Revision 6fbd4e3 by Ton Roosendaal October 14, 2004, 14:20 (GMT) |
Color picker fixes... (bug #1490) Since color is stored RGB only in Blender, the conversion from and to HSV causes values to be clipped all the time. Solution found is adding a persistant hsv storage to the uiBut struct, and have it working on that only while hsv button is open. Still, after usage (leaving picker) the conversion will change values to rgb. Also added; redraw event for editing buttons, to show correct changed color while using nkey picker |
October 14, 2004, 13:52 (GMT) |
Added to the top of the file: struct SpaceOops; to stop a warning about SpaceOops defined inside of parameter list... Kent |
October 14, 2004, 12:14 (GMT) |
Kenneth Strom's patch to make Fractal Subdivide work in the - direction as well as the positive. Kent |
Revision ed3a7e9 by Ton Roosendaal October 14, 2004, 11:58 (GMT) |
Bug #1468 "Home" or "View All" in NLA window didn't set a good result in all cases. Now it uses the Scene start/end frame, which isn't correct always, but at least gives results. NLA and Action drawing is total mess! Certainly nice job for cleanup for next release. |
Revision c8c68fb by Ton Roosendaal October 14, 2004, 10:50 (GMT) |
Accidentally committed a line paste with declaration outside of { }... Thanks jK! |
Revision 31956cd by Ton Roosendaal October 14, 2004, 10:15 (GMT) |
This fix, bug #1342, makes blender consistant, but won't really solve weakness in design. Issue was: if you delete the 'mother metaball', which is an object with name without a number, the entire metaball family isn't polygonized. Sofar so good, where it not that rendering still worked, because it searches all objects in the scene for a family member with lowest name. Doing such a search within the main drawing loops will become a major slowdown, so this better isn't done. I don't mind sticking to (documented) consistant behaviour. Alternative is a flag in object to denote it's a Mother Ball, and check for that instead. This isn't nice to code in current Blender though... we don't have a signaling system where to insert such tests reliably, making it very hackish. Jiri; I hope you can agree with the solution! :) Just want to have tracker cleaned up, refine it to real bugs. |
Revision 9421615 by Ton Roosendaal October 14, 2004, 09:47 (GMT) |
Not a real fix, but report #1638 was a valid confusement... When using Unified Render, the Gauss option cannot work, so the button then disappears to indicate so. |
Revision c478962 by Ton Roosendaal October 14, 2004, 09:40 (GMT) |
Fix for #1617 Volumetric spothalo shadow clipped at z=0.0 instead of correct z= -1.0. Just forgot that zbuffer for spot shadow uses entire signed integer range. |
Revision 6cc5606 by Ton Roosendaal October 14, 2004, 09:18 (GMT) |
Bug fix #1341 Deleting all vertices in a Curve Path, crashed/corrupted a FollowPath constraint using it. Now it defaults to (0 0 0) for an empty path. |
Revision 652427c by Ton Roosendaal October 14, 2004, 08:52 (GMT) |
Three fixes; - bug #1307; copy full scene didn't update links in constraints (was an oldie bug!) - also fixed same for Hooks, which even't didn't duplicate yet - HOME in outliner (show hierarchy) now only does current scene |
Revision ea114bb by Ton Roosendaal October 13, 2004, 22:18 (GMT) |
Fix for #1626 Pulldown menu "Apply deform" in (3d header) called 'make duplis real'. Easy fix :) |
Revision b8d8980 by Ton Roosendaal October 13, 2004, 20:37 (GMT) |
minor fix, more a beauty glitch, bug 1612; when adding first ipo curve position, editmode on the curve shows weird handles, which solves when adding the next keys though... Fix is that it sets all handles on zero size now. (is auto-handle, so no harm done) |
Revision 6523723 by Ton Roosendaal October 13, 2004, 19:39 (GMT) |
Fill and beautyfill now respect new edge/face selection flags. Also flipped normals for default filled faces, they were pointing away always. |
Revision 627a296 by Ton Roosendaal October 13, 2004, 17:59 (GMT) |
Fix for #1569 Problem was dynamic linking of files with game logic. The links between sensors/controllers/actuators got lost. Never though i'd still understand the code, not too bad at all! :) |
Revision 6ba7582 by Ton Roosendaal October 13, 2004, 16:33 (GMT) |
Fix for bug report #1566 Some 3d cards, IBM mostly, crash when glBitmap draws while in glPicking mode (for select). This was fixed for empty objects before, but armatures also draw bone names... here the check for 'picking' was added |
Revision 1964efa by Ton Roosendaal October 13, 2004, 16:11 (GMT) |
Cut'n'paste code, to fix bug 1500, resulted in crash when not rendering extruded curves. thanks intrr for noticing! :) |
Revision b63f41a by Ton Roosendaal October 13, 2004, 09:17 (GMT) |
Fix for bug #1562 There's an ancient code in Blender to denote a projected vertex coordinate is invisble, it sets the x coord at 3200. :) This wasn't updated while coding loopselect, nor edge select. Causing in extreme zoomed in situations vertex selecting go wrong. Also added; option "don't load GUI" in fileselector doesn't get saved in files. |
Revision b711409 by Stephen Swaney October 12, 2004, 23:58 (GMT) |
fix numerous memory leaks in the math types. fixed bug: #1633 Memory leak in M_Mathutils_Vector The math types ( matrix, vector, quad ) now make copies of data passed to them rather than holding a pointer to memory that cannot be freed, or that may go away unexpectedly. This also clarifies the problem of who is responsible for freeing memory allocations. Pre-checkin files are tagged mem_leak-1 in case this breaks something. |
Revision 4e8b2ba by Ton Roosendaal October 12, 2004, 22:49 (GMT) |
Linestyle (dashed, using glStipple) seems not to work proper on circle selecing. I can't find clues (thanks k-rich for help!) what it exactly causes...seems like inverted draw + glStipple + draw circle somehow confuses a driver... we can live without i guess? This commit is to verify it now works ;) |
Revision 1f4cb9a by Ton Roosendaal October 12, 2004, 17:22 (GMT) |
Fix for bug #1500 Ray_transp on curve objects (filled polys) didnt work well, normals were not pointing outside all nicely |
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