Blender Git Commits

Blender Git "master" branch commits.

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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.
Revision a849ba8 by Matt Ebb
May 22, 2006, 07:07 (GMT)
* Disabled the Shift-Space window maximise shortcut while within text object edit mode
Revision 7706d2e by Matt Ebb
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
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.
May 21, 2006, 21:04 (GMT)
python documentation update
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
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.
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.
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... )
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 ;-)
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.
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
May 19, 2006, 22:55 (GMT)
added fixed_framerate command line option
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
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
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.)
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.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021