Revision 65af2e2 by Joshua Leung February 5, 2010, 11:52 (GMT) |
Bugfix for "Show Only Selected" option and Bones (in Animation Editors): If you have some bones selected, and then hide their layer, they would stay selected + visible even when you make another selection. Now, they are hidden and are no longer visible when they aren't on visible layers. Currently, this is only done if the channels are being filtered by visibility, but this could easily be changed to do without this check. Will see how this goes after some production testing. :) |
Revision c1bbda7 by Joshua Leung February 5, 2010, 11:39 (GMT) |
Armature Drawing - Active Bone: Active bones are now only highlighted if they are also selected. This reduces confusion over when something will get moved/edited. |
Revision 29e11e3 by Campbell Barton February 5, 2010, 11:32 (GMT) |
bugfix for proxying linked objects & action constraints, reference to linked actions were being lost. |
Revision 061f258 by Campbell Barton February 5, 2010, 10:17 (GMT) |
bugfix [#20936] Making lasso-selection of verts in weightpaint-mode "misses target" xray objects can overwrite the view's obmat. |
Revision 2a39fc2 by Joshua Leung February 5, 2010, 08:14 (GMT) |
Fly Mode Bugfix: Animation recording works again |
Revision ba6d50c by Joshua Leung February 5, 2010, 06:05 (GMT) |
Bugfix #20975: Deleting a constraint causes segfault Missing null checks in API functions. |
Revision f7a24a2 by Dalai Felinto February 5, 2010, 00:51 (GMT) |
BGE: Sound Actuator API act.time can set the sound position (float in seconds) act.is3D RO gives you the dimension of the audio act.minGain3D, maxGain3D ... set the 3D parameters of the sound ** PyDoc to be done. Jörg Müller (NeXyon) do you want to document them? The file is here: //source/gameengine/PyDoc/GameTypes.py + adding a missing n to KX_Scene.cpp. (kind of typo) |
Revision f32df64 by Dalai Felinto February 4, 2010, 23:51 (GMT) |
BGE fix: KX_Lamp using strcmp wrongly + typo in rna_define |
Revision 26a6949 by Tom Musgrove February 4, 2010, 23:03 (GMT) |
fixing blenderplay compiling |
Revision 9c5a752 by Campbell Barton February 4, 2010, 21:48 (GMT) |
use the camera's lens angle as radians. |
Revision fe5b216 by Campbell Barton February 4, 2010, 19:24 (GMT) |
access spot size in radians from python. |
Revision eedf5cb by Campbell Barton February 4, 2010, 16:54 (GMT) |
reading in hair with dynamics wasnt working but mostly crashed when duplicating the object. from reading all places dynamic hair is used I think these changes are correct (cloth seems to share pointcache with the psys) but its not obvious. jahka: please check this is ok. |
Revision eaca7fa by Campbell Barton February 4, 2010, 16:30 (GMT) |
when autodepth is enabled use the z-depth for placing the cursor. |
Revision a6bbdae by Campbell Barton February 4, 2010, 10:42 (GMT) |
sync the custom transform option for proxies |
Revision b7e3862 by Campbell Barton February 4, 2010, 09:59 (GMT) |
fix for crash when deleting duplictaed objects with particle systems cloth modifier was copied but not assigned to the new psys. |
Revision 843b0e3 by Joseph Eagar February 4, 2010, 00:17 (GMT) |
ghash tweak to not do so much preallocation |
Revision 0020de7 by Benoit Bolsee February 3, 2010, 21:41 (GMT) |
BGE: Optimize Soft body conversion: don't create BVH structure. A btBvhTriangleMeshShape object is created when converting a mesh to physics, also in case of Soft body although the soft body will not use it (it only uses the mesh interface). This patch keeps this system for compatibility with the KX converter but avoids the creation of the BVH structure, which consumes a lots of CPU. This should speed up significantly the conversion of large mesh to softbody. A secondary optimization is that the sharing of shapeInfo is extended to rigid body using gImpact. Before it was only active between static body and soft body. |
Revision 02d9da1 by Campbell Barton February 3, 2010, 21:33 (GMT) |
[#20681] Text beveling works incosistently when not justifying text left as changed in 2.4x |
Revision 7516a56 by Joshua Leung February 3, 2010, 21:33 (GMT) |
Small tweaks to Knife Cut - Number of multicuts can now be set (only usable for multicut mode) - Midpoint cutting is now done using shift-k + drag hotkey mapping These were just minor properties changes, which shouldn't be too much of a hassle for BMesh merging. |
Revision ec57889 by Benoit Bolsee February 3, 2010, 21:20 (GMT) |
Add btBvhTriangleMeshShape::buildOptimizedBvh() in preparation of next commit. This patch has been approved already and will be in Bullet 2.76. |
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