Revision 70df57d by Dalai Felinto December 8, 2010, 06:59 (GMT) |
BGE BugFix: [#24052] Can't change dynamic object's orientation using python (fix by Benoit) from the tracker: """The required functionality is provided by the localOrientation property: setting this value will change the dynamic object orientation. This is because dynamic object have no parent and thus the local and world orientation are identical. However, setting worldOrientation will only change the scenegraph node, which has no effect as the physics controller will reset the orientation on next physics synchronization.""" |
Revision 2692dc5 by Campbell Barton December 8, 2010, 05:51 (GMT) |
bugfix [#25082] minor bug. RGB to Intensity doesn't works for Lamps - This is working correctly but confusing, made more confusing by UI problems, corrected these and updated tooltop for 'tex.use_rgb_to_intensity' - bad RNA arguments used for lamps (left over from RNA renaming). - use isinstance(...), rather then comparing type() directly, this failed with lamp type checks. - removed redundant argument to internal texture UI function factor_but(). - the texture color was drawn inactive when it was used in some cases. Note. AFAIK its not possible to do a general check to see if a texture is colored or not, eg: its possible a plugin texture returns color in some cases and greyscale in others. so for now always have color button active. |
Revision 1f16e68 by Campbell Barton December 8, 2010, 04:40 (GMT) |
bug [#25081] changes to pose bone selection state via python have no effect. Remove pose channel select, this is for internal use on read/write only. Its possible to have a convenience attribute but rather not fake bone data being in the pose channel. just access pose_bone.bone.select |
Revision 23a4933 by Campbell Barton December 8, 2010, 03:25 (GMT) |
fix for own change r33524, at the moment the context always has to be valid, noted with XXX. reported by Doug Hammond. |
Revision 2e667e4 by Campbell Barton December 8, 2010, 03:05 (GMT) |
Changed armature active bone so it is separate from selection this is consistent with active object, mesh editmode, curves & metaballs. - active is no longer assumed to be selected. this fixes a simple bug - eg: Adding a new armature, entering pose mode and toggling selection failed. - outliner editbone selection now works like object and pose mode. - mouse selection sets the bone active even when the tip is selected. - active, unselected bones draw as wire color with a 15% tint of the selected color. |
Revision 47d6166 by Campbell Barton December 8, 2010, 00:58 (GMT) |
fix [#25088] Add spot lamp causing crash this is actually an assert not a crash, when the lamp and view axis were aligned, the quat could not correctly be converted into a matrix. Now fallback to the X axis in this case. |
Revision 1a8665a by Janne Karhu December 7, 2010, 22:17 (GMT) |
Fix for [#25079] Duplicating object with particles system on it make Blender crashs * pointcache->cached_frames wasn't set to NULL when copying pointcaches * also set pointcache->edit to null just in case |
Revision b5ab398 by Sergey Sharybin December 7, 2010, 20:22 (GMT) |
Fix #25085: Enabling "Show Cone" on dupliverted buffer spots crashes Blender Cone can't be drawn for duplicated lamps, because lamps with cone are drawn after main draw function (from view3d_draw_transp) and list of duplicated object gets freed to this moment. Disable cone draw for lamps which are from dupli. |
Revision 9c76ff3 by Janne Karhu December 7, 2010, 12:58 (GMT) |
"Particle" texture coordinates for halo materials: * Particle age can now be used as the texture x-coordinate, and location in a particle trail as the y-coordinate. * This finally enables particles in 2.5 to change their color (or any other texturable material property) by their age. * In 2.4x this was accomplished with the "100 frames == particle age", but this was both non-intuitive and slow as the animation system had to be recalculated for every particle. * Currently these are 2d coordinates (age/lifetime == x-coordinate, trail particle index/number of trail particles == y-coordinate), but other particle properties or possibly even a user definable property can be added as coordinates in the future. * On the code side this uses the same coordinate definition number (for halo materials) as strand coordinates (for surface materials). This is also nice as they intuitively mean nearly the same thing, i.e. along strand or during particle life. |
Revision a98fc75 by Campbell Barton December 7, 2010, 12:51 (GMT) |
- fix for crash with constraint UI when using with a pinner object, with None active. - fix for material UI when the pinned data was not a material. - fix an error axis-angle drot label. |
Revision b5c2f9d by Janne Karhu December 7, 2010, 12:29 (GMT) |
Bug fix: Halos didn't use texture alpha |
Revision 3e7469c by Campbell Barton December 7, 2010, 11:57 (GMT) |
Added WITH_CXX_GUARDEDALLOC support for GHOST, disabled by default. |
Revision 6c32bff by Joshua Leung December 7, 2010, 11:03 (GMT) |
Bugfix #24163a: Unable to animate INSIDE a group node in the compositor (This commit doesn't fix the original bug reported in the report, but does fix one that was discovered while investigating that one) Trying to insert keyframes for nodes within group nodes was failing. This was caused by the ID-block for those UI widgets being set to the Node Editor's current ID-block (i.e. NodeTree) vs the NodeTree that those nodes lived in. The net result was that the paths couldn't be resolved, as the paths obtained for those widgets could only work up to the group's nodetree. |
Revision d3f9b0d by Joshua Leung December 7, 2010, 10:15 (GMT) |
Bugfix #25049: Compositing Nodes not Keyframable An error seems to have been introduced to the node-tree building at some point, which means that the ID-type for data-attached node trees was incorrect (i.e. scene->nodetree->id.name = NTREE_COMPOSIT instead of ID_NT). This in turn meant that the ID AnimData availability poll would fail, as the ID-type could not be determined. |
Revision 15d3774 by Campbell Barton December 7, 2010, 09:22 (GMT) |
bugfix [#25074] visible, selectable and render toggles in outliner not available outliner added UI buttons which exceeded the range of a short, use ints for x/y button positioning. |
Revision 46990b4 by Campbell Barton December 7, 2010, 08:52 (GMT) |
fix for own mistake, reported [#25076] Creating new empty crashes Blender |
Revision c5613de by Nathan Letwory December 7, 2010, 08:37 (GMT) |
Remove redundant VC_REDIST code, since it's not used anymore. |
Revision 8d284b7 by Campbell Barton December 7, 2010, 08:27 (GMT) |
error checking for setting operator string values for python operators, and get rid of annoying warnings (cmake/linux now builds without warnings again, except for extern libs). |
Revision d620ff8 by Campbell Barton December 7, 2010, 07:02 (GMT) |
2D text drawing - with the NLA on a small strip text was drawn under the scroll bar, now draw with same alignment as rectangle constrained text. - single alloc per text item. - was using opengl context rather then passing color value. |
Revision 6129369 by Campbell Barton December 7, 2010, 06:47 (GMT) |
minor internal python api change - pass the context rather then getting from BPy_GetContext() again. |
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