Revision 7a19fe1 by Joseph Eagar January 15, 2007, 07:54 (GMT) |
=ID Property Script update and api bugfix= Turned out somehow I managed to miss adding the proper type refs in Blender.Types for IDGroupType and IDArrayType, which made the script not work. So, I've got it all fixed now. Or at least hopefully :) |
Revision 1645e8d by Joshua Leung January 15, 2007, 01:56 (GMT) |
== VisualRot Keyframing == After extensive testing, I've concluded that VisualRot keyframing didn't work at all for bones. On the other hand, VisualRot for Objects worked fine. Now I've come up with a fix, which should make this actually work for IK/FK switching (I hope). The fix I'm committing is slightly hacky as it tempolarily overwrites the bone's rotation/quat values with the 'visual' ones, inserts keyframes, then resets the values it wrote on before. This hack was needed as for some strange reason, the values being added as keyframes were not the ones that had been derived. Note that on some bones, there will be a little bit of strange rotation after frame changes while their constraints are left on. |
Revision 3318bef by Martin Poirier January 14, 2007, 23:42 (GMT) |
=== Constraints Bug Fix === Fix for bug: [ #5418 ] Follow Path constraint overrides objects' inherited scale Patch provided by Aligorith. |
Revision 82bfd28 by Willian Padovani Germano January 14, 2007, 18:13 (GMT) |
Scripts: Misc updates to the ac3d importer and exporter: - use Mesh instead of NMesh; - properly export modified data and materials from either ob or obdata (thanks for mesh.getFromObject :) ); - option to export local rot and loc info; - better import / export of hierarchies; - + tiny updates here and there to support old or weird .ac files. |
Revision d90c686 by Brecht Van Lommel January 14, 2007, 15:52 (GMT) |
Fix for bug #5439: UV Project modifies original UV coords. |
Revision 9ff80be by Nicholas Bishop January 14, 2007, 15:36 (GMT) |
Fix for auto filling faces in editmode: make sure all verts forming a face are selected before creating the face. |
Revision 878d9f9 by Brecht Van Lommel January 14, 2007, 15:19 (GMT) |
Fix for bug #5680: Vertex color node worked only if VCol Paint/Light was enabled. Fixed that, and removed the vertex color node making it part of the geometry node instead. Also, preview.blend had black vertex colors for the sphere, so set them to white like the other primitives. |
Revision d4f4bf8 by Brecht Van Lommel January 14, 2007, 12:51 (GMT) |
Bugfix: after drawing a preview in a node shader, vertex colors would not modulate the texture color in textured draw mode anymore. Cause was the relevant opengl state not being changed back for drawing the mesh. |
Revision b7ccb83 by Brecht Van Lommel January 14, 2007, 12:35 (GMT) |
Fix for bug #5689: Loss of UV coordinates reading from 2.42 .blend files, if there were both vertex colors and tfaces (these contained colors also). It should have been impossible to create them both in 2.42, but even if invalid we should read them correct. |
Revision bd0f9a5 by Ton Roosendaal January 14, 2007, 11:51 (GMT) |
Important bugfix: Image mapping "repeat" didn't support mirrored tiling yet: http://www.blender.org/bf/rep1.jpg Psst psst... to solve this bug I had to add the buttons for the option too! |
Revision 444246d by Joshua Leung January 14, 2007, 09:30 (GMT) |
== IPO Cleaning == Rewrote the core-function responsible for ipo-cleaning. Now, it is in a less wacko form. What is still not done is the conversion of a bunch of points describing an arc to an arc defined by the handles of the keyframes on either side of the arc. That will have to wait for the next development cycle. This rewrite fixes two big bugs with the code: * All but first curve got hidden aften cleaning * Cleaning a curve with only two verts resulted in only one vert, even though the values were not the same. |
Revision 1807fb2 by Nicholas Bishop January 14, 2007, 05:31 (GMT) |
Cleaned up some warnings. |
Revision e835a0e by Nicholas Bishop January 14, 2007, 04:55 (GMT) |
Removed draw_mode from SculptData, replaced with draw_flag, which currently controls whether to use partial redraw and whether to draw the brush circle. Added new menu option for display of brush circle. |
Revision 8903169 by Robert Holcomb January 14, 2007, 03:52 (GMT) |
Corrected initialization values for the chroma key node when it is created. |
Revision 4d56baa by Robert Holcomb January 14, 2007, 03:42 (GMT) |
After reviewing the channel keyer algorithm, I found that the chroma keyer algorithm was fundamentally the same. Took the opportunity to implement a different chroma keying algorithm. This also solves the problem of the poor UI I had on the chroma key node. |
Revision 29ae98f by Robert Holcomb January 14, 2007, 00:05 (GMT) |
fixed typo in node name (I need to learn to spell). Also added check in matte nodes to see if ouput is connected for the generated matte before creating it. |
Revision 611b583 by Robert Holcomb January 13, 2007, 22:56 (GMT) |
Re-added the Luma keyer after realizing channeldid not exactly same capability and could not without sgnificant change. |
Revision 0535c2c by Joshua Leung January 13, 2007, 22:43 (GMT) |
== Action Editor - Delete Menu == Removed the 'Both' option as it didn't really work at all; bringing the Action Editor back into line with the other time-spaces. |
Revision 8ea0915 by Ken Hughes January 13, 2007, 18:37 (GMT) |
Python API ---------- Changed Mesh Primitives doc example to use scn.objects.new(). |
Revision 5fd0710 by Ton Roosendaal January 13, 2007, 10:52 (GMT) |
Bugfix #5698 Material Node Shader crash: new "layered UV" option required a better version patch... now patches all 2.42.x files, and not only the 2.42.2 and older :). Yes, subversioning doesn't always make things easier. |
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