September 24, 2007, 13:17 (GMT) |
* Adaptive QMC ray shadow sampling wasn't working with transparent shadows - fixed. |
Revision d888a6e by Martin Poirier September 24, 2007, 12:25 (GMT) |
fix typo that broke compilation |
Revision 4809597 by Joshua Leung September 24, 2007, 12:14 (GMT) |
== NLA Editor == Added some features to the NLA Editor that had previously only been added for the Action Editor. * It is now possible to choose whether timing is displayed in Frames or Seconds like in many of the other Animation Editors. Use Ctrl-T or the View menu to change this. * Autosnap behaviour from Action Editor is now also available for the NLA Editor. It was partially done in the previous commit (for transform). Use the new combo-box on the NLA Editor header (like the one on the Action Editor header) to set this. * editaction.c: silenced a compiler warning from the previous commit related to a function which is no longer needed. |
Revision c4860af by Joshua Leung September 24, 2007, 11:29 (GMT) |
== Action and NLA Editor Transform == I've refactored the Action and NLA Editor Transform tools to use the Transform System instead of setting up their own transform loops. This should have happened ages ago, but no-one got around to doing so. * There are still a few bugs left to iron out of a few features, but on the whole it should work as well as it used to. These are: the values which get displayed when working with NLA-scaled actions may not all be correct yet; and the Time-Slide tool in the Action Editor is currently kindof broken. * One of the main benefits of this work, is that it is now possible to use Numeric Input during Transforms. * Also, a bug that meant that it was not possible to negatively scale keyframes in the Action Editor has been resolved. |
Revision 1fde6d4 by Campbell Barton September 24, 2007, 09:40 (GMT) |
Made the remaining UV py scripts work with editmesh now. DrawShadow option didnt check the final derived mesh had CD_MTFACE's can would crash when enabled with mirror modifier. |
September 24, 2007, 03:03 (GMT) |
* Changed the "Make Links -> To Scene..." menu to use a columned popup menu - more manageable when you've got a lot of scenes. Also changed an error message from using a popup menu to the proper error() function with icon etc. |
September 24, 2007, 02:18 (GMT) |
* Change/fix to texture comp node Previously if the texture node was not connected directly as the second input to a node like Mix, the size of the generated image was initialised to 140x140, which is not that useful. It now is initialised to the size of the render result if it exists, and if not, the size of the scene render sizeX/sizeY. This alleviates bug #7068, which is caused by the displace node trying to get pixels from a texture node, where the texture node doesn't contain pixels to cover the entire image (only 140x140) but it's not really a bulletproof solution... |
Revision 0b24ca1 by Campbell Barton September 23, 2007, 22:02 (GMT) |
bugfix - running scriptlinks did not initialize the armature weakref dict, thanks for finding caedes! this bug is in 2.45 but can work around by setting it manually --- import sys as pysys try: pysys.modules['__main__'].__arm_weakrefs except: pysys.modules['__main__'].__arm_weakrefs = {} --- changed how draw modes work - when displaying textured meshes in editmode, only draw selected edges when "Edge Draw" is not enabled. this makes it easy to see the texture/mapping without edges getting in the way. This means editmode can draw like UV/Face mode did when "Draw Edges" was disabled. Also made the active vert/edge/face color themeable, still need to set the default to somthing other then pink. |
Revision 0096d18 by Campbell Barton September 23, 2007, 18:27 (GMT) |
Dof Object - set the depth of field to an object - set in the camera edit panel but the distance is calculated on the camera object only so linked cameras work. Alt+Period - sets active pivot some tooltips didnt make much sense, edited a few. |
Revision b4fb141 by Daniel Genrich September 23, 2007, 17:40 (GMT) |
In the middle of switching to own collision detection, WIP commit (don't expect anything to work, but compile) |
Revision ba6a09f by Peter Schlaile September 23, 2007, 17:26 (GMT) |
== Sequencer / FFMPEG == Confused RGBA32 with RGBA. |
Revision 3596175 by Peter Schlaile September 23, 2007, 17:16 (GMT) |
== Sequencer / FFMPEG == Updated to latest FFMPEG-version, which uses new swscaler. |
Revision ae59f0a by Campbell Barton September 23, 2007, 15:10 (GMT) |
drawimage wasnt updating when shadow mesh was enabled transform manipulator was shown in sculpt mode which is inconsistant sicne G key dosnt work and other painting modes have this disabled. - thanks theeth for finding this. |
Revision 37a8e56 by Peter Schlaile September 23, 2007, 14:05 (GMT) |
== Sequencer / FFMPEG == Updating to latest FFMPEG version. |
Revision fd44aa2 by Peter Schlaile September 23, 2007, 14:04 (GMT) |
== Sequencer / FFMPEG == Updated FFMPEG to latest version. Since we now use swscaler, things should be a lot faster! Please check on Big-Endian, if this still works! |
Revision 9e4978b by Peter Schlaile September 23, 2007, 14:02 (GMT) |
== Sequencer / FFMPEG == Updated FFMPEG to latest version. (And fixed some Tab-codes, that Emacs didn't like in OPENEXR-related lines) |
Revision 70edf4e by Andrea Weikert September 23, 2007, 13:52 (GMT) |
fixing some compile problems with MSVC7.1/scons * stupid misplacement of declaration * replacing fmodf with fmod (fmodf not available with MSVC7.1 when compiling C-code) * appending CXXFLAGS to CCFLAGS in tools/Blender.py to avoid linking errors with runtime library (/MT not set) - jesterKing, could you please check if that's ok? |
Revision 5f64888 by Campbell Barton September 23, 2007, 13:00 (GMT) |
added lasso selection for UV coords |
Revision 3e40c99 by Campbell Barton September 23, 2007, 10:38 (GMT) |
missing null check |
Revision df051fb by Nicholas Bishop September 23, 2007, 06:02 (GMT) |
== Retopo == Changed some of the retopo functions to use doubles instead of shorts; this makes the transformation more accurate if the view is zoomed out far enough to have multiple vertices appear at the same pixel location. |
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