Revision e7d69ae by Ken Hughes November 20, 2005, 20:19 (GMT) |
-- change lastused in struct Image from long to int (caused problems with SDNA on 64-bit platforms) |
November 20, 2005, 20:19 (GMT) |
* Updated the lamp buttons to force redraw when changing the Spot Blur slider |
Revision 44c5816 by Ken Hughes November 20, 2005, 18:41 (GMT) |
-- fix indentation to make epydoc happy |
Revision 9ef8c19 by Martin Poirier November 20, 2005, 16:01 (GMT) |
Transform: As discussed during meeting, made double key press go for Local when Global was selected. Two lines of code! ;) |
Revision 874c7d7 by Ton Roosendaal November 20, 2005, 15:54 (GMT) |
Added pointercheck to oops code that evaluates color. Thanks campbell! |
Revision d040d20 by Ken Hughes November 20, 2005, 15:12 (GMT) |
-- removed GetParticlesLoc() function, which was replaced by getParticlesLoc() method |
Revision c52170b by Ton Roosendaal November 20, 2005, 14:32 (GMT) |
Patch provided by Alfredo de Greef This adds Radiance HDR image file support. So now at least we can save the 'fbuf' (4x32 bits float colors) in Blender. It doesn't change anything for internal support in imbuf for floa colors, so when reading .hdr files it still converts it to 32 bits RGBA. As an extra I've added that saving images with F3 now also adds the optional extension, when the F10 "Extensions" option is set. One important note; I don't know the proper license for the code, it was provided without... will await feedback from Alfredo about it. For now I've added the standard Blender GPL header. |
Revision 36a9ae9 by Ton Roosendaal November 20, 2005, 13:43 (GMT) |
Fix in my commit of nov 3, found issue while testing regression stuff. -> Scene set was not drawn in greyish wire anymore Also made sure all colors as used for scene set and dupli's now use a proper call to the ThemeColors, so it blends between choosen wire color and background color. |
Revision 691a155 by Jiri Hnidek November 20, 2005, 13:17 (GMT) |
- Ctrl left/right arrow ... jumps between special characters (not only between / and . I hope, that list of special character is complete. |
Revision 8927ed4 by Ton Roosendaal November 20, 2005, 12:47 (GMT) |
Patch provided by Campbell Barton Oops drawing speedup: * Doesent draw splines that are totaly out of the view (big speedup) * Changes the spline resolution based on its size on the screen (smaller speedup) * Draws highlighted lines ontop of unhighlighted lines, makes it easy to see where selected data links to. * Text changes size with zoom. * Text draws better at small sizes. |
Revision b310216 by Ton Roosendaal November 20, 2005, 12:41 (GMT) |
Patch provided by Stephan Kassemeyer. This fixes an error in the striding system, which was by default correcting path position backwards in time, which could give errors when a stride bone moves in the beginning of a path faster than the path moves. (Can you follow that? cool!) The patch checks for this case, it corrects by default forwards in time, unless we're at the end of a path. As bonus this fix will also ensure the character stays on the path closer. |
Revision 77332fa by Ton Roosendaal November 20, 2005, 10:04 (GMT) |
Patch by Matt Ebb: upgraded usablitiy of text button. Textbuttons now allow a selection too (like any textbutton in other UIs). By default, on activating a textbutton, the entire button text is selected when you enter the button. A single arrowkey or LMB click reveils the cursor then. Here's more user notes: LMB click: If inside the button, places the text cursor at the clicked position. If outside the button, confirms/finishes editing LMB drag: Selects the text between the start and end point of the drag. Backspace: Deletes selected text, or backspaces a character Shift Backspace: Deletes all, as before. Delete: Deletes selected text or forward deletes a character Shift LeftArrow: Extends the selection left Shift RightArrow: Extends the selection right LeftArrow: If there's a selection, move the cursor to the left edge of the selection, otherwise move the cursor left a character. RightArrow: If there's a selection, move the cursor to the right edge of the selection, otherwise move the cursor right a character. UpArrow/Home: Move the cursor to the beginning of the line DownArrow/End: Move the cursor to the end of the line Ctrl Left arrow and Ctrl Right arrow to jump between directory separators |
Revision a86b0af by Ken Hughes November 20, 2005, 01:07 (GMT) |
-- added an optional "cage" parameter to mesh.getFromObject() to allow getting cage vertices from geometry objects |
Revision b6c5b24 by Jens Ole Wund(bjornmose) November 19, 2005, 21:35 (GMT) |
no code changes (i hope) review of lyrics/epics to replace '//' comments by /*ones*/ + adaptive step size in a nutshell comment |
Revision 54c0324 by Jens Ole Wund(bjornmose) November 19, 2005, 20:02 (GMT) |
bug: scaled lattice softbodies ( and the new ones ) shrinked/blew up to original size under SB dynamics had a shadow in memory there was an issue .. yes, spring calculation should care for scaling in object matrix so here it is note: for meshes the bp array is abused for caching --> only 1 matrix multiplication compared to 2 per spring |
Revision f439f3a by Ton Roosendaal November 19, 2005, 18:24 (GMT) |
Code cleanup: using defines in texture.c for whether a function returns intensity, color and/or normal. Patch provided by Guillermo, thanks! |
Revision dfb200d by Ton Roosendaal November 19, 2005, 18:19 (GMT) |
Made sure lattice and curve springs are calculated based on the original (Non deformed) lenghts. Code for lattice (by Jens Ole) was already there btw, was replaced accidentally by Daniel during his modifier craze :) ALso added comments in code to clarify the softbody initialize flow, which happens in 2 stages now. Goal weights and springs are read from the original data, the vertex coordinates from the modifier data. |
November 19, 2005, 17:47 (GMT) |
* Corrected the lamp outer dotted circle drawing - the dotted outer circle represents whether shadows are on for that lamp or not. Now, it properly takes into consideration what type of lamp it is, and whether it can have whatever type of shadow. Things like this, and the inner spot circle representing the Spot Blur should really be documented somewhere, I'll make a note. * Decreased the size of the hemi lamp arcs. |
Revision ce175d7 by Ton Roosendaal November 19, 2005, 17:26 (GMT) |
Missing pointer array check caused 64 bits not reading pointers OK in scriptlinks. Thanks Ken Hughes for finding issue! |
Revision 58edf6b by Ken Hughes November 19, 2005, 15:44 (GMT) |
-- fix printing of constant dicts -- remove "TF_" from constant names in M_Mesh_FaceTranspModesDict() |
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