Revision 3f8a120 by Martin Poirier April 11, 2006, 00:24 (GMT) |
=== Transform === Bug #3779: In camera view with center cursor (on camera), it's impossible to use translations. Initgrabz didn't account for negative zero values (nor near zero values). Works now. Of course, this is just a safety to give back the appearance of working, since the cursor is on the point of convergence, there's no way to properly calibrate anything. Word of advice: Always check where the transform center is. |
Revision 32e5166 by Campbell Barton April 11, 2006, 00:00 (GMT) |
Some Maya dev thaught it would be a fun joke to format floats with a comma instead of a full stop. Obj importer now supports 4,845 as well as the more useual 4.845 floating point value. |
Revision aab49df by Martin Poirier April 10, 2006, 23:20 (GMT) |
=== Transform Constraining === Bug #3733 Constraining on a perpendicular axis was broken on (half - 1) cases. Silly oversight on my side which didn't turn out in the test case (moving camera in and out) and only appeared in front view (not side nor top) because of positive reasons. Frankly, I still think translating an object perpendicular to the viewport is a bit silly, but now, at least, people can be silly in a predictable fashion. |
Revision 8f20f58 by Campbell Barton April 10, 2006, 23:14 (GMT) |
A utility script that refinds all image paths for images that have a path whos file dosent exist. Running this script is usefull for moving projects to new computers and fixing broken image paths. It works by taking a searchdir and finding all the images in that dir, then using the largest images (if doubles are found) to avoid using thumbnails. This should be mived from the UV to the image menu when a python slots available. |
Revision 0e39199 by Campbell Barton April 10, 2006, 21:49 (GMT) |
removed debug print. |
Revision 9c322c7 by Campbell Barton April 10, 2006, 21:42 (GMT) |
Moved ngon creating function from obj_import into BPyMesh so other importers can use it. Exporter free's mesh vertex data each run (was causing memory errors when exporting fluidsim meshes... poke ken for Mesh.Unlink() since many meshes are still created) Exporter had an indentation error also. Added an NMesh wrapper around Mesh for importers to use, so as to work around slow 1 by 1 adding of data. used in upcoming flt_importer update. Mesh cleanup now has the dangerous option to perform a cleanup on ALL mesh data. (needed it for a project) |
Revision 4043934 by Ton Roosendaal April 10, 2006, 18:27 (GMT) |
Brought back the option "remove all used texture images". It was committed to be default, but should react to the button in scene panels. |
Revision 331406e by Ton Roosendaal April 10, 2006, 13:27 (GMT) |
Bugfix #3702 Background image in 3d window didn't react on "reload image" options in UV WIndow or Buttons Window. |
Revision 2c42d34 by Ton Roosendaal April 10, 2006, 10:31 (GMT) |
Bugfix #3720 Using stride-bone in an NLA, on a path without speed Ipo, didn't correct the case when an action starts on a non-zero value. Patch provided by Roland Hess. Thanks! |
Revision 3be0c80 by Ton Roosendaal April 10, 2006, 10:14 (GMT) |
Bugfix #3725 When you disable a texture channel using Displacement in a Material, the initialize code and renderconvert code still though this was active. |
Revision b2b1b7c by Ton Roosendaal April 9, 2006, 19:10 (GMT) |
Bugfix #3778 Removed the haha-fun "eekadoodle" error, which was popping up for each faulty face (could be 1000s), and renamed it to give a proper message: "This Mesh has old style edgecodes, please put it in the bugtracker!" |
Revision 13cd984 by Ton Roosendaal April 9, 2006, 18:31 (GMT) |
Bugfix #3781 Using the new "Add constraint" hotkey (CTRL+ALT+C) or the option in the pulldown menu, didn't set a proper flag in Curve object when a "Follow Path" constraint was choosen. |
Revision cbb4870 by Ton Roosendaal April 9, 2006, 18:22 (GMT) |
Bugfix #3906 Restored animated background picture, using a bad call actually, but thats clearly noted in comments in code. Is remainder work for cleaning up the whole render api. :) |
Revision de3a622 by Ton Roosendaal April 9, 2006, 17:14 (GMT) |
Bugfix #3862 Wire render normals were exactly opposite to the normals for solid faces. This caused displacement to work inverse too. Flipped them. (Note; for shading normals are corrected to point towards viewer) |
Revision 5dd21d3 by Ton Roosendaal April 9, 2006, 16:43 (GMT) |
Bugfix #3860 Ipo Driver on a curve-path speed Ipo was not assigned yet to dependency graph, so it appeared as if it didnt work. |
Revision a64c9f7 by Ton Roosendaal April 9, 2006, 16:36 (GMT) |
#bugfix #3791 Missing depsgraph update tag in Object made dxf import seem as if it didn't import anything. |
Revision 8bfe762 by Ton Roosendaal April 9, 2006, 11:10 (GMT) |
Bugfix #3840 Reading DXF curves can result in corrupted edges (with 2 identical vertex indices). Probably thats OK for autocad or so.. but it made Blender crash on entering editmode. |
Revision e804042 by Campbell Barton April 9, 2006, 05:12 (GMT) |
fixed mistake in checking face verts (for face weight filling), and made C++ comments, C style |
Revision 958ab95 by Ton Roosendaal April 8, 2006, 18:13 (GMT) |
Hrms... the fix for bug #4010 didn't work as expected. The issue was that particle emittors were still transformed by the object matrix itself. That was solved in the previous commit, but there was still an error in correctly evaluating dependencies for the object... Current commit uses depsgraph to recalculate all objects that influence the emittor. The depsgraph code doesn't like particles much (because it uses baking). Current construct is still weak, is on the list to solve nice. |
Revision 7766fb4 by Ton Roosendaal April 8, 2006, 17:36 (GMT) |
Bugfix #3939 "Full OSA" render used wrong subsample pattern for accumulating passrender info. Was only noticable for the 'normal' pass, for example on raytraced images. Image looked as if it had a wireframe render. |
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