Revision 250c2fe by Brecht Van Lommel November 23, 2010, 20:32 (GMT) |
Fix #24834: curves extrude + bevel gave bad normals on rendering. This happened when removing vertex normal flipping in the render engine. But actually the normal of the first face in the curve was flipped on rendering, because it used a different vertex order than other places. Also removed the hack that computes a face normal only from a triangle instead of a quad. |
Revision c88991a by Ton Roosendaal November 23, 2010, 19:06 (GMT) |
Small feature fix: zero-user blocks get indicated with "0" again in browsing. |
Revision 6c19670 by Ton Roosendaal November 23, 2010, 17:28 (GMT) |
Bugfix #24860 On entering editmode Curve/Nurbs, the undo buffer was not correct; storing old Curve/Nurbs object name. This caused for example the Operator tool redo options to fail; it added another curve on first use (with user pref "enter editmode). Solved with adding good undo push + nicer code for curve and nurbs naming. |
Revision 68b49aa by Campbell Barton November 23, 2010, 17:14 (GMT) |
use unit system for the grid floor (was only ortho before). |
Revision 96dafef by Campbell Barton November 23, 2010, 16:45 (GMT) |
minor edits to exception formatting (remove ... or n from suffix) |
Revision 97488b0 by Campbell Barton November 23, 2010, 16:10 (GMT) |
bugfix [#24871] Unwrapping with Smart Project give a bad result. |
Revision 8686f46 by Campbell Barton November 23, 2010, 16:07 (GMT) |
fix for typo in mathutils vec.to_track_quat() argument parsing. |
Revision c51d075 by Janne Karhu November 23, 2010, 15:16 (GMT) |
Changed some ui names for smoke parameters to make things less ambiguous. |
Revision 513f014 by Janne Karhu November 23, 2010, 14:40 (GMT) |
Fix for [#19706] Smoke 'sticks' to Collision objects initial position * Smoke got emitted inside collision cells, so it got stuck there. |
Revision 620ba31 by Campbell Barton November 23, 2010, 14:38 (GMT) |
changes in own recent commit broke MSVC building. |
Revision 0e9b664 by Campbell Barton November 23, 2010, 14:14 (GMT) |
Changes to the ortho grid drawing based on discussion with Ton. - ortho grid now draws scaled by the view3d 'Scale' setting, venomgfx noticed this was missing. - so as not to confuse add scale next to unit display text, so rather then "Metres" it shows "Metres x 1.5" otherwise its confusing that grid lines are not in exact units. - changed grid spacing to grid scale (needed for more logical behavior with units) - when units are enabled grey out subdivisions. |
Revision 4aeeee8 by Janne Karhu November 23, 2010, 14:04 (GMT) |
Cached smoke wasn't being drawn on file load before going to simulation start frame. |
Revision 8f37be3 by Campbell Barton November 23, 2010, 13:28 (GMT) |
transform snapping to a unit scaled grid was broken. |
Revision 60d1381 by Campbell Barton November 23, 2010, 12:23 (GMT) |
fix [#24870] ObjectActuator.offset_rotation in radians |
Revision ee1d2ad by Campbell Barton November 23, 2010, 12:05 (GMT) |
partial fix for [#23532] - Python calling operators didn't run WM_operator_properties_sanitize() so enum functions called from python were given a NULL context. - PROP_ENUM_NO_CONTEXT and PROP_NEVER_NULL used the same value in the enum (possible conflict). |
Revision 855b83c by Janne Karhu November 23, 2010, 11:15 (GMT) |
Particle fluid and boid settings didn't have a valid rna path, so they couldn't be animated. |
Revision ce22959 by Campbell Barton November 23, 2010, 08:44 (GMT) |
use zero initializers instead of memset(), also change PointerRNA_NULL from an extern into a define. |
Revision 225be0c by Doug Hammond November 23, 2010, 00:23 (GMT) |
extensions_framework: fix UI drawing logic |
Revision 8a4b42b by Doug Hammond November 23, 2010, 00:06 (GMT) |
extensions_framework: fix UI drawing bug and some redundant code |
Revision e1506d1 by Joshua Leung November 22, 2010, 23:59 (GMT) |
Partial fix for #24773: Material Nodes - there isn't able to set keys on Mapping coordinates Playback now works. The problem was that material/texture nodetrees were getting ignored completely, as I was assuming that all of these existed in the main->nodetree collection when in fact only the "group" nodetrees lived there. I don't really agree with this, but that's the way it is... TODO: animation editor support still to come |
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