Revision 228b94d by Jens Ole Wund(bjornmose) November 20, 2006, 09:19 (GMT) |
softbody bugfix evil typo causing crashes |
November 20, 2006, 08:08 (GMT) |
Changed the UI of the EdgeSplit modifier, based on broken's feedback from long ago: - "From Angle" is now "From Edge Angle" - "From Flag" is now "From Marked As Sharp" - The "Split Angle" input is now hidden if "From Edge Angle" is unchecked - Changed tooltips to be (hopefully) more helpful - Rearranged buttons to accommodate longer labels |
Revision 65d53b6 by Nathan Letwory November 20, 2006, 07:21 (GMT) |
add DNA_meshdata_types.h for MTFace |
Revision 7f49643 by Nathan Letwory November 20, 2006, 05:51 (GMT) |
* remove a stray ; and place a declaration before any actual code. msvc8 was falling over these. GCC needs some good spanking for allowing this type of code to get through by compiling it /Nathan |
November 20, 2006, 05:44 (GMT) |
* Suggestion from Lazareus in IRC, deselect objects when they are made invisible in the 3D View, so no unintended commands apply to them |
Revision 606a386 by Tom Musgrove November 20, 2006, 05:24 (GMT) |
=typo fix= include was "listbase.h" apparently is supposed to be listBase.h found by Lazareus on irc |
November 20, 2006, 05:14 (GMT) |
* The raw blenderbuttons image (note, I've updated interface_icons.c to now use the extra space on the right side of this image, since we'd run out of room) |
November 20, 2006, 05:12 (GMT) |
* Object level restrictions in outliner This adds the ability to restrict an individual object from: - being visible in the 3D View - being selectable in the 3D View - being renderable with 3 columns of buttons in the outliner. These restrictions are further down the hierarchy than layers, so for example if an object is in an invisible layer, it will be invisible regardless of whether the object's own visibility setting is on or off. This works on a different conceptual level than layers, being better for more quick interaction (like temporarily making a mesh unselectable while you're posing its armature), rather than so much for scene organisation. The 3 columns of icons can be turned off in the Outliner View menu. Along with this is some small cleaning up in interface_icons.c and outliner.c. |
Revision e435fbc by Brecht Van Lommel November 20, 2006, 04:28 (GMT) |
Added custom vertex/edge/face data for meshes: All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy. |
Revision 0a7c43c by Robert Holcomb November 19, 2006, 19:17 (GMT) |
Updated tooltips in matte nodes to better explain their use. Made the names of the matte nodes more consistent. Minor change to to how luminance detail is added to alpha channel in chroma key node. Removed unused inputs in chroma key and luminance key nodes. Changed chroma key controls back to sliders because I think they offer the user a more intuitive interface to the node. |
Revision 4ebf522 by Ton Roosendaal November 19, 2006, 18:44 (GMT) |
Render Baking: - Bugfix: vertex normals were still flipped around, to match viewpoint rendering. - New: option to bake a texture+material only |
Revision 6e086d4 by Joseph Eagar November 19, 2006, 16:00 (GMT) |
=ID Properties Python Update= ID Properties binding have now been added for textures. Also, the beginnings of supporting "del IDProperty Object" (which basically removes the property from it's parent group then frees it) in python were done; really the only thing now is to figure out exactly *how* you overload the del operator. :S |
Revision b861f9b by Jacques Beaurain November 19, 2006, 14:30 (GMT) |
CMake: Turn special features off by default to increase the compile out-of-the-box chances for most devs. |
Revision c47fa4d by Ton Roosendaal November 19, 2006, 14:12 (GMT) |
Long waited feature: Render Baking Here's the full release log with example file. http://www.blender3d.org/cms/Render_Baking.827.0.html For people who don't read docs; just press ALT+CTRL+B on a Mesh with texture faces! Todos: - maybe some filter options extra? - Make normal maps in Tangent space |
Revision 204f606 by Nicholas Bishop November 19, 2006, 09:25 (GMT) |
* Replaced the three X/Y/Z sliders that controlled the texture size in sculpt mode with a single slider. (Doesn't seem likely the user is going to want to scale in one axis differently from another.) Additionally, the new slider works correctly in Tile mode in addition to 3D mode. In Tile mode, the slider value is considered pixel units. In the process, found and fixed a few sculptmode bugs * When loading a file that is already in sculptmode, initialize sculptdata as soon as the first sculpt/partial-visibility operation occurs * Bug in the undo_push code; reading from free'd memory |
Revision 0e682ce by Ken Hughes November 19, 2006, 06:07 (GMT) |
Animation system: Bugfix #5027: Deleting Shape key sometimes caused corruption to Ipo curves. sort_key() was moving key but not resorting adrcodes for keys and Ipo curves. Also changed behavior of sort_key() so that it only resorts one key; all the places which currently call it only do so after changing one key (the previous code was moving the key one location at a time through the keyblock list). |
Revision 2bb9d54 by Brecht Van Lommel November 18, 2006, 23:07 (GMT) |
Fix for bug #5250: inaccurate conversion between edit and pose mode bones. Using acos(dot(u, v)) to find the angle between two vectors is quite inaccurate, and there's a better way to do it, as explained here: http://www.plunk.org/~hatch/rightway.php Also changed the use of atan for computing roll to atan2 in some places, the latter avoids accuracy and division by zero issues. |
Revision 904dfcc by Joshua Leung November 18, 2006, 22:53 (GMT) |
Disabled some code which I added to make the markers menu only display in action editor header when there was a set of markers + an action. |
Revision 0d08181 by Nicholas Bishop November 18, 2006, 21:01 (GMT) |
Generalized the sculptmode propset (DKEY) to work with strength as well as brush size. Pressing the key once does brush size (same as before), then pressing it a second time switches to setting brush strength. |
Revision 6813461 by Jacques Beaurain November 18, 2006, 16:24 (GMT) |
CMake: Remove blender_img from sorted link list as it has been renamed/replaced |
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