Revision 2b59d04 by Michel Selten November 22, 2003, 18:33 (GMT) |
Last part of removing the old Python API implementation. Removed /source/blender/bpython. To remove the directories on your system, do a: cvs update -P |
Revision ef9bfdc by Michel Selten November 22, 2003, 17:29 (GMT) |
A couple of files I left in the intern/python dir needed to be removed as well. To remove the directories on your system, do a: cvs update -P |
Revision 930fc9e by Michel Selten November 22, 2003, 17:28 (GMT) |
First action of removing the old Python API stuff from cvs. Removed the /intern/python stuff. To remove the directories on your system, do a: cvs update -P |
Revision abe3881 by Ton Roosendaal November 22, 2003, 16:59 (GMT) |
- added check before freeing a font pointer... dunno if its needed, but better do this anyway! theres a 0.01% chance errors with AA goes away now on some platforms... but i doubt! |
Revision 3c60f87 by Ton Roosendaal November 21, 2003, 20:52 (GMT) |
- made calloc for clear mverts in subsurf-mesh conversion |
Revision fe46c64 by Ton Roosendaal November 21, 2003, 13:16 (GMT) |
fix for description of UI_BLOCK_RET_1. |
Revision dfc72b3 by Ton Roosendaal November 21, 2003, 13:14 (GMT) |
- Fix: the MKEY 'movetolayer' option doesnt close anymore on numeric input. Somewhere in end NaN period this was changed... weird. Now you can set layers with numeric buttons, including using ALT for numbers larger than 10, and using SHIFT for extend-select buttons. for the UI diehards who like to know; when you create a menu block, you can provide two flags to control behaviour on keyboard input: UI_BLOCK_RET_1 == return on any keypress (not mouse) UI_BLOCK_ENTER_OK == return on Enter key this was not correct in the doc/interface_API.txt , which will be fixed. |
Revision 71500a2 by Ton Roosendaal November 21, 2003, 12:30 (GMT) |
- fixed another oldie... displaylists for MBall was generated FAR too often. even for each redraw! Now its all smooth & fast again. introduced new kernel API call: int is_basis_mball(ob), this provides a quick check of the object is the actual basis for the displaylist and polygonization. |
Revision 94496ca by Chris Want November 21, 2003, 04:07 (GMT) |
Fixed it so that "Parent Armature->Name Groups" puts the mesh in a state that is ready for weight paint. |
Revision b70171c by Martin Poirier November 20, 2003, 22:22 (GMT) |
newline conversion speed up by intrr |
Revision 711af5c by Ton Roosendaal November 20, 2003, 17:51 (GMT) |
- fixed an oldie! When using a spotlamp in 'potato' textured drawmode, the normal opengl light didnt work proper anymore. |
Revision 763cf2d by Ton Roosendaal November 20, 2003, 17:41 (GMT) |
- bug fix: when moving an object to not-visible layer, and selecting an other object, the moved one was drawn in 3d window... Hopefully the last error caused be me cleaning up frontbuffer draw... :/ |
Revision 81d309e by Martin Poirier November 20, 2003, 01:54 (GMT) |
Fix for bug #238 and #435 (same bug difference effect). I've tested pretty much everything, but please proof read the code, the fonction calls and IFDEF could be used elsewhere (especially the IFDEFs, I wasn't sure if I had to enclose the whole function or whatnot. |
Revision 487fd93 by Ton Roosendaal November 19, 2003, 22:38 (GMT) |
- bug fix: subdiv level 0 and drawtype 'optim' caused mesh not drawing in editmode... |
Revision f83a7df by Ton Roosendaal November 19, 2003, 22:13 (GMT) |
- fixed warning by not prototyping something a couple of commits ago... |
Revision 4a5ae4a by Ton Roosendaal November 19, 2003, 22:00 (GMT) |
Fix for undo... it didn't do the UV coords (tface) nor the vertexpaint colors. This because of the pretty weird (ab)use of load & make editmesh... For each added undo step, the load_editmesh was fed with an empty mesh to assign data to, without knowledge of what was in the original mesh. That way UV and color data got lost. Solved it in 2 steps: 1. removing the ->tface pointer from EditVlak, and make TFace a builtin struct inside EditVlak. This didnt cost much extra mem, since it already stored UV and color. This enabled some pretty cleanup in editmesh.c as well, storing tface pointers was cumbersome. 2. for each undo step, it then generates always a tface and mcol block to link to the undo Mesh. Even when it wasn't in the actual Mesh, at exit editmode the original Mesh is used as reference anyway, and undo-meshes are freed correctly. The enormous commit is because I had to change the BLI_editVert.h file, and found it was included in about every file unnecessary. I removed it there. ALso found out that subsurf has code ready (unfinished) to make UV coords for the displaylist in EditMode as well, nice to know for later... |
Revision 4347b1a by Ton Roosendaal November 19, 2003, 17:07 (GMT) |
- fix: keys couldnt have more than 32k vertices. Just made a short into an int in the key struct. warn: this recompiles dna! |
Revision 79f7535 by Alexander Ewering November 19, 2003, 16:21 (GMT) |
- Fixes hidden vertices for undo. They are now stored in mvert->flag and thus also preserved over exiting/entering editmode (is this desirable?) Can be turned off easily ... - "Half-fixes" lost UV info problem with undo. I couldn't get it to crash or lose UV info anymore, but we now have a memory leak (me->tface). Ton, please check this! |
Revision ffd7fc9 by Ton Roosendaal November 19, 2003, 15:20 (GMT) |
- fixed reported bug with constraints... somehow someone managed to save a follow-path constraint in 2.28c without data assigned. this patch checks for proper data in a constraint, if not available it will turn the type into CONSTRAINT_TYPE_NULL - i will forward the demo file to theeth for further check |
Revision ab9e6f6 by Ton Roosendaal November 19, 2003, 12:43 (GMT) |
- fixed bug caused by changing order of drawing buttons in material panel 2 the 'OB' and 'ME' buttons were not visible in all situations anymore... |
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