Revision 9197b25 by Campbell Barton December 22, 2006, 07:07 (GMT) |
removed typo from Render added extFromFormat to BPyRender to get the extension for a format |
Revision 1849da9 by Campbell Barton December 22, 2006, 05:27 (GMT) |
document render constants, these should NOT be set in the Module, very messy! 35 constants are stored in Blender.Scene.Render.* rather then there own dicts arranged by usage. |
Revision 60a2977 by Campbell Barton December 22, 2006, 04:46 (GMT) |
adding ob.activeMaterial - allows you to get/set the active material for an object. |
Revision 60ebff7 by Campbell Barton December 22, 2006, 00:19 (GMT) |
rewrote this script, it was the most out of date script and had some errors that are solved in the new script. - moved to the weightpaint menu - Use a group for envelope objects, no special names. - Can use non mesh data for envalopes (anything that can be converted into a mesh - metaballs, text, surface) - Dosnt rely on applying loc/size/rot for it to work properly - Uses a good point-inside-mesh method (optimized with mesh and face bounding checks) - uses Mesh instead of NMesh todo, only update active vgroup |
Revision 79fd2a2 by Campbell Barton December 21, 2006, 22:30 (GMT) |
filename was being copied into a string only the length of the max file. |
Revision b3eb2d1 by Campbell Barton December 21, 2006, 22:13 (GMT) |
fix for bevel center as pointed out of the forums |
Revision 0325ee8 by Campbell Barton December 21, 2006, 21:56 (GMT) |
boxpack2d - python 2.3 compat fix, thanks brecht gen_utils - needed to include BKE_library.h off_import - use ed.key |
Revision 39c0f6d by Martin Poirier December 21, 2006, 20:45 (GMT) |
=== Transform Snap === The circle drawn around the snap point is now truely constant regardless of zoom and size of the window. That size if linearly proportional to the vertex size (bigger vertex -> bigger circle). |
Revision 120ac48 by Ton Roosendaal December 21, 2006, 20:03 (GMT) |
Another Image recode fix: the Composite backdrop option didn't work when no viewer images was generated before. |
Revision ac37a15 by Ton Roosendaal December 21, 2006, 19:37 (GMT) |
"Save Buffers" fix: when you ESC from rendering, it now saves empty tiles in the file, that read back fast as black. This also solves crashes on partial written files, when trying to read them. |
Revision 67769dc by Ton Roosendaal December 21, 2006, 18:23 (GMT) |
Made new Defocus node compile happily in MSVC |
Revision e61dec0 by Ton Roosendaal December 21, 2006, 18:11 (GMT) |
Defocus Composite Node, by Alfredo de Greef Log: http://www.blender3d.org/cms/Composite__Defocus.836.0.html An incredible quality composite effect, might be slow but worth waiting for! |
Revision 5329e0d by Ken Hughes December 21, 2006, 16:05 (GMT) |
Python API ---------- Silence gcc warnings in Mesh API code. |
Revision 7679634 by Ken Hughes December 21, 2006, 16:05 (GMT) |
Python API ---------- Bugfix: Scene.objects.new() didn't check string inputs correctly. |
Revision af60771 by Ton Roosendaal December 21, 2006, 15:44 (GMT) |
Fix for threads usage. This solves the hanging 'render baking', cauused by yesterdays commit. Now a designater LOCK_IMAGE is used for all image write/read. |
Revision bb6dc38 by Ton Roosendaal December 21, 2006, 15:30 (GMT) |
Picker buttons: the 'sample' option crashed. Caused by yesterdays commit. Reason: I had to make the "BUT" type in Blender to use callbacks *after* the uiBlock was freed, because in Blender several of these callbacks invoke drawing, which isn't possible while a block is being evaluated. |
Revision 72d484a by Brecht Van Lommel December 21, 2006, 14:25 (GMT) |
Fix compile error for last commit. |
Revision e4663ac by Ton Roosendaal December 21, 2006, 14:00 (GMT) |
UnPack data fix: Now uses original filename for unpacking, instead of the Blender ID name. That latter was a nice idea, but because of its 20 char maxname limit not working well. |
Revision 47bc3d1 by Brecht Van Lommel December 21, 2006, 13:47 (GMT) |
Added names to UV and vertex color layers, and display them as a list. Added support for multiple UVs in the render engine. This also involved changing the way faces are stored, to allow data to be added optionally per 256 faces, same as the existing system for vertices. A UV layer can be specified in the Map Input panel and the Geometry node by name. Leaving this field blank will default to the active UV layer. Also added sharing of face selection and hiding between UV layers, and at the same time improved syncing with editmode selection and hiding. Still to do: - Multi UV support for fastshade. - Multires and NMesh preservation of multiple UV sets. |
Revision edccdf9 by Ton Roosendaal December 21, 2006, 13:39 (GMT) |
Packing Images fix: - a 'procedural image' like 'UV Test Grid' now can be directly packed, it does ask first for confirming to pack it as PNG |
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