Revision b4c85d5 by Ton Roosendaal October 3, 2005, 21:29 (GMT) |
Bugfix #3137 In UV Faceselect, the button "Set vertex color" needed Mesh update flush. |
Revision e006662 by Ton Roosendaal October 3, 2005, 21:17 (GMT) |
Bugfix #3141 Ending localview didn't correctly restore selection, so oops or outline were not updated. |
Revision 33fcdf2 by Ken Hughes October 3, 2005, 21:05 (GMT) |
Bugfix #2650. Calling ipo.delCurve() with a curve that's not been displayed in the Ipo curve editor caused a segfault. |
Revision 7c19994 by Ton Roosendaal October 3, 2005, 20:53 (GMT) |
Bugfix #3143 CTRL+click adding bones now respects X-axis mirror edit too. |
Revision 6cb422b by Joseph Gilbert October 3, 2005, 20:48 (GMT) |
Update for thin mesh *warnings fixes *projectfile update |
October 3, 2005, 20:24 (GMT) |
Small code cleanups by Stephane SOPPER... remove extra ; and move a variable declaration to top of function. Kent |
Revision 3a8d10a by Ton Roosendaal October 3, 2005, 19:50 (GMT) |
Brought back Outliner operations! Since clicking on outliner items activates/selects, and not all outliner elements allow selection (like scene, mesh, material, etc) there's another selection method needed. It works by leftclicking (click-drag works too) outside of the outliner icons or texts. This allows rapid selecting, without any change in the other windows. Then press Wkey or RightMouse for an operations menu. Based on the selection you get a menu with options. Currently available; - Objects: Select/Deselect/Delete - Materials: Unlink - Textures: Unlink - Bones: Select/Deselect/Hide/Unhide Notes: - mixed selections give an error. - selection doesn't flush down into closed outliner items. - selection state is persistant (saved in files), and unique per Outliner window, so can be used as sortof temporal grouping. Hotkey SHIFT+A: select/deselect all open outliner items The system can be easily expanded with a lot of interesting options, of course. |
Revision eb69819 by Ton Roosendaal October 3, 2005, 19:39 (GMT) |
World AO table was freed, but a pointer not NULLed correctly, causing a memory error on end render. |
Revision f2af563 by Ken Hughes October 3, 2005, 19:36 (GMT) |
Added new BPython thin mesh module |
Revision c7f4016 by Ton Roosendaal October 3, 2005, 19:30 (GMT) |
Commit I did sept 22 gave returnvalues to buttons, but that should not be on buttons in popup menus (like postproduction settings etc) Error was that the menu returned immediate now. |
Revision 080b7f0 by Willian Padovani Germano October 3, 2005, 19:12 (GMT) |
BPython bug fixes: - #2781, reported by Ed Blake: crash on undo when there were active space handlers. Space Handler script links belong to screen areas, which do not get saved on undo. Thanks Ton for pointing out the function that restores ui pointers gone bad. - Applied patch #2822 by Ken Hughes for bug #2647 ("Setting a Face UV"), reported by Campbell Barton. - #3022, reported by Timothy Wakeham: "Blender.BGL.glDrawPixels crashes when drawing more pixels then buffer size". Made glDrawPixels check buffer dimensions. - #2882, reported by Campbell: crash in nmesh.getMaterials(arg == 0 or 1) when nmesh came from GetRawFromMesh(). Raw nmeshes are not linked to Blender meshes, so the method doesn't support these options (getting mat info from the actual mesh) for it. - #2817, reported by Tod Koeckeritz: Dir_Depth var was not being decremented in BPY_Menus.c, causing dir depth limits to be reached prematurely. - #2954, reported by Daniel Holtz: "Python scripts crash hard with valid windows paths". Blender.Load() was not meant for background mode, now it's been update to support it, using BKE_read_file instead of BIF_read_file in this case. Also found another issue with command line scripts using Blender.Load() that could crash Blender: trying to free the Text when it wasn't available anymore (loading a new .blend already removed it). There are still issues with one case, though, causing a crash on start or "Memoryblock winopen: double free" at end, when running a script that is already a Blender Text (only if the script calls Blender.Load, of course). Will investigate. - #2897: reported by Timothy Wakeham: object.setMaterials was asking the length of a Python list w/o confirming first if the passed obj was really a list. Thanks all for the help and for being patient (long delay, again). |
Revision fde6300 by Ken Hughes October 3, 2005, 18:23 (GMT) |
Documentation for new Python thinmesh module |
Revision 3eb1f04 by Ton Roosendaal October 3, 2005, 17:10 (GMT) |
A fix for the menu button yesterday broke something else... the menu button should return a non existing event instead. :) Thanks elubie for reporting! |
Revision 15c5fb7 by Ton Roosendaal October 3, 2005, 15:48 (GMT) |
NLA window: Insert a NLA strip makes it size 100 frames if the actual action is smaller than 2 frames, otherwise you cannot even select it :) |
October 3, 2005, 14:44 (GMT) |
* Added copying curve resolution settings to the copy attributes (ctrl c) menu |
Revision bec1e25 by Ton Roosendaal October 3, 2005, 14:40 (GMT) |
Adding Drivers in Actions now update live as well. The main change is that an Action now always updates Poses on transform, unless you are editing the Pose itself. Please test! |
Revision 9459f7c by Toni Alatalo October 3, 2005, 14:28 (GMT) |
added getting names of shapes/KeyBlocks to bpy api so mikasaari can continue with his lipsync script (where names of phonemes are as names of shapes/keyblocks). |
Revision 12dc565 by Ton Roosendaal October 3, 2005, 14:13 (GMT) |
New! Edit mode curve now draws solid extrusions, bevelcurves and tapers. Fix: when unlinking an Action from Armature, the ipo window still allowed adding drivers, causing crashes. |
Revision 45edb9c by Ton Roosendaal October 3, 2005, 13:03 (GMT) |
IpoWindow, Action curve update. When no Ipo existed yet for an Action Channel (Bone), you could not add curves with CTRL+click or Drivers. This was due to antique action code state... it's still messy, no time for big cleanup here yet. At least this works now. :) (Also: removed test prints of previous commit) |
Revision 1c72a19 by Ton Roosendaal October 3, 2005, 10:10 (GMT) |
Bugfix #3133 - Rendering an image with Border didn't check for sizes smaller than 1 pixel yet. Related to this code I found 2 other fixes: - Themecolor set for drawing in Render Window was not restored correctly, sometimes causing into wrong Panel (transparency) drawing. - When rendering an image with Gauss, it now renders by default 1 pixel extra, which gets stripped. This eliminates the "ugly" darker border in images. (Yes, let's make Mr. PixelCounter Goralczyk happy! :) |
|
|
|


Master Commits
MiikaHweb | 2003-2021