Blender Git Commits

Blender Git "master" branch commits.

Page: 5343 / 5574

August 16, 2005, 10:17 (GMT)
New! When weight-painting a Mesh, and select a Bone, you can use transform
options on the Bone (G, R, S). The manipulator doesn't show btw.
Is usful to get immediate feedback on how painted weights behave with Bones.

Martin; I had to change the T_POSE behaviour in code a bit... it now
stores in TransInfo the actual posed armature being transformed. Maybe,
some day, we'll get mixed posechannel/object transform? Not much required
at the moment though. :)
August 15, 2005, 19:46 (GMT)
Added new button type: ROUNDBOX

This replaces drawing with uiRoundBox() or glRect() in button Panels,
which just fails for dynamic constructed button views where Panels are
sometimes invisible. Also eliminates hack with PanelPop().
Error was visible with new Modifier panel, entering/exiting EditMode.

Done Modifier and Constraints.

Syntax:

The last 4 free variables in the uiDefBut() call are:
- float, corner-rounding (0.0-pixels),
- not used,
- short: roundbox type (bits, 1 2 4 8 for clockwise corners starting left/top)
- short: color shade offset (color range 0-255)
August 15, 2005, 16:12 (GMT)
A nice character modeling time-saver:

In WeightPaint mode, pose-mode armatures now allow selecting Bones, but
without making the Armature object active.
Selecting a Bone then results in selecting the associated vertexgroup. :)

Little quirk; all armatures with posemode then draw selectable...
August 15, 2005, 14:44 (GMT)
Using NKey panel in 3d window on editmode armature now applies the
new 'mirror edit' as well. Including the 'roll'.

PLease note that roll values can differ a lot when you have modeled
without 'mirror' mode. You can enforce the roll to match by first
moving the Bone a little bit, so the other one aligns perfectly.
August 15, 2005, 14:02 (GMT)
EditMode armature: mirrored editing feature.

- Option is in EditButtons, Armature panel.
- Currently only local X-axis mirror (seems to be default anyway)
- Transform then applies changes to the mirrored-name bone as well.
- Extrude: also does the counterpart Bone
- New: SHIFT+E extrude: extrudes 2 mirrored Bones out of a normal Bone.
(creating names by appening _L and _R)

Or in short: you can now model a full rig without any manual naming!
Of course the names are not too nice... a couple of ideas to explore;
- rename a mirrored bone renames counterpart too
- allow in weightpaint mode to select Bones
- and of course mirrored edit in PoseMode (if that's useful...)

Important note: I tweaked the naming convention a bit; names like
Bone_L.005 and Bone_R.005 are considered counterparts. However, if
you use the "Flip names" option, the number extension is still
truncated.

BTW: Commits in Zr's code are fixes for gcc warnings. :)
August 15, 2005, 10:30 (GMT)
- readded DL_VERTS type to store lattice deformed verts
- new feature, twiddled with lattice resizing to try to maintain
existing vertex changes... much nicer than just resetting the
lattice if you decide you need more detail in the lattice.
- modifiers work with lattices now. yes, that does mean you
can make a chain of lattices effecting each other 8 miles
long.
- some cleanup of softbody code, was rather splintered and call
path was twisted and confusing. reworked main object step
routine to do things in a more obvious and consistent manner
and without duplicate code
- added ob->softflag OB_SB_RESET instead of sbObjectReset
call
- modifier changes reset softbody now
- moved curve_getVertexCos/curve_applyVertexCos into curve.c
- update curve modifier eval to work with virtual modifiers
- update modifier apply to work with curves/surfs
- update make parent to also recalc object data

NOTE: Although you can turn SB on for curve/font objects at the
moment it doesn't really work because they call deform in
multiple steps and this confuses SB. Not sure how to deal with
atm.
August 15, 2005, 09:45 (GMT)
Crash bug! Reading older files with follow-path constraints failed...
August 15, 2005, 04:10 (GMT)
- added view3d_get_object_project_mat function, returns mat to project
object cos into screenspace without mucking with gl matrices.
- added view3d_project_ functions, take arguments instead of using
globals
- removed View3D.{mx,my,mxo,myo}
- switch drawobject foreachScreenVert functions to use new projection
functions
- switch edge slide to use new projection functions, fixes erratic
behavior (project was using wrong mat I believe)
- bug fix in edgeslide, nearest edge to start was one-off
August 15, 2005, 00:53 (GMT)
- get rid of unused object_deform_curve
- some tweaks to modifier UI thanks to Bart (aligning buttons)
August 14, 2005, 20:50 (GMT)
Lamp-halo & Ortho didn't render correct. Thanks Desoto! :)
August 14, 2005, 19:44 (GMT)
- bug fix #2935, DAG update was not called on new boolean object
August 14, 2005, 19:26 (GMT)
Bugfix #2943

Render bug.
Alpha low or zero, Ztransp, didnt render with lamp halos over...
Note it still doesnt work for ray-transp!
August 14, 2005, 16:03 (GMT)
do_versions() for 2.37 was reading a library data pointer that wasn't set
yet. Crashed in windows...
Thanks Desoto for finding it!
August 14, 2005, 12:54 (GMT)
- forgot to remove a function prototype from header on static'ng
August 14, 2005, 12:17 (GMT)
- enable modifiers for curve/font/surf types... a little hacked in
but should work ok. Means new features! Wave effect for curve/font/surf
and armature deform as well.
- added undo_push calls for some modifier ops.
August 14, 2005, 11:15 (GMT)
Patch provided by Adam (ajk48n). It reverses the turntable rotation when
you have the view 'upside down', resulting in correct feedback.
August 14, 2005, 10:58 (GMT)
Patch provided by Campbell Barton; this makes the editmode Mesh CTRL+T
"convert to triangles" check for shortest diagonal to decide how the
triangles will be made.

Fun todo for another occasion; check on facenormals too...
August 14, 2005, 10:35 (GMT)
- cleaned up edge drawing a tad, there were issues with mesh's
with "loose" edges (edges without a face) and drawing in
solid mode. they would either not draw, or draw with a nasty
selection outline. Added a ME_LOOSEEDGE flag to mark such
edges in displists/mesh and editmode sets it.
- changed DerivedMesh drawEdges to take an argument whether
it should draw loose edges or not
August 14, 2005, 10:31 (GMT)
Patch provided by Matt Ebb, cut sequence strips (patch tracker).
There were a couple of issues with the implementation:

- there was no proper test if selected strips would be cut or not
- cutting meta strips could go very wrong... for example when the cut
of meta was in an internal gap. With meta's being recursive, and too
complex, I've disabled Meta-cutting
- added an OK menu for hotkey K
- added warnings when no cut was done

This is the first time in 6 years I do work in sequencer... man, this has
grown into a messy bizz! Like sequence variables... using names like:
start, startdisp, startstill, startoffs... totally confusing here. Could
use giant cleanup! Implementation was weak from scratch though, Mea Culpa!
August 14, 2005, 07:02 (GMT)
- added hook "cursor center" feature (sets hook center to cursor position),
gives better control over falloff
- added modifier UI access to hook "select" and "reassign" features
- bug fix, unbroke path-tilt drawing
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021