Blender Git Commits

Blender Git "master" branch commits.

Page: 5363 / 5574

July 11, 2005, 11:58 (GMT)
Fix for bug #2747

Knife cut in edge selection mode can cause crashes, since it uses subdivide
which isn't edge-select aware yet.
Quickly patched it by making knife checking on vertex selection.

Johnny: undo this change when you add the new subdiv code, good test for if
it works as well! :)
July 11, 2005, 11:09 (GMT)
Boundbox select object mode optimisation.

Changed selectprojektie (and renamed to view3d_opengl_select as suggested by Ton) to accept a buffer size, so boundbox can adapt it's buffer size to the number of object in scene.
Also, the loop is done more smartly, since glSelect fills the buffer in the same order as the drawing order, so we save lops of looping on unselected object (which used to go through all the buffer before finding that they weren't selected).

This scheme could probably be applied to all the other loops using glSelect. (good project for newbie coders)
July 11, 2005, 11:01 (GMT)
Bug fix #2762

Quite harmless, but was lazy code...
When you choosed "Vertex Color Paint" material, the init_render_material()
also set the "Vertex color Light" option, because that flag was checked on
during render to detect vertex colors.
Now it has proper checks in render code.
July 11, 2005, 10:48 (GMT)
This commit fixes radiosity to correctly preserve and subdivide UV
coordinates.

Known problem: Pin status bleeds a bit, so new subdivided UVs around
points that were original pinned can end up pinned in the end. Could be
fixed, or could just drop pinned status entirely.

Also, when gathering meshes, it doesn't add materials twice, so it's harder to bust the 16 materials limit.
July 11, 2005, 09:46 (GMT)
Bug fix #2763

Depgraph missed proper relation from one armature bone to another armature
bone. Interesting rig setup for facial animation by Malefico! :)
http://projects.blender.org/tracker/index.php?func=detail&aid=2763&group_id=9&atid=125
July 11, 2005, 09:27 (GMT)
Bugfix for #2768

Starting a Bake for SoftBody didn't initialize the animation system for the
first frame correctly, causing an initial unwanted softbody effect.
July 11, 2005, 09:17 (GMT)
Bug fix #2772

EditMesh undo didn't restore vertex colors! That slipped our attention for
almost a year... :)
July 11, 2005, 08:33 (GMT)
More cleanup: removed do_all_actions() from the src/ tree, replaced with
proper recalc events. Now action-curve editing updates as it should be.
July 11, 2005, 08:04 (GMT)
Cleaned up the old call to do_all_actions(). It only is supposed to do
a single object, but was still called outside of that scope. Caused crashes
for example when editing Ipo curves of action keys.

editaction.c and editnla.c still need to be tackled...
July 11, 2005, 07:31 (GMT)
MetaBall editmode didn't send the DAG recalc event while transformed. :)
Meaning, it didn't do polygonizing while moving elements in edit mode.
July 11, 2005, 02:41 (GMT)
Scripts updated:
- Jean-Michel Soler: paths import -- ai and svg modules;
- Jean-Baptiste PERIN: bvh to armatures (note: should not work until we re-wrap armatures in bpython);
- Campbell Barton: obj importer.

Thanks guys, excuse me the delay.

- tiny doc update.
July 10, 2005, 20:40 (GMT)
Removed ika files from projectfiles for armature update
July 10, 2005, 13:45 (GMT)
Fix for Bug #2793.

A really dumb coding error that I made when I coded this. left out brackets around an if block.
July 10, 2005, 12:50 (GMT)
For long on the wanna-have list;

Ipocurves with "Auto" handles now have option to remain horizontal on the
extrema (tops & valleys). Use ALT+H to set this per selected curve.
Note this is a per-curve feature, not per-handle.

If it works satisfying I can check on making this the default new added
curve.
July 10, 2005, 11:00 (GMT)
Bug fix #2774

Using linked library files with relative paths, didn't set the correct
relative root... so it only worked with files in the same directory.
ALso fixed the button-lock in material buttons, it didn't allow to see
which materials were linked to the mesh/object.
July 10, 2005, 10:36 (GMT)
Duplicating armatures didn't give proper re-build pose signal.
July 10, 2005, 09:55 (GMT)
Switching scenes in the editor now correctly exits all modes, it didn't do
vertex/weight/texture paint yet.
July 10, 2005, 09:42 (GMT)
Bug fix #2790

Pressing Wkey with no object active crashed.
July 10, 2005, 09:38 (GMT)
Bugfix #2791

Apply deform without object active crashed (only when using pulldowns)
July 10, 2005, 09:32 (GMT)
Bugfix #2797

Editmesh SHIFT+F "Fill" used an unsigned char to count amount of selected
edges linking to vertices, but also subtracted... causing the char to
become 255. Gave crashes (or infinite loops) when using "Fill" on random
input of solid meshes.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021