Revision bc3f228 by Chris Want August 23, 2005, 22:12 (GMT) |
Variable was defined in a header file (constant_Type), resulting in 'multiply defined symbol' warning on IRIX for every file that included that file. Moved to a C source file. |
Revision 1ac5239 by Jens Ole Wund(bjornmose) August 23, 2005, 21:49 (GMT) |
help MSVC6 projects for edgehash files |
Revision 9759296 by Daniel Dunbar August 23, 2005, 21:04 (GMT) |
- more fixes for wpaint mode, need to patch mesh modifier as well - change wpaint to flush changes during painting... can see this is going to be a problem because will also redeform. what to do, what to do... |
Revision 81f995b by Daniel Dunbar August 23, 2005, 20:39 (GMT) |
- disabled incremental subsurf support (during object mode) for the time being, misses features for texture/color drawing and I don't have time to finish at the moment. can return once UV/colors are incorporated into subdivision. |
Revision ad9099e by Ton Roosendaal August 23, 2005, 20:19 (GMT) |
Fix for reading older files... it didn't always convert OK for the new deformation options of Armatures, causing bones not to deform. It was caused by using the old "boneclass" variable and SKINNABLE. Apparently the boneclass can have any value in older files. Will be killed. Please note; in files created after last sunday, with setting "No deform" on a Bone, that setting has to be done again. |
Revision 7396075 by Daniel Dunbar August 23, 2005, 20:04 (GMT) |
- add option to drawMappedFaces to draw with colors (from tface or mcol) - convert weightpaint/vertexpaint to draw using drawMappedFaces, slightly hacky because during weightpaint mcol's get overridden in order to have them propogate through modifiers. should work fine. - add NULL check in shaded draw, prevents crash w/ dupliframe |
Revision e12e246 by Martin Poirier August 23, 2005, 18:13 (GMT) |
Bretch's patch for 2D transform. Thanks Using new transform code to handle UV window. With the ground work done, Transform could more easily be extended to handle IPO window now. Tracker item: http://projects.blender.org/tracker/?func=detail&atid=127&aid=2946&group_id=9 |
Revision 207cbbd by Erwin Coumans August 23, 2005, 16:50 (GMT) |
don't need Object.h |
Revision 2540ca8 by Johnny Matthews August 23, 2005, 14:13 (GMT) |
Quad Adjacent edge subdivide type moved to Mesh Tools panel rather than pupmenu on all subdiv calls. This is a session value like beauty and will revert to path each time you load blender. |
Revision 056a33a by Erwin Coumans August 23, 2005, 13:16 (GMT) |
new game-menu option 'Record Game Physics to Ipo' including implementation. hope it works, and doesn't break to much. it bakes physics objects transform into ipo, every frame of the running gameengine. When you disable and run the game again, it clears the ipo's again. just for physics objects at the moment. (perhaps some better UI in the future?) |
Revision 0192536 by Daniel Dunbar August 23, 2005, 02:29 (GMT) |
- added iterator to edgehash - updated decimator to make edges |
Revision 3c18870 by Chris Want August 23, 2005, 02:28 (GMT) |
Added (non-default) Makefile option to build blender with tweak mode. To build with this option, set: export NAN_TWEAK_MODE=true |
Revision 4ad5cdf by Daniel Dunbar August 23, 2005, 02:05 (GMT) |
- subsurf getVertCos returned verts in wrong order since shuffling of code... led to fun and crazy results (maybe less fun for les artiste) |
Revision d6b4392 by Chris Want August 23, 2005, 01:31 (GMT) |
On windows/gcc (aka. FREE_WINDOWS), build the blenderplayer whenever blender is configured to build with the gameengine. |
Revision 50315dc by Ton Roosendaal August 22, 2005, 21:58 (GMT) |
Another painful editing issue solved! Adding Ipos on a Constraint just was working totally insane. Here's how it works now in the constraint Panel: - Button "Show" will make the IpoWindow show the Constraint Ipo (it didn't before, when IpoWindow was not set to correct mode) - Button "Key" will insert a key point on current frame (and show it in IpoWindow) Note that both options will create an Action too, if not existed yet. So, without opening an IpoWindow you can already animate Constraints. (Todo: use the auto key option to always insert on changing slider) And; selecting a Bone will update the Constraint IpoWindow too. Note however, that when theres multiple Constraint Ipos on a Bone, it only shows the first... will solve that later. |
Revision 931d0fc by Daniel Dunbar August 22, 2005, 20:25 (GMT) |
- switch modifiers_isDeformedByArmature to also include virtual modifiers |
Revision 3d7ed80 by Daniel Dunbar August 22, 2005, 20:24 (GMT) |
- added modifiers_isDeformedByArmature function |
Revision 43b59af by Erwin Coumans August 22, 2005, 18:31 (GMT) |
more preparation for physics recording to ipo keyframes |
Revision 3b8e94a by Johnny Matthews August 22, 2005, 18:05 (GMT) |
This commit introduces 2 new filling methods for subdividing quads which have only 2 adjacent edges selected. Path, Fan and Innerverts. ATM whenever a call is made to any subdivide calling tool, you will be asked for the type by a pupmenu. This will be replaced (perhaps) by a panel setting... |
Revision a5bc958 by Ton Roosendaal August 22, 2005, 17:52 (GMT) |
Three little feats; - Vpaint and Wpaint now use our own custom cursor, this was a very old plan anyway. It uses the 'knife' now, we need a good brush icon for it! - On scaling bones in editmode, the deform distance info gets scaled now too when no "Envelope" draw mode was set. - Disabled front buffer drawing of objects with CTRL+select in Edit Mode. Uses a regular redraw now (like for select in Object Mode btw) |
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