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Blenderin Git "master"-kehityshaaran kommitit.

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February 26, 2010, 02:33 (GMT)
[#21338] B-Bone display size crash [27127]

EditBones pretending to be pose bone when doing bone resize need a valid object pointer.

Tsk, who thought this was a good idea...
February 25, 2010, 22:12 (GMT)
VideoTexture: fix a bug with AV sync that was causing a loss of sync in case of rewind to the begining of the file.
February 25, 2010, 21:20 (GMT)
fix for camera rig that has locking on the camera but not the parent.
February 25, 2010, 21:10 (GMT)
error in view3d math commit.
February 25, 2010, 20:40 (GMT)
support for flymode with camera rigs, so the parent most object is actually flying.
February 25, 2010, 20:26 (GMT)
use math functions in view code, no functional changes.
February 25, 2010, 16:08 (GMT)
support for relative file loading and python paths.
means you can do...
blender -P foo.py
where foo is $PWD/foo.py
February 25, 2010, 15:41 (GMT)
select parent/child in object mode with [] keys, like pose mode.
also needed to extend the RNA api to allow C to set enums without meaningful values.
February 25, 2010, 15:10 (GMT)
fix for warnings, add back pose relax into the pose menu.
Revision 4b80d4e by Joshua Leung
February 25, 2010, 12:01 (GMT)
AnimViz (Motion Paths + Ghosting) panels are registered so that they will show up in a sensible location in the properties window. Also made these panels collapsed by default.
February 25, 2010, 06:05 (GMT)
BGE Dome: BlenderPlayer Console arguments: warpdata working now (only with absolute path)

I forgot to say in the last commit that those arguments are only for the BlenderPlayer.
we can now set external warpdata files.

2Do:
(1) convert relative to absolute paths for warpdata files
(2) investigate weird bug on lack of light in blenderplayer with warpmesh

... [old 2Do]

(3) documentation
(4) preserve scene settings (at least scene->gm.dome) even if you load a new file inside the game (e.g. Yo Frankie loading new levels)
February 25, 2010, 03:13 (GMT)
Added a Recovery space in splash so new users don't panic when they
loose work (close by mistake or a crash)
Revision 88d6250 by Janne Karhu
February 25, 2010, 01:57 (GMT)
Fix for [#20647] Children from particles on a subsurf mesh don't render correct
Revision 8b9e0e9 by Janne Karhu
February 25, 2010, 00:03 (GMT)
Particles with "no physics" didn't stick to the emitter like they were supposed to.
Revision d1f19d7 by Janne Karhu
February 25, 2010, 00:03 (GMT)
Fix for [#19955] 2.5 Particles are calculated wrong when object has any transform animation
* The exact location of particle birth wasn't cached if cache step was greater than 1, so the interpolation from an unborn particle to a living one wasn't accurate at all.
* Although not ideal, the current solution is to copy the birth location to the previous cached frame so it's always exact. This should work properly for memory & disk cache.
* This fix shouldn't cause any problems, but exhaustive tests of caching are difficult so be sure to let me know if there's strange behavior.
February 24, 2010, 23:01 (GMT)
BGE Dome: Console arguments: angle, tilt, mode and warpdata (not working yet)

2Do:
(1) open external warpdata file
(2) documentation
(3) preserve scene settings (at least scene->gm.dome) even if you load a new file inside the game (e.g. Yo Frankie loading new levels)
otherwise it's a nightmare to update all your files every time you change your projection system. See note.
Maybe SYS_WriteCommandLineInt/Float/String can be used for that. Gotta investigate further.

* Note: an external warpdata file is a must ! Currently every time you need to calibrate your system you have to update the warp file in all your demo files. This is terrible. I'm glad I *now* have a dome near by to test it ;)
* FYI: A recent 'Yo Frankie in a dome' video if you want to see how it works: http://www.vimeo.com/9629626 I'm going to record a better one tomorrow.
February 24, 2010, 21:53 (GMT)
Bugfix: FPS Frame Step had wrong minimum value. Animation rendering would fail if set to zero.
February 24, 2010, 20:11 (GMT)
view selected now uses boundboxes of dupli-objects and ignores centerpoints of the instance objects when it has duplis. view selected also working again for selected paint mask faces.
February 24, 2010, 18:06 (GMT)
hair was running collision functions (copy to/from collision arrays), even when collision could not be done.
February 24, 2010, 17:14 (GMT)
getting double frames problem, set the epsilon to 100th of a frame rather then 100,000th.
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