Revision 49caf7e by Nicholas Bishop January 12, 2007, 06:13 (GMT) |
Added a couple things my last commit missed; one more usage of set_sculpt_object removed, also added a check to make sure the user doesn't try to use partial visiblility on a mesh with shapekeys |
Revision 27266b2 by Joshua Leung January 12, 2007, 05:29 (GMT) |
Bugfix #5690: If you set the value of undosteps in userprefs to zero, and tried to save defaults, the value would get reset to 32. Caused by out-of-place version patch. |
January 12, 2007, 05:26 (GMT) |
* Fix: The sculptmode hotkey I to change to Inflate brush wasn't working, since it was being overridden by blenderqread() in toets.c The existence of this stuff here alongside the hotkeys in space.c is just plain evil, bring on the events refactor! :) |
Revision 2536128 by Nicholas Bishop January 12, 2007, 05:13 (GMT) |
Removed set_sculpt_object. Tested with sculpt undo, sculpt+multires, sculpt+partial visibility, and sculpt+shapekeys, seems stable. |
Revision 413ff0c by Nicholas Bishop January 12, 2007, 04:47 (GMT) |
Changed the way sculptmode interacts with shape keys. Vertex coordinates are now copied into the active key at the end of each brush action. (This is in preperation for removing the function set_sculpt_object.) |
Revision 6ffea7b by Joshua Leung January 12, 2007, 04:21 (GMT) |
== Action Editor - Grab Transform == Fixed bug with 'grid-stepping' with scaled actions. Now, when holding the Ctrl key or with auto-snapping in this mode, keys move in 1.0 frame intervals all the time (not just when action was unscaled). |
Revision bff2dcc by Joshua Leung January 12, 2007, 02:34 (GMT) |
== NLA Editor == Minor workflow tweak - Add New Empty Action as New Action Strip. Hotkey: Shift N. Menu Entry: 'Strip' menu Creates a new action, and adds it as an action strip at the bottom of the list nla-strips for an object. Useful for creating additional strips to correct poses of prior strips. |
January 12, 2007, 01:13 (GMT) |
== Interface == Touched up the render baking header menu. |
Revision 54863a2 by Campbell Barton January 12, 2007, 00:31 (GMT) |
error, camera scale couldnt be set. bpyrender now sets ortho properly |
Revision b0c2e78 by Andrea Weikert January 11, 2007, 20:01 (GMT) |
==== MSVC 7 project files ==== - small update:added multires-firstlevel.c |
Revision 60bed24 by Ken Hughes January 11, 2007, 15:27 (GMT) |
Python API ---------- Change Scene API example to use scene.objects.new() instead of Object.New()/ob.link()/scene.link(). |
Revision cedfafc by Brecht Van Lommel January 11, 2007, 15:00 (GMT) |
Fix for bug #5666: Crash texture painting with airbrush and pressure, due to division by zero and resulting nan's. Cause of this crash found by Andrea, thanks! |
Revision 3529563 by Ton Roosendaal January 11, 2007, 14:08 (GMT) |
Bugfix #5681 Mesh editmode; "Separate" tool crashed when Object had fluidsettings. |
Revision a3e0a02 by Ton Roosendaal January 11, 2007, 12:13 (GMT) |
bugfix #5683 IpoWindow: trying to assign a action-ipo to a Bone failed if Bone had not yet be included in Action. |
Revision 3c578fb by Campbell Barton January 11, 2007, 09:39 (GMT) |
tested export scripts with a large scene and resolved errors that came up as well as some speedups- mostly problems with lightwave_export |
Revision 235ad67 by Campbell Barton January 11, 2007, 09:15 (GMT) |
made mesh.getFromObject also get the meshes smoothing value when copied from another mesh object. |
Revision 55f646e by Nicholas Bishop January 11, 2007, 08:27 (GMT) |
Setting the active UV layer now works correctly on multires levels other than 1. |
Revision 0a77914 by Nicholas Bishop January 11, 2007, 07:30 (GMT) |
Prevent user from editing multires UV coords except on level 1. |
Revision 7e221c2 by Nicholas Bishop January 11, 2007, 07:01 (GMT) |
Further cleanups for multires' firstlevel data (both weights and UVs.) |
Revision 34c11de by Campbell Barton January 11, 2007, 06:48 (GMT) |
improved this script * use mesh.transform instead of a python matrix multiplication function. * use the image filename rather then ID name for the URL * use the scenes world rather then the first world for getting world data. * mesh.verts.index(face.vert[i]) is extreamly slow!, use face.vert[i].index instead. also got rid of a face loop in a face loop that didnt do anything. Still need to move this script to Mesh from NMesh |
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