Revision 03be0d3 by Ton Roosendaal October 6, 2005, 21:43 (GMT) |
Quickly re-enabled drawing of Text object in editmode. Simple fix... but I am in a three meeting session in Stockholm now, can not do full tests, hope it works. :) |
October 5, 2005, 13:08 (GMT) |
* Added a Select -> Inverse for object mode, available in the 3d view header and toolbox. |
Revision d6f1390 by Alexander Ewering October 4, 2005, 21:46 (GMT) |
Missing file, must have slipped between 2 of the phone calls :) |
Revision 784a99b by Alexander Ewering October 4, 2005, 21:23 (GMT) |
Beware, coded between 10 phone calls and 20 sudden surprises, but I still hope it's somehow usable :-) Colourpicker update: ------------------- 1) Converted numbuts to sliders and made the colourpicker wider. Sliders are more useful for something like RGB and HSV because they're fixed range values 2) Added a hex button for entering HTML-like color (#RRGGBB, can be entered both with and without the hash sign). This should completely replace the former strange NKEY functionality in buttonswindows, and even add hex support for buttons which didn't have it before. Please test thoroughly, I never coded something in a hurry like this. There are small rounding errors still... Maybe someone finds the reason? :) |
Revision 42bd456 by Jens Ole Wund(bjornmose) October 4, 2005, 20:39 (GMT) |
added elbeem though it won't compile without modifications thus i did not add to dependencies but still a nice reminder to build it at times |
Revision 5f6dbf8 by Ken Hughes October 4, 2005, 20:27 (GMT) |
remove non-standard __FUNCTION__ use |
October 4, 2005, 20:17 (GMT) |
* Added from tuhopuu: icons in ok/confirmation popups ( http://mke3.net/blender/interface/controls/error_ok_icons.png ) A bit nicer and quick to visually recognise at a glance |
Revision 5b25951 by Ton Roosendaal October 4, 2005, 20:17 (GMT) |
Drivers cannot drive channels of own Object, added error warning for it. I might allow this once, but it's a lot of new complexities then. It also means you cannot drive one Bone with another Bone in same Pose. |
Revision 38ee277 by Jens Ole Wund(bjornmose) October 4, 2005, 20:07 (GMT) |
adding mesh.c .h files to project |
Revision fe6badc by Johnny Matthews October 4, 2005, 18:50 (GMT) |
Another little fix for non-prop edgeslide |
Revision 375056d by Ton Roosendaal October 4, 2005, 18:04 (GMT) |
Added (temporal) fix for crashes with the new cool "show modifier deform in editmode" feature. This specific fix only patches the case with armature deformed meshes & vertex groups. Note that while in editmode, new created vertices have no weights or groups assigned, so the result will be unpredictable. This feature should actually only be allowed for moving vertices around I guess... |
Revision d8c17fc by Ton Roosendaal October 4, 2005, 17:43 (GMT) |
Bugfix #3188 Enter Vpaint or Wpaint did not redraw headers of all 3d windows, so the mode menu indicator didn't update. |
Revision ecddc07 by Ton Roosendaal October 4, 2005, 17:40 (GMT) |
Posemode, ALT+R,G,S didn't work always, this because SHIFT+mouse selecting accidentally could unselect the object itself. It can be that older saved files still show this issue, then just select another object, and select the armature again. :) |
Revision 4a0d86a by Ton Roosendaal October 4, 2005, 15:58 (GMT) |
Small fix; browse Vertex Weight groups in Edit panel, didn't update display of 3d object. |
Revision 0e22b50 by Ton Roosendaal October 4, 2005, 15:30 (GMT) |
Duplicate Objects updated links in drivers wrong (the new object became a driver). Now drivers are only corrected on duplicating when the whole Ipo got copied a well. |
Revision ac668ea by Ken Hughes October 4, 2005, 15:17 (GMT) |
Added Mesh.New() method; can now create new meshes within the module Changed Object.link() to allow link objects with both BPython-type meshes Changed Object.getData() to allow retrieving both types of BPython-type meshes Added new mesh types to Types module |
Revision 772459f by Ton Roosendaal October 4, 2005, 15:00 (GMT) |
Shape Keys now can be controlled with Vertex Weight groups as well! Just fill in the name of a Vertex group in the Shape Panel, and this Shape will then become blended with the reference Shape. It is useful for example for a symmetrical modeled head, make a copy of that Shape, and use two Vertex Groups to make it asymetric. Of course the Shapes update nicely while Weight Painting. Also new; since the Vertex group names reside on Object level, you might want to copy these names to the other Objects that have the same Mesh. That's a new button "Copy to Linked" in the first Edit Panel. |
Revision e5eea31 by Ton Roosendaal October 4, 2005, 14:53 (GMT) |
Thought I committed it before... this is the fix for Python API version of "library append", which keeps the current .blend file name. |
October 4, 2005, 14:19 (GMT) |
* Doubled the maximum shadow buffer size limit in the shading buttons. Now, more than ever! |
Revision b777b23 by Ken Hughes October 3, 2005, 22:06 (GMT) |
Bugfixes for #3102, #3104 - Fix incorrect usage of PySequence_Fast_GET_ITEM() - make EXPP_setFloatRange() convert its argument to float instead of short |
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