Blender Git Commits

Blender Git "master" branch commits.

Page: 5120 / 5574

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.
January 14, 2007, 23:42 (GMT)
=== Constraints Bug Fix ===

Fix for bug: [ #5418 ] Follow Path constraint overrides objects' inherited scale

Patch provided by Aligorith.
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.
January 14, 2007, 15:52 (GMT)

Fix for bug #5439:
UV Project modifies original UV coords.
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.
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.
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.
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.
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.
January 14, 2007, 05:31 (GMT)
Cleaned up some warnings.
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.
January 14, 2007, 03:52 (GMT)
Corrected initialization values for the chroma key node when it is created.
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.
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.
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().
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.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021