Revision d48a472 by Geoffrey Bantle January 1, 2007, 09:41 (GMT) |
-> Fix for bug #5472 Vertex snapping now works with backbuffered selection modes. Previously backbuffer sampling had no way to check whether or not the indices that it retrieved were selected or not. To resolve this I added two optional arguments to sample_backbuf_rect in drawview.c. The first argument tells the function that some additional testing of the retrieved index values needs to be done and the second argument is a pointer to a function to do the testing. findnearestvert() in editmesh_mods.c now makes use of this and passes sample_backbuf_rect() the appropriate argument when being used for vertex snapping. |
Revision c96e3e6 by Joshua Leung January 1, 2007, 08:32 (GMT) |
== Armature Ghost and Path Drawing == The Plumiferos Team have requested some improvements to the ghost and path drawing tools for armatures. These changes make these more useful, with more customisable settings. A new panel in the editing panels for armatures has been added to house these settings. -> Ghosts In addition to the existing method of showing ghosts either side of the current frame, it is now possible to show ghosts from a given frame range. This is useful for visualising how the poses in another part of the animation changed, while editing another part. The colour of ghosts goes from light (earlier on) to darker (later on). -> Paths Several new options for path drawing have been added. * It is now possibly specify a frame range in which to calculate paths too. This offers speedups for longer timelines as a shorter span of time can be sampled. * Keyframes from the active action/action strip can be shown in a different colour (in the default theme, this is yellow) on the path. * Frame numbers for the highlighted positions on the path can be drawn. Two notes of caution: * For ghost range: keep the frame ranges relatively small (20-50 frames), otherwise you will experience a slowdown. * For path frame numbers: if you have a graphics card which is picky about text in the 3d-view (like x,y,z labels on empty), this may cause issues. |
Revision 2406567 by Nicholas Bishop January 1, 2007, 07:53 (GMT) |
Added support for load/save of multires edge flags |
Revision 7212711 by Geoffrey Bantle January 1, 2007, 01:05 (GMT) |
->Fix for bug #5542 Missing a check for non-manifold edges in new alt-j code. Fixed now. |
Revision a20666f by Joshua Leung January 1, 2007, 00:56 (GMT) |
== Action Editor == Little cleanup to the drawing-internals removing the need for a little hack I put in for drawing keyframes in the NLA editor for active action strip. |
Revision a8cb4a7 by Nicholas Bishop December 31, 2006, 22:18 (GMT) |
Fixed bug #5557, retopo - toggling fullscreen shifts painted lines |
Revision 0909fa7 by Nicholas Bishop December 31, 2006, 21:55 (GMT) |
Added Ctrl+FKey shortcut for rotating the brush texture. Also improved the drawing of rotated brushes in propset mode. |
Revision e9bdfa4 by Nicholas Bishop December 31, 2006, 19:49 (GMT) |
Fixed bug #5556, sculpt - rotated texture is shown unrotated in the brush image |
Revision 1834540 by Peter Schlaile December 31, 2006, 15:38 (GMT) |
== Sequencer == Bugfixes: * The speed controller changes now dynamically the IPO-curve range to it's needs. (Frame matching and negative velocities didn't work... Obviously nobody tried ;-) * Fixed some redraw bugs. The IPO window is correctly updated if one pushes the IPO Frame locking button. |
Revision d63a276 by Nicholas Bishop December 31, 2006, 11:31 (GMT) |
Extended the brush texture rotate option to work with Tile mode. |
Revision 8b60504 by Nicholas Bishop December 31, 2006, 11:17 (GMT) |
Bugfix for sculptmode texture tiling: tile size should not be affected by brush size. |
Revision 9903c78 by Nicholas Bishop December 31, 2006, 10:51 (GMT) |
Prevent user from applying editmode operations that will be ignored by multires. |
Revision c101ee5 by Nicholas Bishop December 31, 2006, 10:36 (GMT) |
Added propagation of the edge seam flag for multires. Note that the flag is only stored for level 1. |
Revision 75735b8 by Joshua Leung December 31, 2006, 07:26 (GMT) |
== Bugfix #5550 == * UV and Radiosity passes are now visible in Outliner (like for other passes) * Changed tooltip of overwrite material to: "Name of Material to use as Materials instead" * Also, fixed Reflection and Refraction passes in the Outliner - flags were mixed up, so turning on Reflection turned on Refraction and vica-versa. |
December 31, 2006, 00:28 (GMT) |
== Compositor == * Added a new top-level add menu category for compositing nodes: Distort It currently contains Translate, Rotate, Scale, Flip, Displace and Map UV Also did some cleaning up of the ordering of add node menu items to be a bit better organised. |
Revision 91b2bc5 by Willian Padovani Germano December 30, 2006, 18:28 (GMT) |
Python API: -Added missing access to Node win theme (thanks Mickaël Le-bihan for pointing) and also options group and group_active. -Added Node space to Window.Types dict. -Tiny update to the save theme script version numbers (keeping 2.42 for now to avoid popups, but should change to 2.43 right before release). BTW: Happy New Year everyone :). |
Revision 822a889 by Martin Poirier December 30, 2006, 16:35 (GMT) |
=== Code Fixes === Adding missing define for displace node (Matt can change the number when he gets back, this is just to fix compilation) Removing "#pragma mark" from node.c. IIRC, that's XCode leaving crap around, so be sure to remove them when you commit (it outputs warnings on other compilers). |
December 30, 2006, 14:47 (GMT) |
== Compositor == * Displace Node Displaces an input image's pixels based on an input vector mask. This can be useful for a lot of things, like hot air distortion, quick-and-dirty compo refraction, compositing live footage behind refracting objects, and more! The amount of displacement in the X and Y directions is determined by: * The value of the mask's channels - (red) channel 1's value determines displacement along the positive or negative X axis - (green) channel 2's value determines displacement along the positive or negative Y axis If both the channel's values are equal (i.e. a greyscale image) the input image will be displaced equally in both X and Y directions, also according to: * The X scale and Y scale buttons - These act as multipliers to increase or decrease the strength of the displacement along their respective axes. They need to be set to non-zero values for the node to have any effect. Because of this, you can use the displace node in two ways, with a greyscale mask(easy to paint, or take from a procedural texture), or with a vector channel or RGB image, such as a normal pass, which will displace the pixels based on the normal direction. A quick practical example: http://mke3.net/blender/etc/displace-desert-h264.mov http://mke3.net/blender/etc/displace-desert.blend.zip And some techie examples: Using a greyscale mask http://mke3.net/blender/etc/displace-bw-h264.mov http://mke3.net/blender/etc/displace-bw.png Using a vector mask http://mke3.net/blender/etc/displace-vec-h264.mov http://mke3.net/blender/etc/displace-vec.png |
Revision 98f607e by Campbell Barton December 30, 2006, 09:40 (GMT) |
use new edge/face keys ittributes |
Revision 5af6712 by Campbell Barton December 30, 2006, 07:32 (GMT) |
* theme save script now saves iconThemes and supports string types. * added .iconTheme variable * bugfix. drawType was not being saved because Py_BuildValue and __members__ was missing an "s" * added Blender.Get('icondir') |
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