Revision 1bca838 by Arystanbek Dyussenov January 5, 2010, 19:21 (GMT) |
Merge from trunk -r 25003:25745. |
Revision 0a0d43a by Arystanbek Dyussenov January 5, 2010, 17:42 (GMT) |
Merge -c 25001,25310,25311,25638,25746 from COLLADA branch into trunk. |
Revision 06d548b by Arystanbek Dyussenov January 5, 2010, 16:07 (GMT) |
COLLADA branch: bone anim export works. Export-import roundtrip is possible. Importer now takes mesh bind position into account. TODO: read/write object-level anim on armatures and fix memleaks. |
Revision 73f84b2 by Brecht Van Lommel January 5, 2010, 15:23 (GMT) |
Particles: * Fix crash in mirror tool. * Added X Mirror option back to the UI, flag is now same as the one for edit and paint modes, stored in the mesh. |
Revision 9a3362c by Brecht Van Lommel January 5, 2010, 14:56 (GMT) |
BUGFIX: revision 25736 (about 3 hours ago) introduced a problem in SDNA for drivers, which will cause files that include drivers and saved since then to crash on load, and loading existing files to crash as well. This commit fixes that problem. So, don't use builds from revision 25736-25743. The problem is this line, SDNA does not support parsing #defines: DriverTarget targets[MAX_DRIVER_TARGETS]; |
Revision 88485f7 by Brecht Van Lommel January 5, 2010, 14:30 (GMT) |
Fix #20569: scons missing BF_NO_ELBEEM from allowed command line options. |
Revision a1034a0 by Brecht Van Lommel January 5, 2010, 14:27 (GMT) |
Fix #20571: run script operator crashes in 3d view. |
Revision d16547a by Brecht Van Lommel January 5, 2010, 14:26 (GMT) |
Alt+B view clipping is now taken into account properly for sculpt, particle edit and snapping, by clipping the view ray. |
Revision 01b762e by Campbell Barton January 5, 2010, 13:55 (GMT) |
fix for bpyob.foreach_set(), when the list is empty |
January 5, 2010, 12:14 (GMT) |
Revert previous preview render commit, causing some problems |
Revision b6598ed by Joshua Leung January 5, 2010, 12:12 (GMT) |
Quick fix for layout of Transform Channel var type, since on smaller regions, the widget sizes were too small to be useful. |
Revision 05cddaa by Joshua Leung January 5, 2010, 12:03 (GMT) |
Quick fix for previous commit - changing order of items in the variable type menu to make it easier to use the transform one. Also, forgot to mention in previous commit that I tweaked the path-renaming code to only rename driver targets that were being used, and commenting out some code there that wouldn't work... |
Revision 6fb1d0e by Joshua Leung January 5, 2010, 11:59 (GMT) |
More Driver Fixes: * Fixed Driver version-patching code to work correctly again with the new system. * Fix for bug #20484, by adding a new driver variable type ('Transform Channel') which makes it easier to use object/bone transforms as in the past. The main differences with using this (compared with the 'Single Prop' type) are that this allows for 'final' transforms to get used instead (i.e. constraints are also taken into account), and also that this variable type can only be used for transforms (more limited scope -> less flexibility -> point-n-click goodies can follow). Mancandy now loads correctly again. * Added toggle for local vs worldspace transforms when working with Rot/Loc Diff variable types, and also for the newly added Transform Channel * Removed some dead code from sequencer... |
Revision cce1d17 by Campbell Barton January 5, 2010, 11:47 (GMT) |
obscure feature: Display Custom Bone Shape at another bones transform. Brecht and I took a fair bit of convincing on this one however Cessen was jumping through hoops to do without this feature. Having the shape being an external mesh deformed by its own armature, which were both hidden but in the same layer *(so the depgraph would update them). Without this some of the bones in the rig also dont make much sense when animating with. |
Revision 52a2b82 by Campbell Barton January 5, 2010, 10:54 (GMT) |
speedup for driver execution, use PyUnicode_InternFromString() for variable names, cache hash and string -> unicode conversion for driver variables. |
January 5, 2010, 06:49 (GMT) |
* Modifications to node editor 'make links' tool, after some requests by Soenke Now it automatically decides how to connect the nodes up, based on the node positions. This lets you do fun stuff like in this video: http://www.vimeo.com/8548698 |
Revision 6e6560d by Martin Poirier January 5, 2010, 03:31 (GMT) |
Macro: insert macro properties into sub operator properties when run (this enables you to set a parameter on the macro itself and have the operator it runs use it). Note that macro properties are not initialized from its operators yet, you have to add them manually. Also, this isn't really nice if two operators in the macro have the same property. |
Revision 22c3297 by Martin Poirier January 5, 2010, 03:29 (GMT) |
IDGroup utility function to copy a group inside another one |
Revision 8f3db6b by Martin Poirier January 5, 2010, 03:26 (GMT) |
Rename extrude macro "Extrude and Move" (less confusion with the Extrude operator that just creates geometry and doesn't move it) |
January 5, 2010, 03:09 (GMT) |
Added render layer 'enable' toggles for render layer list view |
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