Revision 11e60da by Ton Roosendaal November 5, 2005, 16:32 (GMT) |
Fix #3343 Right after leaving Armature editmode, and entering posemode, the active bone was not selected (when only the head or tip was selected). This caused a confusing display of an active but not selected Bone... and not proper behaviour of UI (buttons) and inserting keys. Fix #3348 Mirror Modifier, button "Merge Limit" didn't react on left/right click. |
Revision f4d0767 by Ton Roosendaal November 5, 2005, 15:52 (GMT) |
fix #3357 - Armature editmode, x-axis mirror edit, didn't mirror alt+s scaling of B-Bones ALso: found out that alpha drawing for Envelope Bones in editmode wasn't set properly. |
Revision 74791c9 by Ton Roosendaal November 5, 2005, 15:45 (GMT) |
Bugfix #3355 calling "Apply deform" from toolbox, with no active object, crashed. |
Revision 629d954 by Andrea Weikert November 5, 2005, 13:09 (GMT) |
Fix for #3316: do not convert slashes in the relname in BLI_make_file_string Also fixed signature to const char* to indicate which parameters can be changed to make it a bit safer, because constant strings are passed into this function and changing them caused a crash. |
Revision 1d1fd7c by Jiri Hnidek November 4, 2005, 21:45 (GMT) |
- small optimalisation of Matt's code, Markers are copied in one loop, Matt, admire function BLI_addhead() ;-) |
Revision a602dcf by Ken Hughes November 4, 2005, 20:34 (GMT) |
- JMS's patch which adds GetParticlesLoc() method. I've modified the code so that it resides in the Effects module instead, with the intent of soon merging Effect.c and Particle.c into a single file (and somedat removing references to the Effects.Particle submodule) |
Revision a5aacef by Willian Padovani Germano November 4, 2005, 16:30 (GMT) |
Scripts: Jean-Michel updated his rvk1 to rvk2 script (thanks); small fix in BPyRegistry module to remove empty config keys instead of causing an error |
Revision 4b598fe by Ton Roosendaal November 4, 2005, 12:38 (GMT) |
Combined bugreport, bugfix and patch from Vidar Madsen. He noted that static particles don't work with force fields yet, and added a fix for it. This however didn't work for the depgraph yet, and didn't correct the static particle's local space to world coordinates for the fields. Nevertheless, while reviewing this small patch I thought it would be fun to add now. So: static particles now update realtime on forcefield relations. Warning for potential slowdowns! Also note that work on the real particle patch still has to be done... something I really will do, but in time. To get particles correctly integrated in the animation system, quite some new development has to be done still. |
November 4, 2005, 11:23 (GMT) |
Small thing, just filling a gap that we really need here - Added duplication of markers in the timeline with Shift D (in the frame menu too) |
Revision 8a0befc by Ton Roosendaal November 3, 2005, 21:13 (GMT) |
Bug #3338 While using automatic IK, a pending redraw event could draw the buttons window again, reveiling the temporal IK buttons. Using them, after grab, caused a crash. Also: noticed that the undo push for transform is called too early, so it saves the state before 'special_after_trans' was called. Also: in editmode armature, changed shift+A "Bones" in "Bone". |
Revision 2439c1d by Ton Roosendaal November 3, 2005, 20:35 (GMT) |
Bug #3298 Unified render does not return a zbuffer, but when gauss render was used in combination with motion-blur, a buffer was accidentally created, one pixel to small even! |
Revision 3f8f0f7 by Joseph Gilbert November 3, 2005, 20:22 (GMT) |
Silly error string correction |
Revision beece21 by Joseph Gilbert November 3, 2005, 20:07 (GMT) |
project file update *Added the boolop project |
Revision 93b2c85 by Ton Roosendaal November 3, 2005, 18:58 (GMT) |
Bugfix #3288 If a Mesh was "Auto Smooth", it was drawing as smooth in editmode, and not as smooth in Object mode. Should be consistant. Better even would be draw autosmooth info, but that's derivedmesh magic now! |
Revision 39453cc by Ton Roosendaal November 3, 2005, 18:43 (GMT) |
Bugfix #3304 Actually nice feature too: when using Scene "Set" option, that scene draws its transparent and x-ray stuff independent of the 'foreground' scene. That means that x-ray in a set will be always over the set objects, but stays behind the current scene. For transparent it works the same though... meaning that solid objects from the foreground scene will always draw over transparent from the "Set". Note; this only is true for the 3d window, or the OpenGL render, not for actual rendering of course. |
Revision 1dc42b5 by Ton Roosendaal November 3, 2005, 17:08 (GMT) |
Fix #3330 Bone constraint to a path (follow) did not work yet... |
Revision ef19dfb by Ton Roosendaal November 3, 2005, 15:57 (GMT) |
Fixed two small glitches in Mesh ripping (Vkey): - loose edges got accidentally removed - when a rip results in loose vertices, they now get removed too. |
Revision 6c9840f by Ton Roosendaal November 3, 2005, 14:51 (GMT) |
Sticks bones, in solid view mode, didn't draw selected not in posemode... caused by code shuffling for new IK options and ghosting draw. |
Revision b5f212a by Jiri Hnidek November 3, 2005, 10:11 (GMT) |
- arrow used for visualisation of joining of screen areas is drawn on the other side now, I tried to fix bug submited by Nathan, can you test it? |
Revision eafdcdd by Ken Hughes November 3, 2005, 00:58 (GMT) |
-- Bugfix #3335: mesh.remDouble() accidentally performed a mesh fill also (missing break statement): thanks, Cam! |
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