Revision f8ab477 by Joshua Leung October 13, 2009, 05:50 (GMT) |
2.5 Bugfixes: * Reverting some changes I made to try and get Action Groups with no viewable F-Curves, but were collapsed to get hidden. These were causing buggy behaviour * Move bones to armature layers, and change armature layer operators now use the new automatic properties drawing invoke callback. This allows changing the buttons there immediately affect the bones in the viewport * #19581: Text Editor: "Jump To" (go to line) not working Made this use the automatic operator props invoke callback, and fixed an RNA properties bug for this (the default value and range values were swapped). * PoseLib rename pose operator now works again. Once again, this uses the auto-props popup. Also, improved the code here while I was at it. * Disabled non-functional/old entry in Select Linked operator ("IPO's") |
Revision 7171c59 by Joshua Leung October 13, 2009, 02:21 (GMT) |
Changing the animation editor filters should now result in the editors updating in realtime afterwards again. |
October 13, 2009, 02:04 (GMT) |
* ui fix for texture influences |
Revision 3a1216a by Martin Poirier October 12, 2009, 22:33 (GMT) |
Project option for snap to faces. This is similar to the old retopo all option but uses the snapping code and not the openGL depth buffer (it's thus more precise). Not sure if making it available as a snap option is sensible, this is up for discussion. NOTE: it will get slow fast on large meshes, we need to plug in an acceleration structure into snapping. This will need an icon too. |
Revision 1fc6163 by Campbell Barton October 12, 2009, 21:12 (GMT) |
updated to work with 2.5x, currently no UI options. |
Revision 565622d by Campbell Barton October 12, 2009, 21:11 (GMT) |
skin tool from 2.4, am loathed to do this but durian artists want. |
Revision d2e1e0d by Campbell Barton October 12, 2009, 21:06 (GMT) |
remove C specials menus, reuse python ones from the header menu instead. |
Revision 10198e9 by Brecht Van Lommel October 12, 2009, 19:41 (GMT) |
Deep Shadow Buffer Since the deep shadow buffer summer of code project is not actively under development anymore, I decided to build my own DSM implementation from scratch, based on reusing as much existing shadow buffer code as possible. It's not very advanced, but implements the basic algorithm. Just enough so we can do shading tests with it, optimizations and other improvements can be done later. Supported: * Classical shadow buffer options: filter, soft, bias, .. * Multiple sample buffers, merged into one. * Halfway trick to support lower bias. * Compression with user defined threshold. * Non-textured alpha transparency, using Casting Alpha value. * Strand render. Not Supported: * Tiling disk cache, so can use a lot of memory. * Per part rendering for lower memory usage during creation. * Colored shadow. * Textured color/alpha shadow. * Mipmaps for faster filtering. * Volume shadows. Usage Hints: * Use sample buffers + smaller size rather than large size. * For example 512 size x 9 sample buffers instead of 2048 x 1. * Compression threshold 0.05 works, but is on the conservative side. |
Revision b5f820c by Campbell Barton October 12, 2009, 19:34 (GMT) |
added rna api MVert,MFace & MEdge index properties eg. for v in me.verts: print(v.index) added calc_edges as an option eg. mesh.update(calc_edges=True) This is needed when adding faces to an existing mesh which create new edges. |
Revision 0696cf2 by Brecht Van Lommel October 12, 2009, 19:19 (GMT) |
Fix #19631: soft size setting for lamps was not RNA wrapped correct. |
Revision d2551d1 by Brecht Van Lommel October 12, 2009, 17:16 (GMT) |
Bugfix: crash in assigning automatic vertex weights from armature. |
Revision 6b03b42 by William Reynish October 12, 2009, 17:00 (GMT) |
*Moved the texture reordering buttons to the side *Use same icons for reordering in constraints, modifiers. |
Revision 9c7fe13 by Damien Plisson October 12, 2009, 16:51 (GMT) |
Cocoa : fix secondary window display bug issue |
Revision 9cefe50 by William Reynish October 12, 2009, 16:34 (GMT) |
*Added ability to enable GLSL display in the 3D Views View panel (n key). *Commented out the Quad View options since they don't work yet. |
Revision fbde77c by Campbell Barton October 12, 2009, 16:00 (GMT) |
texture slots up/down back |
Revision 50fd4f9 by Campbell Barton October 12, 2009, 14:38 (GMT) |
minor changes to texture ui, not user visible |
Revision 0eab183 by Martin Poirier October 12, 2009, 13:37 (GMT) |
Following up on revision 23783 Transform saves back tool settings only when they weren't set as operator argument (and only when running modal). |
Revision f1a0df2 by Brecht Van Lommel October 12, 2009, 13:12 (GMT) |
Bugfix: texture nodes header was still showing wrong texture when using node materials. |
Revision e36003e by Campbell Barton October 12, 2009, 12:54 (GMT) |
macro's can set options for the operators they execute changed extrude, rip and duplicate to disable proportional editing however this gives a different problem now. Commented in transform.c // XXX If modal, save settings back in scene this changes disables the option whenever the macro used used. |
Revision 715f682 by Thomas Dinges October 12, 2009, 12:39 (GMT) |
Fixed [#19624] Small typo in Network Render. |
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