Revision 291af74 by Ton Roosendaal July 18, 2005, 19:36 (GMT) |
Two small fixes (armatures); - adding relations to pose-constraints should call DAG on the pose - prevented constraints to break "IK" chains |
Revision 7da6aa2 by Daniel Dunbar July 18, 2005, 19:29 (GMT) |
- need to zero hash pointer on free |
Revision 37fe347 by Daniel Dunbar July 18, 2005, 18:28 (GMT) |
- removed orco pointer from struct Mesh - switch renderer to store orco's in a hash table instead of caching in mesh (I don't like the renderer caching data in the actual mesh structure) - added mesh_create_orco[_render] function |
Revision 2e2f62f by Joseph Gilbert July 18, 2005, 18:11 (GMT) |
[ #2423 ] Object.getParentSubName - this is a submitted patch by lordbosh - adds to ability to get the bone name when and object is parented to a bone |
Revision f289329 by Daniel Dunbar July 18, 2005, 17:45 (GMT) |
- remove unnecessary editmode cycle on convert subsurf to mesh |
Revision 06c7653 by Daniel Dunbar July 18, 2005, 17:33 (GMT) |
- added boundbox_set_from_min_max function - fix DerivedMesh.getMinMax implementations to set min & max when there are no vertices - mesh boundbox calc was wrong in some cases, messed up HOMEKEY and localview zooming |
Revision 02ab203 by Ton Roosendaal July 18, 2005, 17:27 (GMT) |
Made action constraints to become backwards compatible. In the old version it used the 'global' (Pose Space) rotation to define the action timing. That was of course hardly useful, reason for many weird patched rigs. Nevertheless, sometimes it can be useful, and it's nice to see old files nicely work still. So: "Local" is an option now. Note: if you changed last week files because of the new action constraint, set the new "Local" option in the object-buttons Constraint panel. |
Revision 701b9c2 by Erwin Coumans July 18, 2005, 05:41 (GMT) |
more preparations for bullet physics, and some eol issues with SCA_Joystick* |
Revision 56a85af by Joseph Gilbert July 18, 2005, 03:52 (GMT) |
Increase the warning level for the python vcproj |
Revision e60291d by Joseph Gilbert July 18, 2005, 03:50 (GMT) |
Header file clean up and warning fixes - Mostly this cleans up the #includes and header files in the python project. - Warning fixes are mostly casting issues and misc fixes. General warning clean up. - #include Python.h MUST come as the first include to avoid the POSIX redefine warning in the unix makefiles - fno-strict-aliasing flag added to makefile to fix a unavoidable type punning warning in types.c |
Revision 9919df0 by Ton Roosendaal July 17, 2005, 22:15 (GMT) |
Third attempt to fix crash on leave editmode + delete loadsa bones! :) Now certain pointers get cleared better, prevent reading freed data... |
Revision 1900b83 by Daniel Dunbar July 17, 2005, 21:54 (GMT) |
- "Text" tfaces should only be drawn from deformed (not subdivided) mesh |
Revision c6a7208 by Daniel Dunbar July 17, 2005, 21:48 (GMT) |
- convert write_object_stl to use mesh_get_derived_final |
Revision dfe15f5 by Daniel Dunbar July 17, 2005, 21:43 (GMT) |
- convert draw_mesh_tfaces to use mesh_get_derived_final instead of calling mesh_uses_displist (becoming obsolete) |
Revision a92a513 by Daniel Dunbar July 17, 2005, 21:24 (GMT) |
- missed commit of file with mesh_calc_normals |
Revision 5bc4eae by Daniel Dunbar July 17, 2005, 20:40 (GMT) |
- commit patch from Matthew Plough to request buffer with SWAP_COPY behavior |
Revision e6e9b1e by Daniel Dunbar July 17, 2005, 20:12 (GMT) |
- replace displistmesh_calc_normals by mesh_calc_normals - convert MeshDerivedMesh to calculate new vertex normals and such on initialize, means copy free conversion to DispListMesh - replace vertex access through function by direct access fo MeshDerivedMesh - shadeDispList was not getting correct orco's |
Revision 75fefdc by Daniel Dunbar July 17, 2005, 19:15 (GMT) |
- need to release object DerivedMesh prior to release object data |
Revision 141e577 by Ton Roosendaal July 17, 2005, 19:08 (GMT) |
More fixes thanks to irc testing; - On exit editmode and after deleting bones, a pointer in PoseChannels was not set NULL correctly, causing potential crashes. - Action Window: select on 'ipo key' (little icon) didn't select/deselect the associated bone (old bug!) - After unlinking an Action, the blue color in bones was not cleared Also: - Improved selection in editmode, doing it in 2 stages. Makes it a lot more accurate. |
Revision a229931 by Daniel Dunbar July 17, 2005, 18:51 (GMT) |
- switch shadeDispList to use DLM face normals if available |
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