Blender Git Commits

Blender Git "master" branch commits.

Page: 5237 / 5574

April 28, 2006, 01:49 (GMT)
missing commit. this profiling is disabled in Blender, but the headerfile is needed.
April 28, 2006, 00:08 (GMT)
- fixed Bullet noResponse/ghost mode
- added ccd option (future use, very basic and inefficient)
- some internal Bullet refactoring/improvements
April 27, 2006, 23:22 (GMT)
All negative vert indicies are assumed relative, removed relative vert option.
Revision 139c190 by Ken Hughes
April 27, 2006, 20:24 (GMT)


===Python API===
Added render.getRenderWinSize() method, to complement render.setRenderWinSize()
April 27, 2006, 12:51 (GMT)
Lightwave mot exporter now does worldspace loc/size/rot
April 27, 2006, 12:32 (GMT)
Added scalePart to mathutils matrix type object.
and made it so toEuler converts a 4x4 matrix to a 3x3 rather then raising an error.

Its not straight fwd to get an objects worldspace loc/size/rot from its 4x4 matrix.
Example from updated docs.
import Blender
scn = Blender.Scene.GetCurrent()
ob = scn.getActiveObject()
if ob:
mat= ob.mat # Same as martixWorld
print 'Location", mat.translationPart() # 3D Vector
print 'Size", mat.scalePart() # 3D Vector
print 'Rotation", mat.toEuler() # Euler object
April 27, 2006, 04:37 (GMT)
make Bullet default physics engine. However, it still loads some default .blend that set's sumo default. todo: find out about this.
commented out some code that makes Blender crashing, after leaving the game engine (armature deletes some pose, which deletes constraints, which are still in the dependency graph. Ask Charlie)
Revision 444f4e8 by Matt Ebb
April 26, 2006, 14:47 (GMT)
== interface ==

* Floating panel edge snapping

Floating panels now have a snapping mechanism that sticks them to the edge of a window when you drag them within a small range of it. This not only allows nice easy alignment of panels within a window, but also keeps them stuck to window edges when the window is resized. This means that you no longer get panels that were once on the edge of the window left drifting in the middle of your view if you resize it larger, which was rather annoying before.

Another goodie is that panels snapped to the bottom edge of the screen will minimise down to the bottom when collapsed, and will move back up to be edge aligned when maximised again, preventing collapsed panels down here from hanging around in space.
April 26, 2006, 08:22 (GMT)
Made space handelers check that G_DOSCRIPTLINKS is enabled before running.

Its scary to think that a redraw space handeler could run
import os
os.system('rm -rf ~/')
removing all user files, Just by opening the blend file!

This means at least you can opt not to run any python scripts you dont want to..
April 26, 2006, 06:01 (GMT)
added Bullet rigidbodies that behave like Sumo 'dynamic', without rotations. Done using a special hinge constraint (no translational degrees of freedom removed)
April 26, 2006, 03:20 (GMT)
fixed several internal Bullet rigidbody dynamics bugs:
- broadphase had bugs in removing objects,
- persistent manifold renamed value,
- cylinder penetration depth fixed,
- memory leak for persistent manifold
Revision 94dd108 by Matt Ebb
April 26, 2006, 01:42 (GMT)
Trying a new method for setting the brightness of the mini axis. Let's see how this goes.
April 26, 2006, 00:51 (GMT)
- initialize some globals to 0 explicitly
Revision 512cb97 by Tom Musgrove
April 25, 2006, 22:05 (GMT)
==scripts ==

update to MD2 exporter by Bob Holcomb
Revision 74acf82 by Ken Hughes
April 25, 2006, 22:00 (GMT)


===Python API===
Fix some small typos in Pose epydocs.
April 25, 2006, 13:01 (GMT)
Re arranged how modifiers are used.
All settings through Blender.Modifier.Settings
see the epydocs
Also added some error checking to fix some possible segfaults.
Added more epydocs

Modifiers API should be stable enough to use now, though give it a bit of time for testing.
Revision 2bbfd3a by Matt Ebb
April 25, 2006, 12:26 (GMT)
* patch #3876: Rotating view icon
submitted by Davide Vercelli

This replaces (as a user preference) the static icon shown in the bottom-left of the 3D View with a small rotating axis that updates live in all ortho/perspective modes

I made several modifications to the original patch. In the patch, it displayed the axis on top of the 'object info' text since when floating panels are minimised, they sit in the bottom corner and cover the axis up. This annoyance is not limited to the axis, it also covers the frame number and info text, which can be frustrating. Sending them to the bottom is not that useful either, since it's quicker (with esc) and just as much movement to close and re-open them again.

I decided to solve this problem at the cause: Now when using the disclosure triangle on floating panels, they 'minimise in place' rather than going to the bottom.

User preferences are in the 'View & controls' section to:
- Display either the 3D axis or the old icon
- The size of the axis
- the brightness of the axis (colours are taken from grid theme settings)

* patch #3801: Option to show view direction in 3D View
submitted by Daniele Fornaciari

Simple one, just adds an user pref to show the name of the view's direction as text in the top left corner.
April 25, 2006, 07:25 (GMT)
Congrats to ZanQdo, first script lightwave motion exporter.

We need a way to get worldspace loc/size/rot.
there is currently no simple way to do this. location can be found the the world matrix.
but size and rot arnt that simple...
Maybe worldLocX.. worldRotX etc?
Revision 5fa5ea3 by Ken Hughes
April 24, 2006, 23:00 (GMT)


===Bugfix===
matrix.resize4x4() was incorrectly allocating a array of pointers using
the wrong cast -- sizeof(float) instead of sizeof(float *). Worked fine
on 32-bit systems but caused a crash on AMD64. Discovered by a student
in one of my classes (kudos, Joe).
April 24, 2006, 21:34 (GMT)
*projectfiles update*

-only 1 dll for pthreads needed in release build
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021