Revision 42d43de by Joshua Leung July 12, 2008, 05:00 (GMT) |
== Action Editor - NKEY Properties Panel == When the NKEY is pressed in the Action Editor while hovering over the keyframes area, a floating properties panel can now be accessed. It shows relevant properties for the active channel, however this is currently only for Action Groups. Action Channel support will come later. The key benefit of this panel is that it is now possible to edit the colour set used by a group. Also, there is a button for selecting all the channels in that group (which can also be done by simply Ctrl-Shift clicking on any group). |
Revision d124d3c by Maxime Curioni July 12, 2008, 04:02 (GMT) |
soc-2008-mxcurioni: first part of the Freestyle Python implementation. A new Freestyle module is added. The following modules are implemented: BinaryPredicate0D, BinaryPredicate1D, Id, Interface0D, Interface1D. I added a Convert module to help in the creation of Python objects for Freestyle's data structures. I also added a missing file for guarded_alloc needed for compilation on Windows. |
Revision 1ffdc66 by Janne Karhu July 11, 2008, 23:47 (GMT) |
Fix for bug [#13479] Particle system "corrupts" when changing material colour and used in conjunction with softbodies - changing particlesystem settings for hair particles cleared & recalculated everything even when hair softbody was baked |
Revision 21d032e by Andre Susano Pinto July 11, 2008, 19:46 (GMT) |
Added sphere cast (tought it doenst seems to solve the intersection problem) Fixed SweepingSphereIntersectsTriangleUV |
Revision b369936 by Daniel Genrich July 11, 2008, 18:08 (GMT) |
Fix for several memory leaks in fluidsim (found with Valgrind). |
Revision efb2639 by Daniel Genrich July 11, 2008, 17:08 (GMT) |
Memory leak fix (found with Valgrind) |
Revision c83e32f by Daniel Genrich July 11, 2008, 14:44 (GMT) |
Revision 3fce5ba by Daniel Genrich July 11, 2008, 14:11 (GMT) |
Memory leak fix: br_find_exe() uses strdup() which uses malloc and therefore the returned string needs free'ing (Found with valgrind). |
Revision 2e144ab by Joshua Leung July 11, 2008, 00:36 (GMT) |
Bugfix #17306: Missing refresh call for button in UserPrefs Autokey settings were missing redraw for Info-window |
Revision de1987e by Martin Poirier July 10, 2008, 21:04 (GMT) |
First draft for simulated annealing optimization method (disabled because not ok yet) |
Revision ccc62d3 by Martin Poirier July 10, 2008, 18:48 (GMT) |
Use tree length as parameter for multi resolution filtering. This is the begining of the simplification phase (meaning less parameters to mess up users) |
Revision 8eab9e1 by Brecht Van Lommel July 10, 2008, 18:11 (GMT) |
Fix for bug #14411: missing preview render redraw for a few lamp buttons. |
Revision 7971d7c by Brecht Van Lommel July 10, 2008, 16:29 (GMT) |
Fix for bug #14665: stars not working in 3D view. |
Revision 46493c0 by Brecht Van Lommel July 10, 2008, 15:30 (GMT) |
Fix for bug #17292: vertex paint blur darkens the colors as you paint, due to old optimization to use >>8, but this is equivalent to /256, and it should be /255. |
Revision fbc1053 by Martin Poirier July 10, 2008, 15:15 (GMT) |
Special multi resolution lookup on first arc, because the lowest node can get filtered out too. |
Revision 310a37c by Campbell Barton July 10, 2008, 14:23 (GMT) |
Adding an option for action actuator - "Continue" this means animations always play from where they left off. Continue was the 2.46 operation too, so new functionality is the option to disable. When using states, an action like kick or throw can often switch out before finishing playing the action, and there was no way to play from the start frame the second time round. (even setting the actions current frame through python doesn't work work) |
Revision 99fdf27 by Brecht Van Lommel July 10, 2008, 12:47 (GMT) |
Sync with Apricot Game Engine ============================= * Clean up and optimizations in skinned/deformed mesh code. * Compatibility fixes and clean up in the rasterizer. * Changes related to GLSL shadow buffers which should have no effect, to keep the code in sync with apricot. |
Revision 3d73585 by Joshua Leung July 10, 2008, 01:47 (GMT) |
AutoMerge Keyframes option for Action/NLA editors will now also delete duplicate keyframes if a Duplicate (SHIFT-DKEY) operation is cancelled. |
Revision 5c82516 by Geoffrey Bantle July 10, 2008, 00:46 (GMT) |
-> Support for Custom Data in bevel modifier Added Customdata to Bmesh <-> derivedmesh functions |
Revision 496a9c1 by Joshua Leung July 10, 2008, 00:15 (GMT) |
Apricot Request: When changing the active action in the NLA editor with NLA-override off, armatures now have their restpose applied before the new action is evaluated. I've commented the code here to make it clearer what is going on. |
|