Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

Page: 5023 / 5574

November 19, 2007, 10:49 (GMT)
typo in Text3d, weightpaint_invert wasnt working properly
November 19, 2007, 10:17 (GMT)
simple weight invert script for the weightpaint menu, removed a print from weightpaint_average.py
November 19, 2007, 00:27 (GMT)
#ifdef sse headers
November 19, 2007, 00:01 (GMT)
fixed sse copy-paste glitch + #define __SSE3__ thanks to Lynx3d
November 18, 2007, 17:44 (GMT)
== Sequencer ==

Well, added unnecessary pad variables after a fight with makesdna...

November 18, 2007, 17:39 (GMT)
General cleanup in sequencer:

- Seperated StripData into
StripData
TStripData
where StripData holds only image-filenames and TStripData holds
the working information needed for ImBuf caching.
=> Large drop in memory usage, if you used a lot of movie and meta strips.
=> Fixed bugs in "duplicate" on the way (imbufs where copied around without
taking reference counting seriously...)
=> Code is much cleaner now
- Added defines for TStripData->ok
Finally figured out, what the magic values ment and named them properly :)
- Got rid of Sequence->curelem.
Reason: very bad idea(tm) for multi threading with more than one render
thread. Still not there, but this was a real show stopper on the way.

November 17, 2007, 21:12 (GMT)

Fix for multimodifier commit breaking game engine compile.

November 17, 2007, 14:21 (GMT)
Selecting an image in editmode now adds UV's if they are not there (before assigning the image)
November 17, 2007, 01:17 (GMT)
wizard_curve2tree - more twig options
- gravity (like particles)
- follow parent (like gravity but use the parent normal)
- limit the number of twigs on each branch
- limit the radius that a twig may be placed on a branch
- trim the base of branches in a way that better deals with small branches on large branches

November 16, 2007, 15:46 (GMT)
Long outstanding feature request: "Multi Modifier"

This allows to mix between the result of 2 modifiers, with both
using the same input state. This is useful for having a mesh deform
and armature deform working together.

However! This functionality could have been presented better...
this is actually Node editor stuff!

Now it works by adding a "MM" button, next to the "overall vgroup"
option. If MM is pressed, the input of this modifier is the same as
the input of the previous modifier.
Only the armature modifier has this option now...





November 16, 2007, 14:47 (GMT)
* wizard_curve2tree.py - Automatic alpha blended, textured image joins using material textures and UV layers. Also added some detail options and made it easier to get low poly results.

* Mesh.c bugfix, "mesh.verts = None" didn't set the mesh->mselect pointer to NULL, wizard_curve2tree so would crash when in editmode.
* Texture.py - MTex.uvlayer doc was missing
* buttons_shading.c - Stencil tooltip was stupid.

November 16, 2007, 14:41 (GMT)
November 16, 2007, 14:24 (GMT)
Fixed DNA issue, some optional SSE stuff in (experimental, only 2 functions => not likely to be ever in trunk), BE AWARE: not compatible with old cloth files, many fixes in general, deactivated selfcollisions due to WIP
November 16, 2007, 12:23 (GMT)
= Fix for softbody collision mode selector =

This commit makes all softbody collision modes work as they should.

Thanks to Genscher for noticing the issue.

bjornmose, please check this commit.
November 15, 2007, 19:02 (GMT)
Bugfix #7552

Panels with different width or height, should give a re-align call
when tabbed and tabs switch

November 15, 2007, 13:38 (GMT)
Bugfix #7631

Outliner: change name of library path to become relative gave
incorrect warning.

November 15, 2007, 12:16 (GMT)
put the revision number in the splash screen (scons and make)
November 15, 2007, 12:15 (GMT)
Proxy fix:

Armature Proxy: the 'free pose channel' didn't restore the custom shapes
when reloading file.

Revision cbceb9b by Matt Ebb
November 15, 2007, 06:07 (GMT)
* Fixed own bug: glossy reflections was erroneously giving a
distorted copy of the original face normal, meaning that on
smooth shaded faces, sometimes the check to keep rays
reflected out away from the face wasn't working, and the ray
would intersect when it shouldn't.
Revision d273ae0 by Matt Ebb
November 15, 2007, 00:11 (GMT)
* New material option: TexFace Alpha

This is an additional option for 'TexFace', which uses the alpha of
the UV assigned faces as well as the colour. It appears in material
buttons as a little 'A' button next to 'TexFace', when 'TexFace is
switched on. It's a bit horrible, but no point tweaking that layout in
isolation at this stage.

This image is using texface alpha, with different assigned images, all
sharing the one material:
http://mke3.net/blender/devel/rendering/texface_alpha.jpg

Usually I consider texface (and teaching people to use it for UV
mapping) to be pretty evil, but in some cases, when you have lots of
separate images that you want to control in the one material, it can
be quite handy.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021