Revision 8eb1d00 by Ton Roosendaal December 23, 2006, 11:22 (GMT) |
Bugfix #5497 Imagewindow: new Jkey (swap render rects) feature didn't correctly support the Curves panel. |
Revision 7816c3c by Campbell Barton December 23, 2006, 10:42 (GMT) |
adding this script that makes surrounding quads follow the mapping of the active face. Added a new mode that generaly gives better results. "Loop Average" - It gives good results for mapping roads that are more then just 1 quad wide. Thanks LucidMonkey for pointing this out. See the bottom of these docs. http://mediawiki.blender.org/index.php/Scripts/Manual/UV_Calculate/Follow_active_quads |
Revision 6763032 by Brecht Van Lommel December 23, 2006, 10:37 (GMT) |
Preserve multiple UV and vertex color layers in NMesh. |
Revision e2ab16f by Ton Roosendaal December 23, 2006, 09:50 (GMT) |
Bugfix #5481 After an ESC or render error, the render buffers in compositor were not tagged to be released. Causing crashers. |
Revision 7f6e10f by Nicholas Bishop December 23, 2006, 05:40 (GMT) |
Added two menu items to sculpt mode for controlling how much tablet pressure affects brush strength and brush size. |
Revision 8dcf6c2 by Martin Poirier December 23, 2006, 01:55 (GMT) |
=== Transform Snap === ==== Rotation Snap ==== Bug fixes. "Should learn to test properly" * 100 It works ok now, not just when rotating around the Y axis... |
Revision ea837b2 by Campbell Barton December 23, 2006, 00:56 (GMT) |
Added Draw.BeginAlign(), Draw.EndAlign() added align to a few scripts where it looks nice. |
Revision 1ad1522 by Martin Poirier December 23, 2006, 00:52 (GMT) |
=== Transform Snap === ==== Rotation Snap ==== Snap is no longer limited to Translation, it works in Rotation too. There's some bugs left with rotation snap when using constraints, I'll be ironing that next. ==== Bug Fixes ==== * Fix manipulators to always use Grid. * Fix initialization bug (took two transform call to do a correct snap init when changing between Grid and Snap) |
Revision 48b6251 by Nicholas Bishop December 22, 2006, 23:02 (GMT) |
Fix for bug #5372, multires - adding new multires level in Edit Mode causes odd behaviour Also fixed a memory leak with multires+deformverts in editmode. |
Revision 30cc749 by Campbell Barton December 22, 2006, 22:57 (GMT) |
setting/getting mcol by index was flipping red/blue. works now. |
Revision e56f2b4 by Ken Hughes December 22, 2006, 22:05 (GMT) |
Python API ---------- Obligatory Englishization of BPy API documents. :-) |
Revision ed47053 by Campbell Barton December 22, 2006, 21:23 (GMT) |
Arnaure.Get() now raises an error when the name dosnt exist. added warning in docs. Image - added img.fields, img.fields_odd, img.antialias, also updated the docs. replaced Py_BuildValue with faster list creation for getPixel functions. |
Revision 080ecf3 by Ton Roosendaal December 22, 2006, 12:43 (GMT) |
Bugfix #5491 Ztransp Mask issue: now I did all this work to solve the exceptions, but forgot the most simple case: regular alpha-over :) This solves for example AA issues in ztransp-hair over solid faces. |
Revision fcd3ea7 by Joshua Leung December 22, 2006, 09:05 (GMT) |
== Snap Bones To Location in PoseMode == Now the Snap To Location (Shift S) tools for bones in pose-mode work correctly. Previously, only one of these tools was implemented, but it only worked in some cases. This fixes item #4874 in Todo Tracker. Was patch #5012. |
Revision e7d916b by Ton Roosendaal December 22, 2006, 08:30 (GMT) |
Bugfix #5489 Variable "osatex" was hanging in cases, giving weird noisy results in cases (like when you use extreme high frequency image texture). |
Revision 18e81ec by Brecht Van Lommel December 22, 2006, 08:23 (GMT) |
Bugfix: UV texture layer without vertex color layer did not display correct in the game engine. |
Revision 058ceb0 by Brecht Van Lommel December 22, 2006, 08:10 (GMT) |
Added Vertex Color material node, making render engine support for multiple vertex color layers actually useful. |
Revision d892aac by Brecht Van Lommel December 22, 2006, 07:45 (GMT) |
Fix: active face was lost switching between faceselect mode and editmode. |
Revision 7338236 by Nicholas Bishop December 22, 2006, 07:42 (GMT) |
Disallow applying modifiers that change mesh topology while multires is active |
Revision d11b694 by Brecht Van Lommel December 22, 2006, 07:41 (GMT) |
Made multiple UV layers work with fastshade. |
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