Revision 34ea39a by Joshua Leung December 6, 2006, 03:04 (GMT) |
== Action Editor == Fix for a few alpha problems with lock icons when markers are drawn |
Revision 6c138fc by Joshua Leung December 6, 2006, 02:37 (GMT) |
== Action Editor == Now it is possible to 'protect' action channels and constraint channels. * When a channel is 'protected', the only operation possible on keyframes is selection. All other operations are not able to be performed. * The padlock to the right of each channel's name toggles the protection status of that channel. You can only alter the protection status of one channel at a time. Todos: * Menus still pop up when trying to do stuff to keyframes even if all the keyframes selected are from protected channels. * Shapekey channels shown in action editor should also get locks |
Revision 4eb3644 by Nicholas Bishop December 6, 2006, 02:28 (GMT) |
Shift+Tab should exit sculptmode (same as for other modes) |
Revision ee0dccb by Nicholas Bishop December 6, 2006, 02:10 (GMT) |
Added slider for the Draw brush that modifies the direction vertices are pulled in relation to the view. |
Revision 0aeb4c9 by Nicholas Bishop December 6, 2006, 01:29 (GMT) |
Correctly propagate selection when switching multires levels on an editmesh. |
Revision 2279872 by Jacques Beaurain December 6, 2006, 00:28 (GMT) |
CMake: Proper bundle for blender binary for Mac OS X and just keep blenderplayer as regular binary as with download from blender3d.org |
December 6, 2006, 00:04 (GMT) |
added missing -DWITH_FREETYPE2 stuff, provided by Eugene Reilly. Kent |
Revision 12e92b4 by Nicholas Bishop December 5, 2006, 23:49 (GMT) |
Fixed bug #5361, multiple 3d views additional cursors in wrong place |
Revision 460db66 by Nicholas Bishop December 5, 2006, 23:36 (GMT) |
Another multires triangle fix |
Revision 406cc2c by Nicholas Bishop December 5, 2006, 23:25 (GMT) |
Fixed broken triangle handling in multires. |
Revision 1b5e0e3 by Nicholas Bishop December 5, 2006, 23:01 (GMT) |
Updated the vertex color and mtface handling in multires.c to work with editmesh. This is the last of the changes needed to support all the EditMesh data that previously worked only with the regular Mesh, so this should fix bug #5331, Various problems with Editmode Undo and Multi-Resolution Meshes. |
Revision 09d3d15 by Ton Roosendaal December 5, 2006, 21:33 (GMT) |
Node editor: when adding a new node, automatic links are created: - from all selected nodes - only connections between highest order socket types; so if there's RGBA and Value sockets, only RGBA sockets are connected. This because in these cases the Value sockets usually are for user input. Example: Mix node. Thanks Trip for the hint! |
Revision 5e52bee by Ton Roosendaal December 5, 2006, 19:47 (GMT) |
Node shaders bug: using 'shadeless' material inside of node tree, a mode flag messed up that tried to detect if shadow was needed. |
Revision 084179b by Ton Roosendaal December 5, 2006, 18:58 (GMT) |
Bugfix, irc report: OSA 16 crashed. Wrong sizeof() for memset... |
Revision 3d0533e by Andrea Weikert December 5, 2006, 18:35 (GMT) |
==== MSVC 7 project files ==== - small update for added files shadeinput.c and shadeoutput.c |
Revision 78d3f73 by Ton Roosendaal December 5, 2006, 18:27 (GMT) |
Two more fixes for pass composite: - Blur nodes didn't accept RGB buffers (only RGBA or single channel ones) - Mix node had maximum for 'mix' on 1.0, for passes edit that could become more, made it 5! |
Revision 2c816da by Ton Roosendaal December 5, 2006, 18:02 (GMT) |
Two fixes: - Shaded view was black, needed to tell it to use 'combined' pass :) - Crash when deleting in compositor all nodes with an output. |
December 5, 2006, 17:42 (GMT) |
Modifier Stack: Limit calculation to required data. This commit upgrades the modifier stack to only calculate the data which is needed, either by modifiers further down the stack or by other functions at the end of the stack (e.g. drawing functions). This speeds up modifier stack recalculation, especially where vertex groups and UV coordinates are concerned. For example, a mesh with an Armature modifier followed by a Subsurf modifier would previously have required the Subsurf modifier to interpolate all the vertex groups in the mesh, slowing down modifier calculations considerably. With this update, vertex group data is not propagated beyond the Armature modifier, so calculations are faster. Note that this depends on the order of modifiers in the stack. If the Armature and Subsurf modifiers were swapped in the above example, the Subsurf modifier would have to interpolate vertex groups, as they are needed by the Armature modifier. |
Revision 869eead by Ton Roosendaal December 5, 2006, 16:44 (GMT) |
Damn! Commit for render passes in wrong dir.... |
Revision 3177c4f by Ton Roosendaal December 5, 2006, 16:43 (GMT) |
Next stage of RenderPipe refactor: now everything within the pixel was tackled. Resulting features: - render passes - new pass: Object Index, for masking - sub-sample alpha masks Docs: http://mediawiki.blender.org/index.php/BlenderDev/RenderPipeline http://www.blender3d.org/cms/Render_Passes.829.0.html http://www.blender3d.org/cms/New_Render_features.774.0.html Note that these changes might mean things to not render fully identical... For the next days a lot of testing is needed! |
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