) |
Bugfix for crazyspace correction of childof constraint on bones. |
Revision d623e52 by Daniel Genrich January 22, 2008, 20:35 (GMT) |
Revision 35c93b0 by Daniel Genrich January 22, 2008, 20:28 (GMT) |
GUI cloth panel refactor, also made many code rearrangements, cleared DNA up |
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