Revision 1123be1 by Ton Roosendaal December 7, 2005, 12:36 (GMT) |
Orange request; Bones in Armature now have own layer settings. Works like for Object layers, but local within Armature itself. Each Bone can be in (16 now) any layer, and the Armature layer defines what is visible or not. Also note that hiding will still work too. Since the Blender code is *stuffed* with Bone options now, this commit requires a good test if all tools we got now comply to layers... (I counted 130 cases for checking for selected Bones in code!) In PoseMode; hotkey M will show 'movetolayer' menu. Not in editmode... then its the mirror menu. Todo: make action/nla drawing comply to Armature layer settings. |
Revision b02ff5f by Ken Hughes December 7, 2005, 05:44 (GMT) |
-- Bugfix #3551: fix memory corruption problem if Text3d.setText() called while selected text is in edit mode. (Future note: now that there is Unicode support in Blender, we need to add support for it in the BPy Text3d API.) |
Revision b558edd by Ken Hughes December 7, 2005, 05:41 (GMT) |
Fix memory leak; if Blender quits while in text edit mode, free textbuf inside of free_editText(). |
December 6, 2005, 18:52 (GMT) |
Fix for bug #3529 Provided by Jorge Bernal (lordloki) Function was returning a wrong value in a switch statement. Kent |
Revision 39ca3e3 by Ken Hughes December 6, 2005, 17:08 (GMT) |
-- Bugfix #3548: material.setMode() was doing incorrect range check on inputs, returned error setting RAYMIRROR or RAYTRANSP modes. |
Revision ee63a6f by Ton Roosendaal December 6, 2005, 17:05 (GMT) |
Orange: Depsgraph support for animated duplicated groups that come from Library files.... so nice, a huge walking group of characters in a 90k file or so! |
Revision 6555ddb by Ton Roosendaal December 6, 2005, 15:39 (GMT) |
Orange: Series of fixes in Library linking of groups; - On library-linking (SHIFT-F1) a Group, the Objects now don't get a "Base" anymore, meaning they won't show up as Objects in the Scene. This ensures you can use the linked Group as duplicator without having your file polluted with new (and linked) objects. (I realize it should be possible to have it with Base too, will check) - On append or file-read, the linked Group Objects get drawn properly, but the animation system doesn't run yet. - Group buttons (F7) now shows if a Group is from Library - Outliner draws Library linked data with blue-ish text Other fixes; - Using group-duplicator, with originals in hidden layer, now shows and updates animated Objects correctly. - All of Object button panels did not have a proper protection against editing Library data. |
Revision 898cbe3 by Ton Roosendaal December 6, 2005, 15:02 (GMT) |
Orange: Pointer was checked before being set... but it refused to crash on me! For everyone else it crashed on rendering. Thanks Toni for the bughunt. |
Revision 2f71648 by Ton Roosendaal December 6, 2005, 12:14 (GMT) |
Orange: fix for reading material light groups (didnt set pointer OK yet) (Thanks Lee for finding it!) |
Revision 952a270 by Ton Roosendaal December 6, 2005, 10:58 (GMT) |
Orange: tuesday sync with bf-blender |
Revision d024452 by Ton Roosendaal December 6, 2005, 10:55 (GMT) |
Orange branch: Revived hidden treasure, the Groups! Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess... |
Revision 1aebee2 by Ken Hughes December 6, 2005, 06:16 (GMT) |
More corrections and additions to Ipo and IpoCurve documentation. |
Revision 569f9de by Ken Hughes December 6, 2005, 05:42 (GMT) |
Added some extra parameter checking in Ipo driver code. |
Revision e61ebef by Campbell Barton December 6, 2005, 04:30 (GMT) |
Added GPL licence header. possibly some other new stuff, not sure how old the CVS console script was. |
Revision 9497b6d by Campbell Barton December 6, 2005, 03:53 (GMT) |
Updated bvh importer. tested on over 100 bvh files. * Modified to use Mathutils for matrix math, * Fixed possible joint naming bug, * Imports BVH's with bad EOF gracefully * Fixed duplicate joint names, make them unique * Use r as well as n for newlines * Added suppot for nodes with 0 motion channels * Rotation IPOs never cross more then 180d fixes sub frame tweening and time scaling * 5x overall speedup. |
Revision 2d19c4f by Ken Hughes December 6, 2005, 00:02 (GMT) |
-- Bugfix 3543: call to test_index_face() in decimateModifier_applyModifier() was passing pointer to the wrong face, which led to eekadoodle later in EditMode. |
December 5, 2005, 21:32 (GMT) |
Modified the logic under linux. My 64bit box fell through and didn't do anything because it didn't match a CPU type, so changed the logic so there is a default. Kent |
Revision 1a2ac4e by Ken Hughes December 5, 2005, 19:57 (GMT) |
-- Bugfix #3072: As discussed on IRC, matrix.invert() should throw a ValueError exception if matrix is singular. |
Revision e209676 by Ken Hughes December 5, 2005, 19:02 (GMT) |
-- Bugfix 3453: coercion operations were doing an extra incref on coerced objects. Also found extra increfs on some newly-created quat and matrix objects, from calls to Matrix_Identity() and Quaternion_Identity(). |
Revision 8632344 by Ton Roosendaal December 5, 2005, 17:06 (GMT) |
"Make Local" menu (Lkey) now has as first option to make only Objects local, keeping all Data stuff (Mesh, Materials) from Library. The animation stuff on Object becomes local though; - Ipo - Action - NLA |
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