Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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July 10, 2007, 02:06 (GMT)
Committed patch fixing bug #6900. Math node now has reflective
behavior.
Revision 4f01085 by Joseph Eagar
July 9, 2007, 20:42 (GMT)
=ID Property update=

ID Properties weren't being duplicated (by shift-D or any of the other
duplication functions). So now ID properties are duplicated in the
main copy_libblock function, which (as far as I can check) covers all
ID-contained ID properties.

I also updated the constraint system to copy pyconstraint ID properties
on shift-D.

This would probably be a good thing to add to the stable branch, btw.
July 9, 2007, 17:33 (GMT)
bugfix's for 6917 and 6913 - Both were because I forgot to check all other selected meshes for faceUV's

Also made image_auto_layout.py use blenders internal boxpacking rather then the slower python one.

Revision 052a15d by Kent Mein
July 9, 2007, 16:17 (GMT)
Was a missing -DWITH_FFMPEG here so I added it.

Kent

Revision 1d1faac by Ken Hughes
July 9, 2007, 16:03 (GMT)
Bug #6924: Add WITH_FFMPEG compilation switch when WITH_BF_FFMPEG is true for
scons.

Can someone verify that other build systems are also including this?

Revision db2cc09 by Ken Hughes
July 7, 2007, 17:33 (GMT)
Correct comments in example for Python Ipo module doc.
Remove redundant description of yafrayGIMethod in Python Render module doc.

July 6, 2007, 20:29 (GMT)
removed "btHingeConstraint::" prefix, in btHingeConstraint::btHingeConstraint(btRigidBody& rbA,const btVector3& pivotInA,btVector3& axisInA);
Revision a47f3f2 by Kent Mein
July 6, 2007, 18:20 (GMT)
I cleaned up make release a little bit, now
its not hard coded if it trys to do a static build or not. It
uses the same vars that decide if your building a static blender to
determine if it should make a static package.

I also found a typo on OSX for make release and thats fixed now

Kent

Revision 9116a62 by Joshua Leung
July 6, 2007, 09:59 (GMT)
== Action Editor Bugfixes ==

Resolved Issues:
* My drawing cleanup commit the other day broke shapekey keyframe selection - was using wrong filter for Action Editor data
* Removed the old hack to limit vertical scrolling so that shapekeys were visible. It wasn't really needed anymore, and was causing problems with HomeKey.

Unresolved Issues:
* Vertical placement of sliders is slightly off
* In a test file I obtained, shapekey sliders don't work immediately after the file is loaded.
July 6, 2007, 04:45 (GMT)
//someone reversed axle direction conventions inside Bullet (axle winding), so need to compensate to keep game blender vehicles working the same.
July 6, 2007, 04:30 (GMT)
fixed issue with kinematic objects
July 6, 2007, 03:12 (GMT)
synchronized to latest version of Bullet. added btConeTwistConstraint (useful for ragdolls etc)
July 5, 2007, 11:28 (GMT)
Ipo doc correction thanks to kempoller
July 4, 2007, 19:29 (GMT)
== MSVC 7.1 project files ==
- removed unused project keymaker
Revision d846d9d by Joshua Leung
July 4, 2007, 07:07 (GMT)
Bugfix: 'Random' crashes after duplicating bones

This commit should fix some seemingly random crashes broken and I have been experiencing while editing armatures.

A backtrace revealed that autosave was choking on the PoseChannels that didn't have a Bone assigned to them. This was caused by the bone duplication code making a new PoseChannel for a duplicated bone, but that new bone not getting assigned to the PoseChannel yet, as the user was still in EditMode.
July 3, 2007, 16:04 (GMT)
was missing a decref and leaking ram when building the static particle list
July 3, 2007, 14:49 (GMT)
Fix for bug #6907:
Compile was broken due to two variable names being inappropriate. I renamed
them fixing the issue.
Revision 4e1fcd4 by Joshua Leung
July 3, 2007, 11:53 (GMT)
Icons Bugfix:

Remove a single annoying 1x16 unwanted pixel column from one of the icons I added earlier today.
July 3, 2007, 11:39 (GMT)
"Render to image editor" to render to Buttons Window as the last alternative:
"Render to image editor" renders to Buttons Window only if no other suitable
windows are available. Other window types are prioritized before Buttons
Window.
Revision b21e895 by Matt Ebb
July 3, 2007, 07:39 (GMT)
* Added a bit more 'padding' around the node sockets, so there's a
larger area to drop the noodle connection on. This helps a lot when
working with lots of nodes and the view zoomed out to maximum.
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