Revision 69ff819 by Campbell Barton June 27, 2011, 04:50 (GMT) |
print the help message if running from python directly. |
Revision 489ca86 by Joshua Leung June 27, 2011, 04:46 (GMT) |
Texture Nodes AnimEdit support |
Revision fd3c5be by Joshua Leung June 27, 2011, 04:24 (GMT) |
Bugfix: Selecting nodes now updates animation editors Noticed while testing the material nodes commit |
Revision e1ba5c8 by Campbell Barton June 27, 2011, 04:21 (GMT) |
moved modules added to changelog (this isn't detected by the changelog generator) |
Revision 308cd73 by Campbell Barton June 27, 2011, 04:05 (GMT) |
scenes now adjust brush usercounts on copying and freeing, pointed out by Jason Wilkins |
Revision b6bc47e by Joshua Leung June 27, 2011, 03:54 (GMT) |
AnimChannelFiltering - Material Nodes support Animation for Material nodes is now shown in Animation Editors :) |
Revision d7cea71 by Nicholas Bishop June 27, 2011, 03:54 (GMT) |
== Multires == Fix for bug #27710, 'Multires lost from 2.49 file in 2.5x' Reported by Gaia Clary. Problem was that the old multires data didn't flush changes to vertices out to the Multires structure on filesave. So, recent bits of sculpting could be lost if the multires level wasn't changed before filesave. We already had code to deal with missing multires vertex data, which simply copies the Mesh vertex data into the multires vertex data if it matches the number of vertices in the highest level. Moved this code up a bit so that we always make this copy if the numbers match up. Was able to reproduce the bug fresh in 2.49b, and confirmed that the fix works. However, this does not help if changes were sculpted on a multires level other than the highest level and saved without a subsequent level change. |
Revision 33e5547 by Campbell Barton June 27, 2011, 03:36 (GMT) |
Minor warning cleanup & fix - comment/remove assignments from values to themselves. - add case break statements (no functional change but some source code checkers notice). - fix python errors when the sculpt brush is None. |
Revision 102c228 by Geoffrey Bantle June 26, 2011, 20:23 (GMT) |
Brought back select by number of vertices and select loose verts/edges: ---------------------------------------------- Split select by number of vertices and select loose verts/edges into seperate functions. Previously select by number of vertices was also accessed through two different UI items, "Select Quads" and "Select Triangles". Now it is one function with a integer property for selecting the size of the face you want selected. Also added an option to modify the behavior of the selection. Can now select whether you want to select faces that have vertices equal to, less than or greater than the number of vertices in operator property. |
Revision 17da597 by Benjy Cook June 26, 2011, 19:54 (GMT) |
Added IK functionality to retargeting. If rig contains an IK constraint, in addition to FK retarget it will place and keyframe the IK targets correctly |
Revision 87f242f by Sukhitha Jayathilake June 26, 2011, 18:56 (GMT) |
set_pose function completed. Algorithms to be checked. (Still not the desired results ) |
Revision 4b1cced by Campbell Barton June 26, 2011, 17:18 (GMT) |
fix for building with msvc/cmake take 2 (think its correct this time) also sync build flags with scons. |
Revision 31f0b66 by Campbell Barton June 26, 2011, 17:16 (GMT) |
more compact code for recent sphere/line intersection functions. |
Revision 1186bdf by Ton Roosendaal June 26, 2011, 17:01 (GMT) |
Putting back blender.org and release number in info header. Worked always great for tutorials in past, to check what's been used. |
Revision 4616681 by Tamito Kajiyama June 26, 2011, 16:52 (GMT) |
Added missing BKE_linestyle.h to the list of header files in the "bf_blenkernel" library. |
Revision 12e5d69 by Sukhitha Jayathilake June 26, 2011, 15:35 (GMT) |
pose channel -> pose matrix import ( in progress ) |
Revision 10d775d by Joshua Leung June 26, 2011, 14:50 (GMT) |
AnimChannels Filtering Refactor - Part 4 This commit is aimed at cleaning up the filtering code by changing the filtering idiom/pattern used. While the old code used a "check then do" approach, the new code does a "grab then assimilate". The main benefits are that: * the code duplication that used to exist has now been removed, making it easier to add new channel types for data * a recursive "peeking" ability now means that the old problems with data existing deep in the tree (i.e. figuring out whether a channel should be shown based on whether it will have any descendents) should now work much better than before. In the process, I've found and fixed a few previously unnoticed bugs with how some channels were constructed, so hopefully things work a bit better now. TODO's: * Action-Group filtering stuff hasn't been refactored yet. This was causing some grief in the past, so I still need to check this carefully. * Material Nodes support (missing in trunk) should be easy to slot in now :) |
Revision 933a65a by Campbell Barton June 26, 2011, 11:08 (GMT) |
2d version of line/circle intersec function. |
Revision 913738a by Dalai Felinto June 26, 2011, 09:10 (GMT) |
Fix in texts for Mesh.materials.pop() found by accident while studying how to append materials from python ;) |
Revision 3de7a67 by Mitchell Stokes June 26, 2011, 08:42 (GMT) |
This solves the issue of having symlinks in the LIBDIR path (CMAKE Windows). Hopefully it doesn't break other things. |
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