Revision 3bd0d2e by Campbell Barton April 27, 2007, 23:54 (GMT) |
Draw.c - error setting the callback button values when using UIBlock (was not offset) BPyMesh.py - own dumb error, was using dir as an arg (which is a py keyword) object_drop.py - new script, the first to use UIBlock, it drops objects into terrain, either a group or the active object. on teh Z axis or view axis. |
Revision a2000b5 by Campbell Barton April 27, 2007, 20:48 (GMT) |
Adding Blender.Geometry function PointInTriangle2D |
Revision c84d18a by Campbell Barton April 27, 2007, 17:19 (GMT) |
export_cal3d - exporting all actions (option) wasnt working export_fbx - blender cameras now work properly (converted lens angle, rotate to the right axis) Made meshes, armatures and cameras use the same namespace. DirectX8Exporter - update from David Teviotdale, change names of exported objects so some DX readers dont fail xsi_export - Null materials made the export fail (python error). This may not be a correct solution since material indicies could be messed up now. I have no way of reading these files. |
Revision ad470b6 by Diego Borghetti April 27, 2007, 16:56 (GMT) |
Fix hide/show don't work in object mode. |
Revision 76c11ec by Jiri Hnidek April 27, 2007, 14:04 (GMT) |
- support for fake verse edges (subsurf modifier should work now) - edges are generated from verse faces - no support for lose edge! - informations about edges aren't sent to verse server (other applications can't share edges with blender) - better sending/receiving vertex position |
Revision d584c8a by Joshua Leung April 27, 2007, 12:05 (GMT) |
"Bugfix" #6610: Typo in Fluidsim Tooltips. Also fixed a few other similar issues with the tooltips there. |
Revision 7b6d68d by Joshua Leung April 27, 2007, 11:54 (GMT) |
== 2 Bugfixes == Bug #6611: Renaming bones didn't rename corresponding action-channels in NLA strips for that object. Was even marked in code as todo ;-) Bugfix #6599: Vgroup button does not update the panels in 3d viewports. Fix provided by Juho Vepsäläinen |
Revision 23f59a8 by Joshua Leung April 27, 2007, 11:32 (GMT) |
Removed unused variable and reorganised another |
Revision 01335fc by Joshua Leung April 27, 2007, 11:16 (GMT) |
Bugfix: Previous versions of Blender allowed Vertex Groups to be nameless, which shouldn't be allowed. This caused problems with rigs from previous versions of Blender being loaded in 2.43+ versions, as the new VGroup feature for the Armature modifier mis-identified these nameless group(s) as being the Vertex Group to be used. As well as the checks done when renaming VGroups (from another commit), files created prior to and in 2.43 will have all such groups given default names. Code notes: * I've moved the unique_vertexgroup_name function from src to blenkernel like for constraints * Formatting in deform.c tidied up a bit |
Revision 0a9dc31 by Campbell Barton April 27, 2007, 00:33 (GMT) |
added blender-camera export to fbx py api was massing shiftX/Y |
Revision 2e134e8 by Campbell Barton April 26, 2007, 19:05 (GMT) |
drawview.c - Passepartout, only do GL alpha when not 1.0 alpha buttons_editing.c - negative camera lense was possible with (Deg) button enabled export_cal3d.c - minor changes object_batch_name_edit.py - check for data and object libdata before renaming. |
Revision 71ac221 by Diego Borghetti April 26, 2007, 14:03 (GMT) |
If you are in PoseMode and use BKEY the selection is now limited to the bones of the armature. |
Revision adae1a7 by Ton Roosendaal April 26, 2007, 09:01 (GMT) |
Bugfix: Specular pass was excluded from Shaded drawmode, missing initialize of new 'exclude passes from result' option. Bug in 2.43 release... Added warning in code, ShadeInput is initialized here locally, need an API call for it. |
Revision b655d5e by Campbell Barton April 25, 2007, 23:51 (GMT) |
fixed many errors in Cal3D that didnt show up with the testmodel I was using. Mostly problems with vertex index, and splitting off new verts. removing truespace_export.py truespace_import.py, (decieded by letterrip and myself) both truespace and blender have enough formats in common that we dont need to support this format thats spesific to truespace and not used for 3d data interchange. |
Revision dae5f38 by Campbell Barton April 25, 2007, 21:19 (GMT) |
darn, had some debug stuff left in. |
Revision 19be3ff by Campbell Barton April 25, 2007, 21:17 (GMT) |
rewrote vertex/face creation (should be faster now) * added support for blenders materials * added support for multiple materials per mesh * added Multiple UV's per vert, as well as using multiple images (Blenders TEXFace) |
Revision 5938446 by Diego Borghetti April 25, 2007, 16:52 (GMT) |
SubSurf can be enable/disable in linked data. |
Revision 7f9c872 by Ton Roosendaal April 25, 2007, 16:12 (GMT) |
Bugfix, plumiferos report: Strand texture coords (static particles) did not precisely go from -1 to 1 when random lifetime was used. |
Revision 3f153c2 by Campbell Barton April 25, 2007, 14:47 (GMT) |
hiding objects in texture paint mode was buggy - (you couldnt exit texxture paint) - so only hide/show objects in object mode. removed radiosity support. According to the author - "The Radiosity file format is my own personal format. I created it to learn how meshes and vertex colors were stored. See IO-Examples.zip, the example *.radio files on my web page." |
Revision fabcaac by Joshua Leung April 25, 2007, 11:57 (GMT) |
== Action Editor == In the Action Editor, sliders are now drawn beside IPO-Curve and Constraint Channels and for the active Action Channel when the 'Show Sliders' option in the View menu is turned on. This behaves like for shapekeys. You can change the limits of the sliders by either Ctrl-Clicking or NKEY over the name of the relevant IPO-Curve channel. Also, documented the IPO-curve struct a bit. There are a few variables there that I'm not sure what they are used for. |
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