Blender Git Commits

Blender Git "master" branch commits.

Page: 5350 / 5574

July 28, 2005, 18:31 (GMT)
_.NET projectfile updates_
This fixes a number of build issues with msvc7 projectfiles
* fixes the zlib problem
* fully builds bullet + solid + blender
* updates project files
July 28, 2005, 18:29 (GMT)
_build environment for bullet physics_
- adds bullet projectfiles to the extern.sln build
(please rebuild extern.sln)
July 28, 2005, 18:11 (GMT)
Fix for zlib with MSVC/SCONS. Should compile now. This does not fix the bullet issues yet. But with this Blender should compile without the gameengine.
July 28, 2005, 12:21 (GMT)
removed duplicate testing files
July 28, 2005, 11:05 (GMT)
Bugfix #2875

Removed old code that was used when the global undo still saved files. It
was restoring pointers in the UI based on names, which gave confusing
results when loading the quit.blend file (actually undobuffer).
Instead it should treat the quit.blend same as "Load without UI" option.
July 28, 2005, 10:01 (GMT)
Nice time saver for Armatures: Introduced Bone type "Hinge", which doesn't
inherit pose rotation/scale from its parent pose-channel.
Button is available in Editing Buttons for PoseMode as well as EditMode.

Aim is to reduce overhead of Constraint usage (copy location).

(in object.c I removed old code for IK)
July 28, 2005, 08:33 (GMT)
zlib.lib update. some includes too.
Revision 28bd716 by Chris Burt
July 28, 2005, 03:20 (GMT)
Killed some warnings. No please.. hold the applause.
Revision 539a9ad by Chris Burt
July 28, 2005, 00:13 (GMT)
Part of a fix to the makefiles for compiling the new ZLib stuff. This
seemed to do the trick for me, however a game engine error has prevented me
from compiling to test. Anyone who has time to test compiling it would be
appreciated.
July 27, 2005, 21:31 (GMT)
- move zlib.h around to make windows happy

still having linking issues with zlib, grumble grumble
July 27, 2005, 20:16 (GMT)
- update storage.c to use standard time codes (should fix issue
with MSVS 8)
- broke mesh_create_shadedColors out of shadeDispList, used to
build vertex colors for mesh in vpaint as well (also fixed
bug where they were not initialized correctly for subsurfs)
- added modifier_copyData and modifier_findByType functions
- change editmode modifiers to only calculate if Realtime and
Editmode bits are both set, makes more sense for copying
modifiers
- update object_copy to correctly copy modifiers
- removed duplicate redefinition of ME_ attributes in python,
this is a horrible idea, why was it done in the first place?
- update armature auto vertex group code to check for subsurf
in modifier stack
- fixed flip_subdivision to work with move to modifier stack
- added copymenu_modifiers, can copy all modifiers or just
data from first modifier of a certain type (not sure how
to deal with multiple modifiers of same type... not
a big issue though I think)
July 27, 2005, 19:46 (GMT)
Patch provided by Shaul Kedem: Compressed files are back!
He even made a nice doc in wiki:
http://wiki.blender.org/bin/view.pl/Blenderdev/Blendgz

Usage: set the option "Compress File" in the main "File" pulldown menu.
This setting is a user-def, meaning it is not changed on reading files.
If you want it default, save it with CTRL+U.

The longest debate went over the file naming convention. Shaul started
with .blend.gz files, which gave issues in Blender because of the code
hanging out everywhere that detects blender files, and that appends the
.blend extension if needed.

Daniel Dunbar proposed to just save it as .blend, and not bother users
with such details. This is indeed the most elegant solution, with as
only drawback that old Blender executables cannot read it.
This drawback isn't very relevant at the moment, since we're heading
towards a release that isn't upward compatible anyway... the recode
going on on Meshes, Modfiers, Armatures, Poses, Actions, NLA already
have upward compatibility issues.
We might check - during the next month(s) - on a builtin system to
warn users in the future when we change things that make a file risky
to read in an older release.
July 27, 2005, 18:53 (GMT)
Bug fix #2870

Wire material doesn't work with raytrace, but the wire faces were still
trace-able, giving weird results.
Now the wire faces are excluded from the octree.
July 27, 2005, 18:48 (GMT)
Added Name flip for
_L
_l
_R
_r

Also added if suffix == 001, do not re-add suffix. So allows the following procedure

bone named Bone_R is copied, becomes Bone_R.001
Bone_R.001 is Flipped, becomes Bone_L

Currently only works for 001, could be extended later
July 27, 2005, 10:37 (GMT)
Cleanup & goodies for rigging geeks! :)

- PoseMode: Wkey menu, "Flip Left/Right Names". On selected bones, it flips
the L/R tags in names, and calls the proper code to rename everything
that's related (constraint targets, bone-childs, etc).
- PoseMode: Shift+S snapmenu: snap cursor to selected now works
- Outliner: select bones now correctly sets 'active' flag for bones,
updating the UI as well.
Also made sure you cannot select hidden bones in outliner.
- 3DWindow: in PoseMode/EditMode draws name of active Bone too (with user
option "Draw active object name" set.
- Added the new Armature/PoseMode options in View3D pulldowns.

Cleanup:

- moved Pose code from editaction.c to poseobject.c
- removed BSE_editaction.h and BSE_editaction_types.h, moved contents of
it to BIF_editaction.h. One include per C file should be fine. :)
I know the src/ structure would require more elaborated includes, but
we don't have that now...
July 27, 2005, 09:47 (GMT)
got some "_1400 <= _MSC_VER" wrong, should be "_1400 < _MSC_VER"
Lets hope gcc doesn't define this :)
July 27, 2005, 09:30 (GMT)
- added debug line drawing in gameengine (handy for debugging physics problems)
- added #ifdef for a visual studio 8 crashing problems
- added scaling and tolerances to triangle meshes
July 27, 2005, 09:09 (GMT)
visual studio 8 crashes on this R argument, todo: find replacement
July 27, 2005, 07:50 (GMT)
Correct init_userdef_file to not overwrite CollectRate and Image TimeOut every time it loads.
July 27, 2005, 07:43 (GMT)
Image memory garbage collection:
clock seemed to work weird on some machine, switching to PIL_check_seconds_timer.
It's more in line with the rest of Blender anyway.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021