June 3, 2004, 14:26 (GMT) |
Cam's patch to enable parenting in the OOPS menu. Kent |
Revision bc329a5 by Kester Maddock June 2, 2004, 13:34 (GMT) |
Fix for MSVC compiler. ;-) |
Revision cce2180 by Kester Maddock June 2, 2004, 13:17 (GMT) |
Do a databrowse window for sound actuators when necessary. |
Revision 976e3a1 by Kester Maddock June 2, 2004, 12:43 (GMT) |
Updates to GamePython Reference. Added Actuator documentation. |
Revision 474ec21 by Stephen Swaney June 2, 2004, 06:19 (GMT) |
new Object.select() and Object.isSelected() methods to manipulate the selection state of Objects. Contributed by Campbell Barton. |
Revision 931b382 by Chris Want May 31, 2004, 13:21 (GMT) |
Fix for the IK Assertion bug when the IK constraint on a bone points to the armature that owns the bone and the subtarget bone for the constraint is invalid. Thanks to Stephane Soppera for tracking this one down. |
Revision 0dfc3a3 by Kester Maddock May 31, 2004, 13:06 (GMT) |
Use epydoc for generating game python reference (like the bpython guys) |
Revision 4f457fa by Ton Roosendaal May 31, 2004, 12:08 (GMT) |
Limit for Normalise() call was 0.000000001 or so. This is still far too big, since a float can go to 10^-37. And, this value is still squared, so a square root will not frustrate it. Limit now is 10^-35, fixing disappearing faces in extreme small object thats extreme close to a camera. (thanks OOPz!) |
Revision 2a41593 by Jiri Hnidek May 30, 2004, 14:12 (GMT) |
- added some "Transform Properties" for MetaElem (Metaball in edit mode, N key). It is locx, loxy, locz, dx, dy, dz and stiffness |
Revision d38329b by Kester Maddock May 30, 2004, 11:09 (GMT) |
Added Python module for Lights. Added attributes to the vertex class. |
Revision b97c77d by Kester Maddock May 30, 2004, 11:04 (GMT) |
Check for zero normal vectors in the clip planes (if eg Python has set a strange projection matrix) Fix the transformation of the frustum bound sphere to world coordinates. |
Revision 62c333a by Ton Roosendaal May 29, 2004, 19:46 (GMT) |
report #1338 Switched order of routines for displacement and autosmooth, where the autosmooth will be last now. This prevents displaced (loose) faces, and might give attractive sharp edges in other cases too. |
Revision d2dbc96 by Ton Roosendaal May 29, 2004, 17:33 (GMT) |
bug #1340 Key alpha (render) set alph component at '1' for sky... this is an old convention from NeoGeo days, and I have absolutely no clue whatfor... maybe for some antique amiga iff format or so. Made it zero now. |
Revision 690a430 by Ton Roosendaal May 29, 2004, 17:00 (GMT) |
Counter of mballs, before polygonize, had error in taking linked mball- data into account, causing errors modeling. |
Revision dbfe3da by Ton Roosendaal May 29, 2004, 16:22 (GMT) |
Oh, the fix is an addition of a OB_NEG_SCALE flag in ob->transflag, which is calculated in where_is_object. Negative scale is found by a cross product of first 2 rows in matrix, and comparing that (dot product) with third row. |
Revision 6b51c68 by Ton Roosendaal May 29, 2004, 16:17 (GMT) |
NEW! Blender now displays flipped (negative scaled) Objects correctly in OpenGL draw. (BTW: the previous commit also solves raytrace errors with negative scaled objects...) Further a cleanup of displaylist flags and object/base flags. The #define ACTIVE is moved to filesel.c (only used here). The GONNA_MOVE #define got a OB_ added in front. |
Revision 59dad6a by Ton Roosendaal May 29, 2004, 16:14 (GMT) |
Recoded the methods how normals get corrected and flipped during render conversion. Old method tried to solve it per object, detecting a flipped matrix. Since we have displacemapping and raytracing this is too inaccurate. Also, flipping normals should alsways result i correct flipped vertex- normals too. Solution is to completely recalcuate the 'puno' (vertex normal) flags in renderHelp.c now (set_normal_flags). The face normals themselves are not flipped until that stage. Second major improvement involves the calculation of correct splitted triangles, when a quad is not flat. It now creates triangles based on the vertex normals, which have actual information on surrounding geometry, thus resulting in much smoother results. Without this you get errors in ray-shadow, with light shining almost parallel to a face. But again, displacement mapping improves with it too. Third fix is that by removing normal flipping from displace code the result is much better now. |
Revision 993a89e by Ton Roosendaal May 27, 2004, 17:54 (GMT) |
Bug fix 1332 EnvMap render now uses the percentage button for size (f10 buttons). That wasn't implemented yet for saving envmaps.... |
May 27, 2004, 14:54 (GMT) |
Panagiotis Papadakos's patch to fix the following: Implicit declaration of swab in Linux, needs to define __USE_XOPEN at source/blender/src: I also added #includst <stdlib.h> to this file to fix it on solaris as well. Kent |
May 27, 2004, 08:05 (GMT) |
Tom's additions to the windows build. (I changed #blendersaue to #blendercoders not #blendercompilers, does anyone actually use #blendercompilers?) Kent |
|
|
|


Master Commits
MiikaHweb | 2003-2021