Revision 971ee74 by Erwin Coumans April 17, 2006, 01:33 (GMT) |
added support for 'Ghost' object and collision sensor (preliminary) |
Revision 176641b by Chris Want April 16, 2006, 19:34 (GMT) |
==Something very minor== To get blender to build I needed to comment out: #include "NarrowPhaseCollision/EpaPenetrationDepthSolver.h" Erwin, please check. |
Revision 1c89ae3 by Martin Poirier April 16, 2006, 16:50 (GMT) |
=== Animation === Patch #4044 patch to change the step when changing frame with up or down arrow keys. This adds a per Scene setting to specify the number of frames skipped by the up and down arrow. This setting can be changed in the Timeline header and in the Anim/Playback section of the Scene settings. Upon loading a file without that setting or creating a new scene, it is set to 10 Also fixed the Start and End frame buttons in the Scene buttons to do a proper refresh. |
Revision 342bb99 by Stephen Swaney April 16, 2006, 15:28 (GMT) |
a little spring cleaning to remove some compiler warnings for implicit declarations, redundant redeclarations, missing initializers, nested externs and other cruft. Cleaned up includes and moved extern _Type decls from Types.h into Types.c since that is the only place where they are needed now. Did not touch Ipo.[ch] since work is on-going there. |
Revision a204ccd by Ton Roosendaal April 14, 2006, 15:29 (GMT) |
#bugfix #3682 NLA and Action window sometimes suffered from very weird scaled display, caused by making the subwindow very small. Was a missing check for small sizes. Also in this commit removal of debug print N_T left in for ipos. |
Revision 187cc0a by Erwin Coumans April 14, 2006, 04:03 (GMT) |
enabled ipo in combination with physics (no friction effect from kinematic to dynamic transferred yet) |
Revision 5a26279 by Erwin Coumans April 14, 2006, 03:18 (GMT) |
don't use hull testing code by default |
Revision 8031310 by Erwin Coumans April 13, 2006, 14:41 (GMT) |
don't use Epa yet |
Revision 3c666e7 by Jens Ole Wund(bjornmose) April 13, 2006, 13:55 (GMT) |
msvc6 projects to build at all / still no GE |
Revision 13e0d22 by Erwin Coumans April 13, 2006, 05:11 (GMT) |
a lot of work in a few small changes to improve penetration depth. and some fixes in shaders from Charlie. |
Revision 92fd18e by Campbell Barton April 13, 2006, 04:00 (GMT) |
Added no x-crossing option, so verts cant select verts to copy from that cross the X-Axis (usefull when copying human figures, and avoiding the inner leg verts from snapping accross to the wrong leg) also made it display a progress bar. |
Revision 619d313 by Stephen Swaney April 13, 2006, 01:41 (GMT) |
Fix typo in doc. CurNurb.setType() was getType() which hid the real getType() definition and made getType() into the setter. All that confusion from a single character! |
Revision 371008f by Stephen Swaney April 11, 2006, 19:05 (GMT) |
last release we lost our reassuring msg when no local python install was found. Restore warm fuzzy msg. Text is now Looking for installed Python version XXX followed by either Got it! or 'import site' failed; use -v for traceback No installed Python found. Only built-in modules are available. Some scripts may not run. Continuing happily. And while we are at it, clean up a couple of compiler warnings. |
Revision 18a8479 by Ton Roosendaal April 11, 2006, 12:27 (GMT) |
Bugfix #3665 Using "International Fonts" (silly name, it's pixmap fonts) the special characters (values above 127) were disregarded completely. This was caused with the extremely confusing unicode conversion call, which actually only was needed when translations were set. Disabling the unicode conversion then gives correct text drawing. However, I suspect that this code will give issues for translations too... that I cannot judge nor fix. |
Revision f6fb4a3 by Ton Roosendaal April 11, 2006, 10:17 (GMT) |
Bugfix #3698 Crash fix for deleting all vertices in a Mesh when this Mesh had a Vertex parent. |
Revision 21db524 by Ton Roosendaal April 11, 2006, 10:09 (GMT) |
Bugfix #3699 When using non-relative Shape keys, the lock option (live updates) in the IpoWindow didn't work after one of the keylines was selected. |
Revision 1165cde by Ton Roosendaal April 11, 2006, 09:52 (GMT) |
#bugfix #3659 Zero-sized bones in an Armature didn't result in a stable rest position. This caused bones to rotate to random positions on each editmode exit. This commit will automatically remove such bones on exit editmode now, and adds a warning print for it. I've tried to code exception handling for zero-sized bones, but this is just too hard to get stable. Better to define by default that Bones always should have a length. Typically zero-sized bones only get added by accident, for example while ctrl+clicking new bones. |
Revision 8dbe14b by Erwin Coumans April 11, 2006, 05:57 (GMT) |
applied Charlies patch, reverted some GLSL shader stuff, improved penetration depth estimate. |
Revision e9d4518 by Erwin Coumans April 11, 2006, 02:48 (GMT) |
finished RemoveHandle implementation |
Revision 2a013c1 by Campbell Barton April 11, 2006, 02:41 (GMT) |
Fixed 2 bugs in mesh brush. 3805 and 3806 Verts being set to NAN and cursor being placed as well as painting. |
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