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Blenderin Git "master"-kehityshaaran kommitit.

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January 5, 2010, 19:21 (GMT)
Merge from trunk -r 25003:25745.
January 5, 2010, 17:42 (GMT)
Merge -c 25001,25310,25311,25638,25746 from COLLADA branch into trunk.
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.
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.

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];

January 5, 2010, 14:30 (GMT)
Fix #20569: scons missing BF_NO_ELBEEM from allowed command line options.

January 5, 2010, 14:27 (GMT)
Fix #20571: run script operator crashes in 3d view.

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.

January 5, 2010, 13:55 (GMT)
fix for bpyob.foreach_set(), when the list is empty
Revision cc72f7e by Matt Ebb
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...
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.
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.
Revision d16ea70 by Matt Ebb
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
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.
January 5, 2010, 03:29 (GMT)
IDGroup utility function to copy a group inside another one
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)
Revision 3398dd0 by Matt Ebb
January 5, 2010, 03:09 (GMT)
Added render layer 'enable' toggles for render layer list view
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