Revision 6424bf6 by Kester Maddock October 24, 2004, 10:42 (GMT) |
Fix makeScreenshot for blenderplayer |
Revision 070d01d by Ton Roosendaal October 22, 2004, 14:03 (GMT) |
Two fixes! - undo system didn't work in editmode AT ALL!!! (stupid me) - Lattice deform on non-subsurfed objects did not update |
Revision eecaa4c by Ton Roosendaal October 22, 2004, 12:33 (GMT) |
Better pointer check in outliner.c for actions, for bassam :) |
Revision 461e07a by Michel Selten October 20, 2004, 20:17 (GMT) |
SConstruct now looks for tools/scons/bs for the files. This used to be just bs. |
Revision 77d5bdf by Michel Selten October 20, 2004, 20:13 (GMT) |
Created directories for the scons tools. The actual move of the files will be done by jesterKing. |
Revision 0582a85 by Ton Roosendaal October 20, 2004, 12:39 (GMT) |
Fix for better flushing up/down of hide flags in the selection modes. Still tricky to find the perfect rule. This version should satisfy I think ;) Aim is to have ALT+H and H doing always the same, regardless selection mode. |
Revision fa91353 by Willian Padovani Germano October 20, 2004, 05:51 (GMT) |
BPython: - Blender.Window: added function GetPerspMatrix() (Tom Musgrave's patch, thanks); - added Chris Want's patch to tell argc, argv to the Python interpreter (thanks, Hos); - Blender.Image: added image.glFree() to free textures bound by the recently added image.glLoad() (both suggested by Campbell Barton -- thanks, with these Blender can be used to load textures for scripts); - Blender.Sound: removed for now at least a few get/set methods of vars that can't be accessed via interface; - renamed Get/makeActive to Get/setCurrent in Blender.World (actually added alias for now), same in Blender.Sound: renamed makeActive to setCurrent. Stephen Swaney pointed this some weeks ago, we should stick to one naming convention. - added documentation for Sound and Window.Theme modules and the other added functions, made other small updates. - Blender.Object: made 'worldspace' become the default output of .getMatrix and .mat/.matrix: after reading a discussion on blender.org's Python forum where eeshlo mentioned the pre 2.34 default was worldspace, I took a better look at Blender's relevant code, confirmed, talked to Theeth about this and as he suggested am changing the default back to 'worldspace'. |
Revision f2f004a by Simon Clitherow October 19, 2004, 21:29 (GMT) |
Bug fix for #1493 - - Changed shortcut of "Align Active Camera to View" to Ctrl+Alt+Numpad0 to make it Windows-friendly. - Old shortcut of Shift-Numpad0 still works (until we find some other use for it!) Could use testing on KDE/Gnome, etc - incase we make X do somersaults or something equally daft! :P |
Revision 29ac3db by Ton Roosendaal October 19, 2004, 16:57 (GMT) |
Two reported issues with undo #1667 and #1168 - press TAB without object active cleared undo stack - typo (another!) in variable name, causing undo stack from wrong object to be used (when have edited more objects) Plus i found: - rule for preserving editmode undo stacks, while using global undo, made stricter now. Before it only checked name, now it checks for existance of pointers extra. |
Revision 4c827e7 by Ton Roosendaal October 18, 2004, 22:47 (GMT) |
Four new extrude possibilities; - Individual faces Keeps Mesh manifold, so removes old faces always. Also uses a transform based on different vectors per vertex. - Only edges Just extrudes the edges (not really 'individual', the edges still share the vertices. Uses same transform as normal extrude for that reason - Only Vertices Uses normal transform after extrude Also changed code a bit, to detect whether to call a normal-based transform after extrude, or whether to call normal grabber. For example when you just extrude 1 edge, it uses normal grabber. Note; extruding an entire sphere goes OK with 'individual faces'. for other extrudes you should press 's key' when in transform. Just cannot predict (yet) when one method has preference over another. |
Revision 295f11e by Ton Roosendaal October 18, 2004, 22:41 (GMT) |
Outliner; menu 'scene operations' didnt do anything, commented out Undo; when using global undo, the editmode undo stack remains accessible. Meaning you can do global undo/redo, and then go back in editmode and have all undo/redo steps as originally left in editmode. |
Revision 1a59150 by Ton Roosendaal October 18, 2004, 22:39 (GMT) |
When you save a file while using radio tool, it didn't load correctly because of a flag set which prevented drawing the objects. |
Revision a92b727 by Ton Roosendaal October 18, 2004, 09:43 (GMT) |
Fixes for #1654 and #1655 - crash when converting nurbs->bezier, with nurbs having <3 points - copying audio strips in sequencer didnt increase ipo user counter |
Revision 0be2d97 by Ton Roosendaal October 16, 2004, 22:30 (GMT) |
Hah! found the trick to recover hierarchy in edit bones, so the display of Outliner of it is nice hierarchical too. Please note that storage in outliner for editbones and pose-bones are separate, so you have to uncollapse the views independently |
Revision 121f842 by Ton Roosendaal October 16, 2004, 20:41 (GMT) |
Outliner now visualizes and allows selection and name editing of Armatures in edit mode. Small extra fix; selection (mouse) on armature points goes easier now (larger accepted distance from mouse pointer) |
Revision eb9c70c by Stephen Swaney October 16, 2004, 19:40 (GMT) |
more Text editor goodness from themeyers. TABKEY indents current selection. SHIFT-TABKEY unindents current selection. |
Revision 8646736 by Ton Roosendaal October 16, 2004, 19:14 (GMT) |
Small fix for #1628 Constraints on an object with hooks (or other deformer) didnt update OK while transform(). The fix is easy code to isolate for Martin, so hopefully he can find integrated solution in transform() refactor :) |
Revision 6c8d048 by Nathan Letwory October 16, 2004, 18:50 (GMT) |
remove std:: to please msvc6 |
Revision 333f0a2 by Nathan Letwory October 16, 2004, 18:13 (GMT) |
Added #include <assert.h> so it compiles where assert() was used. |
Revision 65a878a by Ton Roosendaal October 16, 2004, 15:55 (GMT) |
Bug #1651 And another fix for only shadow render. Correct clipping for spotbundles shining on only-shadow materials. |
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