Revision 9f5a0de by Campbell Barton January 21, 2008, 18:09 (GMT) |
Added object mode select random (use for changing the group instances of many objects to vary them without selecting manually - leaves/sticks etc) |
Revision 1357f1b by Ton Roosendaal January 21, 2008, 18:08 (GMT) |
Vector Blur now has option to be curved! Especially for fast moving objects (as we have here in Peach) the art department demanded nice curved vector blur. This formula uses a quadratic bezier function, which is not giving perfect circles, but certainly useful results. Also on todo: get this blur code to do nicer accumulation... |
Revision 14241f8 by Brecht Van Lommel January 21, 2008, 14:18 (GMT) |
Fixes: - Particle system distribution wasn't flushed properly for non-edited hair. - For instances in the renderer, also count their verts and faces in the stats. - Fix for error in the "surface diffuse" formula for strand shading. |
Revision 91e5b63 by Joshua Leung January 21, 2008, 11:30 (GMT) |
Now, when rearranging channels in the Action Editor, Action-Channel's only get rearranged if no groups were moved (i.e. not groups were selected). This should be less annoying for users. |
Revision 173830a by Joshua Leung January 21, 2008, 11:26 (GMT) |
== Action/Pose Groups - Keyframing Integration == Now, when inserting keyframes (either IKEY or AutoKeying), if an ActionChannel has been newly created, it will get assigned to an Action-Group with the same name as the Bone-Group that the bone it represents belongs to. |
Revision 3759c77 by Daniel Genrich January 21, 2008, 10:55 (GMT) |
Speedup spring creation again, was lost during merge |
Revision 1db5900 by Joshua Leung January 21, 2008, 07:54 (GMT) |
== Limit Rotation Constraint - Affects Transform == Now, the Limit Rotation Constraint can be made to work on the Transform values like the Limit Location/Rotation constraints. Use the "For Transform" button to activate. Note: this does not really work as well as for the other constraints, as it currently does conversions between eulers/quats and matrices. This results in loss of rotation data. |
Revision ddef077 by Daniel Genrich January 21, 2008, 02:42 (GMT) |
Revision 530039a by Daniel Genrich January 21, 2008, 02:23 (GMT) |
Restructured many collision things again, GUI cleanup |
Revision ebb15ff by Campbell Barton January 21, 2008, 00:41 (GMT) |
selecting keyframes in the ipo view didn't work well when zoomed in far, use pixel width rather then frame with when giving deselected frames a bias |
Revision ab1482d by Joshua Leung January 21, 2008, 00:41 (GMT) |
Added missing header (stddef.h) |
Revision aa03132 by Joshua Leung January 20, 2008, 23:53 (GMT) |
[Coder API's]: Added a "generic unique name-finding function". Basically, this is based on the behaviour of the unique_constraint_name (or equivilant) functions, which have traditionally been duplicated everytime a new datatype needed this. Currently, this is in use for the following things: * Constraints * Action/Bone Groups * Local Action Markers / PoseLib poses Usage Notes: * The file in which this is to be used should include the standard header file <stddef.h>. This defines the offsetof() macro, which should be used to find the relative location of the "name" member of the structs * This function is only designed for names of up to 128 chars in length (Most names are at most 32. TimeMarkers are 64). If a longer string needs to be handled, the function will need to be modified accordingly. * defname is the default name that should be used in case one hasn't been specified already |
Revision 6f4c03a by Campbell Barton January 20, 2008, 23:52 (GMT) |
opengl stamp wasnt working right, stamp assumed an alpha channel existed. |
Revision 3d7271f by Martin Poirier January 20, 2008, 22:43 (GMT) |
=== Transform Snap === Snapping Mode: Active With this mode, the active element (at this time, object or vertice) is used as snapping target. If there is no active element in the selection, it reverts back to median mode. Edit Mode snapping, other meshes no longer have to be selected to act as snapping point. Fix a potential bug with snapping point from other meshes. |
Revision 32c4bbb by Jens Ole Wund(bjornmose) January 20, 2008, 22:01 (GMT) |
hiding some softbody options i did hope to get working that is : good enough to pass PQC = personal qualitiy control *sigh* before peach freeze some of them almost did .. but hey we want to give 'em peachers something to rely on not a mushy "may be it works" so 'implicit solver' is gone for now and from what i read between the lines in various papers the main problem is the Jacobian has negative 'eigenvalues' yeah that rings a bell .. the transition from a continuous system to a discrete one bears that. /* you did not read/understand that .. fine .. because this is something that might give me my late PhD */ |
Revision 43f680b by Nathan Letwory January 20, 2008, 21:37 (GMT) |
*remove superfluous glEnd(); - made func internal too. |
Revision 88561ed by Campbell Barton January 20, 2008, 21:27 (GMT) |
touch function that should also work on non unix os's, though I cant test here. |
Revision 107b099 by Nathan Letwory January 20, 2008, 21:10 (GMT) |
* grow AZone size * remove ^M's |
Revision c11fce1 by Campbell Barton January 20, 2008, 20:09 (GMT) |
draw muted strips faded. hkey added alt+hkey to mute and un-mute strips, Mkey is used for metastrips. would be nice to make this similar to object mode restrict render option. |
Revision 053dca1 by Peter Schlaile January 20, 2008, 18:55 (GMT) |
== Sequencer / FFMPEG == This fixes: [#7989] Sequence editor preview and anim render output broken on Linux PPC and also optimizes RGBA -> ABGR conversion function a little bit. (Fixing also a crash, if there is no ibuf->rect available...) |
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