Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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Revision 71ec3f0 by Joshua Leung
February 8, 2011, 09:57 (GMT)
Text Editor Bugfixes:

The poll() callbacks used in the Text Editor for scrolling and text-
block unlinking operators were too restrictive when the text block was
lib-data.

- Scrolling lib-linked texts is useful for just checking out parts of
the linked-in file that aren't visible on screen already. For example,
checking the specific rig that some UI panels script will work on, or
reading a "README.txt" linked in with notes on which layers various
controls are on. It should be fine that this temporarily modifies the
linked text-block (but for view-settings which will can be reset
later/on file load without any real consequences).
- Unlink operator should be able to be run, otherwise it would be very
difficult to remove linked files from a file (?)
Revision 37f55ec by Lukas Toenne
February 8, 2011, 09:14 (GMT)
Group node type info is now also initialized with helper functions.
Revision 803c7fb by Lukas Toenne
February 8, 2011, 09:02 (GMT)
Finished the node type definition cleanup started in r34682. All static node types should now use the node_type_* definition helpers to initialize their bNodeType structs.
February 8, 2011, 06:22 (GMT)
problem with blender and python 3.2
- python 3.2 does 'import site' on startup which now tries to parse pyconfig.h which isn't copied. so for now just run without importing 'site', alternative would be to copy the header file for posix systems.
- cache PYTHON_VERSION variable so it can be set to 3.2, needed for copying python installation's other then 3.1.
Revision 9d6f9e7 by Joshua Leung
February 8, 2011, 05:51 (GMT)
Bugfix [#25814] ChildOf constraint: double transformation in object
mode with drivers

ChildOf constraints added using the PoseBone.constraints.new() method
via Python scripts instead of using the operator (this latter method
is still the preferred/recommended method) were not getting some
critical flags set, causing errors arising from space conversions
being performed more than once.
February 8, 2011, 03:37 (GMT)
fix [#25975] Quaternion/Vector.negated() isn't available
theres no need for value.negated(), better use -vec / -quat. however -quat didn't exist.
February 8, 2011, 02:09 (GMT)
Change in behavior to shrinkwrap modifier's offset value with negative enabled.
- negative ray casts would invert the offset direction.
this meant if positive and negative were enabled at once and the mesh was slightly inside & outside the object it wrapped,
the offset would be applied in opposite directions.
This way the offset is always along the vertex normal.

- allow negative offset from RNA, could be useful and no benefit to disable.
February 8, 2011, 01:56 (GMT)
[#25693] Netrender "shadow" images with last frame always appear

Render engine postprocess property was not named properly
February 8, 2011, 01:43 (GMT)
fix [#25801] Shrinkwrap Offset problems with Project mode.

The positive result from the previous ray-cast is used again, inadvertently negating the offset from the first hit (acts as if no offset is applied).
February 8, 2011, 00:18 (GMT)
un-initialized flag used with commit r34695.
February 8, 2011, 00:10 (GMT)
fix own error in recent commit [#25970] cannot create scale matrix after mathutils updates
February 8, 2011, 00:01 (GMT)
mailed Stani Michiels and he's ok to switch his console autocomplete to GPLv2 or later.
Revision d454d6c by Joshua Leung
February 7, 2011, 23:21 (GMT)
Bugfix: Constraint target validation code was broken

While testing Apply Visual transforms last night, I noticed that
setting a constraint to use its owner as its target was allowed and
didn't trigger any warnings. This clearly doesn't do any good and is
different from the old behaviour.
February 7, 2011, 22:48 (GMT)
minor edits, no functional changes.
- BGE was getting MCol array and not using it.
- use list lookup functions for getting constraint from pose bone.
- use const char * in more places.
February 7, 2011, 21:57 (GMT)
GLSL shader part

bump-mapping update to properly support
multiple textures in different bump-spaces.
February 7, 2011, 21:55 (GMT)
bump-mapping update to properly support
multiple textures in different bump-spaces.

kudos to M.L.Mikkelsen (sparky) for helping with the math! :)
February 7, 2011, 18:42 (GMT)
Logic UI: Game Actuator options renaming
After talking with Ton Roosendaal we agreed on making those changes.
I wonder if we should go for "Start Game" instead of "From File". But Space is not a constraint here so be it.
February 7, 2011, 18:24 (GMT)
Logic UI: Armature Actuator + general Captalizing 1st letter of UI text
- Armature Actuator now only shows the "Secondary Target" option when the Bone Constraint supports it (IK only now).
-- that may be overkill I don't know. It shouldn't slow down the UI considerably, so it should be fine. Easy to revert if needed though.

- renaming things such as "Start frame" to "Start Frame"

February 7, 2011, 18:09 (GMT)
Bugfix 25965

New "auto render" now prevents calling anim-updates, that's
not needed (and popped back transformed keyed objects).

February 7, 2011, 16:41 (GMT)
Todo/feature request

When using masks or other simple 3D elements in composites, doing
a layer re-rendering on a node is a bit clumsy all the time.

This commit does two things to help:
- new hotkey "Z" in node editor automatically finds render layer
that changed and re-renders it + composites
- option "Auto Render" does same, but then after every transform
edit in 3D window

The latter is experimental; real & proper system for this requires
full threaded render support (like previews). But it works!

Demo file:
http://download.blender.org/demo/test/auto_composite.blend

Important fix:
After any render, all the render layers were tagged "changed", which
caused any edit to first totally recomposte everthing. Now it only
composites changes.

Implementation notes

- DAG scene flush now sets 'changed' flags in render layer nodes
- Added notifier for 'transform finished' to trigger the update,
this is temporarily.



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