Revision d1e3bbd by Nathan Letwory June 11, 2008, 11:36 (GMT) |
* small fix for compiling with scons 0.98.x |
Revision d0fc57e by Campbell Barton June 11, 2008, 10:45 (GMT) |
[#13723] Select -> Grouped -> Objects in Same Group doesn't work directly after appending Menu was shown even when it couldn't do anything. behavior now matches the object copy menu. |
Revision a019f1d by Brecht Van Lommel June 11, 2008, 10:10 (GMT) |
2.5 Branch ========== * Changed wmOperatorType, removing init/exit callbacks and adding cancel callback, removed default storage in favor of properties. Defined return values for exec/invoke/modal/cancel. * Don't allocate operator on the stack, and removed operator copy for handlers. Now it frees based on return values from callbacks, and just keeps a wmOperator on the heap. Also it now registers after the operator is fully finished, to get the correct final properties. * Changed OP_get_* functions to return 1 if the property is found and 0 otherwise, gives more readable code in my opinion. Added OP_verify_* functions to quickly check if the property is available and set if it's not, that's common for exec/invoke. * Removed WM_operatortypelist_append in favor of WM_operatortype_append which takes a function pointer instead of a list, avoids macro's and duplicating code. * Fix a crash where the handler would still be used while it was freed by the operator. * Spacetypes now have operatortypes() and keymap() callbacks to abstract them a bit more. * Renamed C->curarea to C->area for consistency. Removed View3D/View2D/ SpaceIpo from bContext, seems bad to keep these. * Set context variables like window/screen/area/region to NULL again when leaving that context, instead of leaving the pointers there. * Added if(G.f & G_DEBUG) for many of the prints, makes output a bit cleaner and easier to debug. * Fixed priority of the editors/interface module in scons, would otherwise give link errors. * Added start of generic view2d api. * Added space_time with some basic drawing and a single operator to change the frame. |
Revision ef0ea17 by Campbell Barton June 11, 2008, 09:04 (GMT) |
bugfix, off by 1 error when filling in uninitialized values for new ID values when the requested name length was greater to or equal to 21. Also replaced incorrect use of strcpy with memmove since the strings overlap |
Revision bdb3ef0 by Campbell Barton June 11, 2008, 05:25 (GMT) |
Increased new nla, sound, action, ipo, timeline spaces max zoomlevel to use MAXFRAMEF, so you can view an entire animation ans so all time spaces have the same maximum which is important when the views lock to each others zoomlevel. Not ideal since it only affects newly created spaces, but probably not worth going through doversions since it wont effect many blender users. |
Revision dce7e070 by Martin Poirier June 10, 2008, 21:15 (GMT) |
Skeleton generation Add option to select bone placement on embedding (following last commit). Add option for distance to embedding adaptive subdivide (for comparison with correlation based method) |
Revision d086126 by Geoffrey Bantle June 10, 2008, 16:18 (GMT) |
-> Stack corruption in viewline in viw.c viewline() would write past the end of an array allocated on the stack causing crashes. Fixed this. Martin, could you take a look at this? |
Revision 48bf0ef by Ian Thompson June 10, 2008, 15:25 (GMT) |
Improvements to whole-word ops (thanks mindrones for suggestions). |
Revision 70453c9 by Campbell Barton June 10, 2008, 10:26 (GMT) |
bugfix, missing calls to free editmesh index arrays |
Revision f72d450 by Peter Schlaile June 10, 2008, 05:12 (GMT) |
== redcode == This makes it work for Mac OS X. Thanks to Jean-Luc Peuriere for the patch. |
Revision 1920379 by Campbell Barton June 9, 2008, 22:54 (GMT) |
error in variable name, not sure how this even compiled |
Revision fd1faa5 by Martin Poirier June 9, 2008, 18:41 (GMT) |
Merge from Apricot Revisions 14897, 14913, 14914, 14915, 14929, 15009, 15046 --------------------------------------------------- Snappy stuff * Align rotation with snapping target: rotate the object, aligning it with the target (object mode only - temporarily) (New icon in the header when snap is turned on) * Snap to different mesh elements (face, edge, vertice): snapping target slide on faces and edge or use exact position of vertice. When using Align rotation with edge snapping, the normal is interpolated as you slide along. Snaps correctly to derived mesh (sculpt, modifiers, ...) and duplis. In object and edit mode. NOTE: The snapping code is now based on faces, so even if you're snapping to vertices or edges, it will not work on meshes without faces. This might change if needed. |
Revision 8c68895 by Martin Poirier June 9, 2008, 18:07 (GMT) |
Revision 14869 merged from apricot ---------------------------------- Centralize handling of individual center for rotations |
Revision d5c80a3 by Martin Poirier June 9, 2008, 17:50 (GMT) |
Revision 14929 partial merged from apricot (partial because I'll merge all snap code in one fell swoop after the libs are done) ---------------------------------- object: ray - boundbox intersection test |
Revision ccc78ee by Martin Poirier June 9, 2008, 17:22 (GMT) |
Revision 15045 merged from apricot ---------------------------------- Small fix to derivedmesh for snapping: don't create origindex for editmesh derivedmesh since it's not being filled correct anyway. |
Revision ac0a919 by Martin Poirier June 9, 2008, 17:16 (GMT) |
Revision 14894 merged from apricot ---------------------------------- Arith: - axis angle to quat conversion function - short to float / float to short normals conversion function (eventually, we could go over the go and replace copy/pasted code everywhere) - ray triangle intersection (to complement the line triangle intersection function) View: - viewray / viewline (get near plane point under mouse and ray normal/far point) Particles: - extract viewline from brush_add function |
Revision 83af2c1 by Martin Poirier June 9, 2008, 16:54 (GMT) |
PATCH: [#13656] Bad rotation computing for manual rotation higher than 180 degrees By Fabrice Tiercelin This enables rotation angles of more than 180 degrees to result in the same rotation applied to the object (the result used to be clamps between -180 - 180 of the initial rotation). The patch had to be modified to deal with IPO keys properly |
Revision 4e2bb89 by Brecht Van Lommel June 9, 2008, 16:49 (GMT) |
Added back a feature from the old particle system: negative start frame. At the moment this does mean it will compute all the frames before the point caching start frame on the first frame, which might be slow. |
Revision f39758c by Campbell Barton June 9, 2008, 15:45 (GMT) |
adding clip alpha (binary alpha) to the 3D view and game engine. |
Revision 10d59e7 by Ian Thompson June 9, 2008, 14:04 (GMT) |
|