Revision 907d19b by Campbell Barton January 28, 2007, 04:58 (GMT) |
made Mesh.Get('foo') raise an error when foo dosnt exist rather then returning None (to work like other modules) also update Metaball.Get() to be less messy - still functions the same. |
Revision 321cafa by Campbell Barton January 28, 2007, 03:36 (GMT) |
updated this script (one of the most out of date) basic workings are the same but its generaly more efficient. The main problem was it could get the data from every object across all scenes! This means that on framechange, every mesh would be copied into an NMesh just to see the type was a camera. |
Revision 7f5908f by Campbell Barton January 28, 2007, 01:36 (GMT) |
bug 5857, python 2.3 compat fix + minor changes. |
Revision 8b15798 by Chris Burt January 27, 2007, 18:47 (GMT) |
==Tooltip Adjustment== Minor tweaks to a few of the material buttons tooltips. |
Revision 5d4b81b by Nicholas Bishop January 27, 2007, 18:11 (GMT) |
== Retopo == Fixed bug #5829, Exiting editmode with TAB key toggles RETOPO * Moved the retopo_mode setting to ToolSettings. * Renamed the other retopo_mode to the (more accurate) retopo_paint_tool |
January 27, 2007, 17:58 (GMT) |
Removed an unneeded struct declaration committed by mistake in joeedh's Displace modifier fix. |
Revision 3a60699 by Nicholas Bishop January 27, 2007, 17:45 (GMT) |
== Multires == Fixed bug #5820, changing multires in edit mode turns the mesh black * Added a call to recalc_editnormals when building an editmesh from a multires mesh. |
January 27, 2007, 13:33 (GMT) |
Fix for a segfault in the new Displace modifier UV layer selection code: If the "UV" texture coordinate option is selected while no UV layers exist, the UV layer name in the modifier is blank. This is not a problem while no UV layers exist, but if a UV layer is added the modifier code attempts to use UV coordinates without handling the missing layer name correctly, leading to a segfault. This only occurs when the modifier stack is recalculated before a modifier UI redraw, as the UI redraw updates the layer name. This fix handles a missing UV layer name by setting it to the active UV layer. |
Revision 735b426 by Ton Roosendaal January 27, 2007, 10:08 (GMT) |
Two fixes: - when rendering a scene, all composite trees of other trees should get signalled the render output changed. This only happened with a composite active in render. - the Mix node "A" option only works in Composite, as accidentally visible for shader trees. |
Revision 8f075f9 by Campbell Barton January 27, 2007, 04:58 (GMT) |
minor tweaks from testing scripts. correction in my last commit. |
Revision 8537857 by Campbell Barton January 27, 2007, 02:15 (GMT) |
Updated docs not to use Object.New() in examples, use scn.objects.* Bugfix from ZanQdo, MOT files wouldent load in lightwave. also made some minor improvements. |
Revision c7b5043 by Nicholas Bishop January 26, 2007, 23:35 (GMT) |
== Multires == * Switching levels in editmode should flush selection changes so that face selection is drawn correctly. |
Revision 4494b82 by Joseph Eagar January 26, 2007, 21:06 (GMT) |
=Displace modifier fix= This commit fixes displace modifier to propery support arbitrary uv layers. This seemed like a fairly big usability bug, as displace modifiers would use the active UV layer (and thus could change when you changed the active layer). The modifier UI code now uses a menu for browsing the uv layers, however only the uv layer name is actually stored, so that adding/deleting layers won't mess up displace modifiers. Whenever a displace modifier has an invalid UV name (for whatever reason) the UV name is set to the active layer. This is checked both in the UI code and in the modifier exec code, so all bases are covered. For deleting a layer, this required upgrading the layer delete code in the UI to properly preserve the active layer, to prevent unwanted behaviour. I hope this is an ok solution. Brecht, Ben you might want to look over and make sure I didn't break anything. I don't think I did, I tested as thouroughly as I could. |
Revision 40d49de by Ken Hughes January 26, 2007, 20:35 (GMT) |
Bugfix for render baking: preserve AO and Ray trace settings when doing Ambient Occlusion, and check that world is enabled. |
Revision d1e40bc by Ton Roosendaal January 26, 2007, 19:17 (GMT) |
Bugfix (own collection) Composite: some cases gave memory errors (not freed mem). The code that tried to be smart in finding nodes to skip, caused that stack buffers were not freed propertly. |
Revision 1dbbbe4 by Nicholas Bishop January 26, 2007, 18:52 (GMT) |
== Interface == * Cleaned up the sculpt and multires palettes a bit to make them work correctly with the Rounded theme. * Moved the DelLower/DelHigher buttons above the Level slider; necessary for some reason to render the rounded corners correctly. One error is still visible, the Size slider in the Sculpt palette has an incorrectly-rounded corner below the Airbrush button, no idea why. |
Revision d79669a by Campbell Barton January 26, 2007, 15:43 (GMT) |
added edge split access to modifiers API Also renamed Type to Types to match with the rest of the API. Type is still there but removed from docs. |
Revision 064bcdb by Ton Roosendaal January 26, 2007, 15:34 (GMT) |
Bugfix #5827 Preview render in buttons was not refreshed when changes in a material happened, without preview visible. (like editbuttons, active mat index). Now on re-entering material buttons, a re-render happens in these cases. |
Revision ff78aac by Joseph Eagar January 26, 2007, 14:30 (GMT) |
=FSAA fix= This commit gets rid of the #ifdef WIN32 I did for the FSAA code. However it still manually defines the constant (if it's not already defined) for FSAA, as I'm not sure which platforms have glext.h and I don't want to risk breaking platforms before release. Joe |
Revision b8586ff by Chris Burt January 26, 2007, 12:39 (GMT) |
Second part of blur-node fix to accept x and y offsets in images passed from translate node. Once again courtesy of joeedh (Joe Eagar). Should be noted that there are other nodes which seem not to respect these offsets as well. Will investigate further. |
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