Blender Git Commits

Blender Git "master" branch commits.

Page: 5042 / 5574

September 22, 2007, 19:28 (GMT)
new snap tool in UV mode "Selection -> Adjacent Unselected"
(functionality from recently removed python script: uvcalc_from_adjacent.py)

This is useful when adding faces in areas that are alredy UV mapped, this can be used to snap the selected face to the existing face's UV's.

September 22, 2007, 17:54 (GMT)
added an active face for the mesh editmode and normal mesh - this is needed because the TFace flag was not always easy to access from editmode.
using the last selected face was almost good enough however when selecting verts and edges the last selected face would become inactive and the space image would flicker about too much.
The active face is used for getting the space image at the moment and keeps scripts that use this flag working also.

This has 2 commands to get and set, so the variable is not accessed directly.

all "UV Calculate" scripts work now

last commit crashed when in solid draw mode, it seems subsurf modifier is ignoring the displayMask since MTFACE is available. just made it do a null check for now.

uvcalc_follow_active_coords.py - should be done inC and put in the snap menu.

September 22, 2007, 15:32 (GMT)
made draw shadow work as it used to (I didnt understand at first that this was to draw the subsurfed UV faces)

this is really slow, its unuseable on suzanne subdivided twice on my computer with 2.45 and trunk, this could be sped up however it would need to be subsurf spesific.

September 22, 2007, 08:34 (GMT)
fix for some button overlap problems
September 22, 2007, 06:58 (GMT)
made sticky UV editing options more accessible by adding them to a popup in the header.
Changed how the sticky setting is stored in DNA - (as a char rather then 2 flags).
replaced the UV/FACE icon with another needed for the sticky menu.
removed 2 unused icons.

commented the UV transform panel since it only had 2 buttons in it.

depgraph update calls needed to be added to Ctrl+V/E/F menu's because some commands were crashing.

Revision 2244d19 by Ken Hughes
September 21, 2007, 20:46 (GMT)
Python API
----------

Bgfix #7386: added support for texture flags TEX_PRV_ALPHA, TEX_REPEAT_XMIR and
TEX_REPEAT_YMIR to tex.flags attribute.

September 21, 2007, 14:34 (GMT)
unwrapping would crash if there was no space image
September 21, 2007, 13:34 (GMT)
Fixed some collision response issues. (weekend commit, some half done work in)
September 21, 2007, 10:28 (GMT)
added draw types for UVs
speedup for UV display (the MTFace loopup is only done once and stored in the EditFaces temp pointer)

September 20, 2007, 22:38 (GMT)
image display option for viewing non square pixels (x/y aspect for each image) - useful when editing UV coords with textures that have been resized to values that run fast in openGL (256/512/1024) but have lost their original aspect ratio, especially useful when rotating UV's.
Bumped the subversion to 2, so the default aspect is set to 1:1.

Made "Repeat Image" option time image drawing and bail out early if its taking too long. (quater of a sec max) this could be avoided if the texture was drawn on a quad, but that wouldnt support other image draw options.
This is a good short term solution because it was possibly to lock up blender if you zoomed out a long way then enabled "Repeat Image".

Revision d3a8bcc by Matt Ebb
September 20, 2007, 05:56 (GMT)
* Fix for old files loading up with gloss = 0.0 and gloss samples = 0.
I blame the 2.45 version-raising!
September 19, 2007, 23:50 (GMT)
added a view properties panel for image/uv. moved the cursor x/y there to match the 3d view.
added an optional view setting - Repeat/Tile image display so mapping with tiled textures you dont have to guess the locations or look in the 3d view to see what your mapping to.
copy and face menu was missing depgraph update calls.
September 19, 2007, 16:28 (GMT)
reworked how tile functions, seperated image and tile setting functions/events and made tile work with image pinning.

changed how image replace works,
it used to load a new image and then assign that image to all faces in meshes active UV layer.
without replacing images in textures or images on inactive UV layers

now it simply changes the filename of the existing image and reloads the contense.

This is different in some other subtle ways,
1) replace used to use an existing image if it was available,
this could be confusing because when I replaced with an image I didnt like, but had alredy applied to objects in some other scene, replacing again would alter the images from models unintentionally.
2) since replace used to load a new image, it would load with a new name. at the moment the name is left unchanged,
This is better when dealing with linked libraries. because when replacing a images, anything linking to that texture gets broken. since imaged can get automatically named strings longer then its possible to enter into the user interface, you could wind up with some really annoying cases where it wasnt possible to type in the original name again.

Since this replace effects everything usiung the image, we may want to have 2 replace functions, "Replace Globaly" and "Replace in Mesh"

September 19, 2007, 12:13 (GMT)
Fixed collision object init, New: Apply collision impulses so minimum distance is preserved (friction still missing)
September 19, 2007, 10:54 (GMT)
Local Image View for UV/Editmode

When mapping multiple images on 1 mesh, the UV coordinates often overlap and in many cases you only want to edit the uv coords for the faces applied to that image,
this is an option that only displays UV's for faces use the currently displayed image.

September 19, 2007, 09:15 (GMT)
meshes with no faces would raise an eror when setting their .faceUV to true.
September 19, 2007, 08:07 (GMT)
Fixed wind force direction (reported by mfoxdogg)
Revision 9f17eae by Matt Ebb
September 19, 2007, 06:07 (GMT)
* Documented scene.objects.camera , used for getting the active camera
of a scene.
September 18, 2007, 19:56 (GMT)
Fix: kicked springs caching since it's unused and needs lots of memory
September 18, 2007, 19:39 (GMT)
fixed copy between UV layers.
made the UV layer menu a generic functions (can make a menu from the names of any custimdata layer type)
added a menu in the UV window for selecting teh editnmode UV layer - If there ends up not being enough room in the header this may need to be removed.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021