Revision 1d5aa3f by Campbell Barton February 1, 2007, 19:02 (GMT) |
tidy up this script as well as 2 new options - "fix nan verts" and "fix nan uvs" |
February 1, 2007, 15:56 (GMT) |
Move the screw button so it lines up with the clockwise button. (now that clockwise only works for screw) http://www.cs.umn.edu/~mein/blender/screw.jpg if your wondering Kent |
Revision 5cda9df by Ton Roosendaal February 1, 2007, 14:14 (GMT) |
Bugfix #5897 Using multiple levels deep referenced groups (group in group) messed up the add-group menu in toolbox |
Revision 80315d0 by Campbell Barton February 1, 2007, 11:38 (GMT) |
faces in face select mode can be selected and hidden, check that faces are not hidden as well as being selected. |
Revision 7e9f86b by Ton Roosendaal February 1, 2007, 10:04 (GMT) |
Bugfix #5894 Composite, Time Node did not clamp output between 0-1. |
Revision 5817876 by Campbell Barton February 1, 2007, 05:27 (GMT) |
fixed nieve use of type().. type(foo) == type(list()) can be done as type(foo) == list: |
February 1, 2007, 03:34 (GMT) |
Bugfix for #5896 - Array constant offset not behaving as expected This is not a bug, but rather a misunderstanding of the relationship between object scaling and the Array modifier's constant offset. The Array modifier's constant offset is specified in local coordinates. In the supplied blend file, the object is scaled up in the x direction by 2.45, and the offset is a constant 2.5 in the x direction. Thus, the final world space offset is 2.45 * 2.5 = 6.125 units in the object's local x direction, as can be seen in the blend file. I have updated the tooltips for the Array modifier to indicate that offsets are given in local coordinates. I will investigate providing a "Use World Coordinates" toggle button after release. |
February 1, 2007, 02:10 (GMT) |
1). Fix for cube maps in the player. ImBuf pointer was being overridden causing the ibuf->rect to be zero. 2). Added vertex attributes for tangents in in vertex arrays. This, probably needs the extensions enabled (glEnableVertexAttribArrayARB, glDisableVertexAttribArrayARB), but am a little weary about enabling them right now. |
Revision 1f4af00 by Willian Padovani Germano February 1, 2007, 01:34 (GMT) |
Scripts: - Making the ac3d importer discard bad faces in the imported model (faces that reference a vertex index more than once). Thanks Melchior Franz for reporting this one, too. |
Revision 5315024 by Peter Schlaile February 1, 2007, 00:59 (GMT) |
==Sequencer== Bugfix [ #5886 ] Crash when duplicate audiostream. Just make duplicate of hddaudio more intelligent and do less ;-) |
Revision 5b94899 by Robert Holcomb February 1, 2007, 00:42 (GMT) |
Forgot to typcheck the copied buffer in the seperate nodes. Now (not that it makes sense to me) you can seperate in a value buffer in all the different color spaces. |
Revision 2014462 by Robert Holcomb February 1, 2007, 00:09 (GMT) |
seperate HSV, YUV, and YCC all converted colorspace on the original image buffer if it was an RGBA type. This caused buffer corruption in the original buffer which would be colorspace converted again (for each render). Corrected by duplicating buffer. |
Revision 26eef30 by Campbell Barton January 31, 2007, 21:30 (GMT) |
updated epy doc reference to 2.43, fix broken link. |
Revision c82574e by Ton Roosendaal January 31, 2007, 11:49 (GMT) |
Bugfix Environment map type "load" which was not used for material, but on sky, crashed when the envmap file could not be found. |
Revision ed24fe3 by Campbell Barton January 31, 2007, 11:34 (GMT) |
fixed a python error in the exporter, small changes for the importer. |
January 31, 2007, 11:24 (GMT) |
Bugfix for #5603 - event que 'stuck' when holding down shift modifier when sculpting This bug was caused by the main event queue overflowing. This commit fixes the bug by increasing the size of the main event queue from 256 events to 4096 events. |
Revision 9eb2402 by Ton Roosendaal January 31, 2007, 10:59 (GMT) |
Bugfix, report from studio Manos; This tweaks the dependency rules for Scenes/Objects a bit. Here is the rule: - Each Scene has own dependency graph, and only solves dependencies for objects in the scene - However, when using multiple linked Scene-sets, the *current* scene is allowed to have dependencies to objects in a 'set'. This works by first calculating the sets, then the current scene. Example: the current scene can have lights with a track/location constraint to a character in a set. |
Revision f5a48df by Stephen Swaney January 31, 2007, 03:12 (GMT) |
Bugfix for #5000 Setup for Armature weak ref list was missing from some places where we execute py code. This confused the interpreter and gave random attribute/tuple parse errors. Changed name of weak ref list to "__arm_weakrefs" to avoid name collision with user variables. |
Revision 9cf602b by Campbell Barton January 31, 2007, 01:18 (GMT) |
3ds_export - enabled textures as an option since it works with some appliactions (only way to get textured models from blender to google sketchup) 3ds_import - added option to disable recursive image searching (could be slow somtimes) export_obj - when making group/object names only use both object and mesh name when they differ. weightpaint_clean, weightpaint_grow_shrink - minor updates. Render.py - own error in epydocs. |
Revision 9ce5dd4 by Nicholas Bishop January 30, 2007, 23:07 (GMT) |
== Multires == Fixed bug #5815, Multires mesh UVs get lost (or crashes!) when adding additional UV layers * Switching to Face Select mode adds a UV layer automatically, was missing code there to add the layer to multires as well * Adding/Deleting a customdata layer on a multires mesh should update the multires data first |
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