Revision ab71e2a by Erwin Coumans May 22, 2006, 21:03 (GMT) |
-added basic support for GameActuator 'load game', relative paths were broken, just load file into memory and load blend from memory. -near sensor support - python binding for PhysicsConstraints.setNumTimeSubSteps (dividing the physics timestep to tradeoff quality for performance) |
Revision 677cf7f by Ken Hughes May 22, 2006, 14:19 (GMT) |
===Python API=== Adding support for Action Strips to the API. A new attribute "actionStrips" has been added to the Object API to access them. |
May 22, 2006, 07:07 (GMT) |
* Disabled the Shift-Space window maximise shortcut while within text object edit mode |
May 22, 2006, 05:52 (GMT) |
* Made the editmode text cursor draw inverted, so you can actually see where it is on a black background |
Revision f849384 by Martin Poirier May 22, 2006, 01:59 (GMT) |
=== Python API === Fixes for the bug introduced by my other commit the other day. Blender.Draw.Create now does proper error checking. |
Revision 58648f0 by Joseph Gilbert May 21, 2006, 21:04 (GMT) |
python documentation update |
Revision 023737d by Joseph Gilbert May 21, 2006, 21:02 (GMT) |
*python additions - added a method Action.getFrameNumbers() returns the frames at which keyframes were inserted for this action example usage: import Blender myobj = Blender.Object.Get('Armature') myaction = myobj.getAction() frames = myaction.getFrameNumbers() for frame in frames: print 'bones at frame %d' % frame myobj.evaluatePose(frame) pose = myobj.getPose() for bone in pose.bones.values(): print bone.head, bone.tail |
Revision f13d63c by Ton Roosendaal May 21, 2006, 20:59 (GMT) |
Brought back the Scene strip in Sequencer. Even does a full composite with only images input in compositor. Currently still renders in the scene's own resolution. It also doesn't show scanline/tile updates yet while rendering. |
Revision 33c0ebb by Campbell Barton May 21, 2006, 17:12 (GMT) |
Intergrated select group editmode into the menus and re-shuffled the Mesh tool buttons to fit a threshold value in. also changed the way areas/perimeter and lengths are compared so it will be indipendant of scale. |
Revision 2f4b5db by Peter Schlaile May 21, 2006, 14:32 (GMT) |
==FFMPEG== Bugfix: Don't draw mux_rate and max_rate output buttons on the same screen position. (Never noticed, always used presets... ) |
Revision 3874f7c by Peter Schlaile May 21, 2006, 12:20 (GMT) |
==FFMPEG== Bugfixes: If we got problems on open, don't close a codec context, that was never created. (read: don't dump core ;-) |
Revision 5575595 by Campbell Barton May 20, 2006, 23:24 (GMT) |
optional reuse list for meshCalcNormals, which makes decimation abt 5% faster. Workaround for a problem where badly predicted positions are further then half the edge length, on these cases just collapse to the weighted middle of teh edge. Added docs for "PolyReduce" (Uses BPyMesh_Redux) and WIP Docs for AutoTex Layout. http://mediawiki.blender.org/index.php/Manual/PartXIII/Modelling_Scripts |
Revision f3ae4d0 by Ken Hughes May 20, 2006, 16:52 (GMT) |
===Python API=== Something to try making import/export script writers happy; Mesh.New() will not create a new Blender mesh datablock unless the mesh is linked to an object. |
Revision befd007 by Martin Poirier May 20, 2006, 15:44 (GMT) |
=== Python API === Blender.Draw.ColorPicker Enables scripters to use a color picker in there scripts. See this file for a trivial demo: http://blenderartists.org/~theeth/colorpicker.blend |
Revision 6d3afda by Erwin Coumans May 19, 2006, 22:55 (GMT) |
added fixed_framerate command line option |
Revision 2cd91ac by Joseph Gilbert May 19, 2006, 21:45 (GMT) |
*python addition - modified the repr for beztriple to print less non-sensical output - beztriple now prints its handles and control point only |
Revision bf38cf6 by Erwin Coumans May 19, 2006, 20:20 (GMT) |
Bullet: added per-contact point user-cache, + callback. This allows Collision Detection to be used more generically, and still have persistent info stored, like contact constraints. Bullet: added support for restitution |
Revision 069e83b by Peter Schlaile May 19, 2006, 17:39 (GMT) |
==FFMPEG== Bugfix: FFMPEG-Codec Preset now changes values immediately. (One has to set B_REDR on the menu-button, allqueue alone doesn't do the job...) |
Revision 62420c8 by Chris Want May 19, 2006, 17:28 (GMT) |
Hrmm, this is a bit nasty: I am now using a different call to get a mesh for export depending on whether the object containing the data has modifiers or not. For an object without modifiers, things are nice since the mesh can be properly instanced and reused. For an object with modifiers there are problems, since a new Mesh has to be created, akin to doing an Alt-C on the mesh, and we end up using more memory after the use of the script than we used beforehand. (I wonder if I would be better off porting the thing to C.) |
Revision 4475c42 by Campbell Barton May 19, 2006, 15:56 (GMT) |
From __bpydoc__ This script makes a new image from the used areas of all the images mapped to the selected mesh objects. Image are packed into 1 new image that is assigned to the original faces. This is usefull for game models where 1 image is faster then many, and saves the labour of manual texture layout in an image editor. - Realy needs an image example to see why this is usefull. |
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