Blender Git Commits

Blender Git "master" branch commits.

Page: 5429 / 5574

October 24, 2004, 10:42 (GMT)
Fix makeScreenshot for blenderplayer
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
October 22, 2004, 12:33 (GMT)
Better pointer check in outliner.c for actions, for bassam :)
October 20, 2004, 20:17 (GMT)
SConstruct now looks for tools/scons/bs for the files. This used to be just
bs.
October 20, 2004, 20:13 (GMT)
Created directories for the scons tools.
The actual move of the files will be done by jesterKing.
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.
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'.
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
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.
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.
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.
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.
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
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
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)
October 16, 2004, 19:40 (GMT)
more Text editor goodness from themeyers.

TABKEY indents current selection.
SHIFT-TABKEY unindents current selection.
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 :)
October 16, 2004, 18:50 (GMT)
remove std:: to please msvc6
October 16, 2004, 18:13 (GMT)
Added #include <assert.h> so it compiles where assert() was used.
October 16, 2004, 15:55 (GMT)
Bug #1651

And another fix for only shadow render. Correct clipping for spotbundles
shining on only-shadow materials.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021