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Revision fc633e4 by Kent Mein
January 17, 2007, 14:10 (GMT)


in seqeffects.c I removed and extra ; and then did a lot of formatting
fixes.

gamma.c made it return B_PLUGIN_VERSION instead of a hard coded 4.
I haven't had time to look at the other plugins but I'm guessing
the deal was B_PLUGIN_VERSION was still 3 and gamma.c was float aware
so it was bummped to 4. Now that B_PLUGIN_VERSION is 5 I'm guessing
the other plugins need to be updated so they are at level 5 as well.
(float aware) I'm going to work on it later today. At home with a
sick kid. This is all in reference to bug #5692

Kent
January 17, 2007, 12:40 (GMT)
button alignment for logic buttons
January 17, 2007, 08:22 (GMT)
Fixed bug #5718, retopo - undo after applying returns the pen strokes to the wrong location
Revision a7ea449 by Joshua Leung
January 17, 2007, 05:53 (GMT)
(Hopefully this commit is ok for current bcon status)

Moved function used for 'Visual' keyframing, to live with the rest of the
API calls I added for Pose-Mode bone snapping. Now, it is in a more
'releasable' state.
January 17, 2007, 04:02 (GMT)
Fixed bug #5647, retopo - projection buffer not updated when changed via numpad. Was caused by not updating the depth and matrix retopo data when changing the view.
January 17, 2007, 03:57 (GMT)
Added a new function+struct to glutil that takes care of reading in the OpenGL data needed for gluProject/gluUnProject. This allows retopo and sculptmode to share some of the same code, and is probably useful elsewhere as well.
Revision a3c9ae8 by Joshua Leung
January 17, 2007, 03:24 (GMT)
== NLA Visibility Tweak ==

In a few cases, it may be helpful to turn off the 'only show objects that are
in visible scene layers in the nla' trick. By default though, this is still on. Find
the switch in the View menu of NLA editor.
January 16, 2007, 21:52 (GMT)

Corrected buffer generation in matte nodes after Ton showed me a better way to do it.
Revision ea7e3f0 by Kent Mein
January 16, 2007, 21:34 (GMT)


fixed stupid little warning about targets differ in signedness.
(unsigned char verses char)

Kent
January 16, 2007, 19:39 (GMT)
Retopo paint fix: cleaned up the hotkeys, added Lkey for selecting the line tool, Hkey for toggling the pen hotspot.
January 16, 2007, 19:21 (GMT)
Fix for retopo: xkey and deletekey should remove the active paint line.
January 16, 2007, 19:06 (GMT)
Usabilility fix for retopo: allow user to disable hotspots on line ends, also only display the controls for each tool (pen, line, and ellipse) when that tool is selected.)
January 16, 2007, 18:55 (GMT)
=== Transform Bug Fix ===

[ #5458 ] Some transforms are not accurate while pressing shift key

Shrink/Fatten & Push/Pull: Shift slowed the transformation but didn't add precision. (integer division. fixed by applying the same solution used in Grab)

Warp: Shift was ignored. Fixed by changing warp to use the same input method has To Sphere. That is, the 3D view acts like a big horizontal slider: Left -> No effect, Right -> Full effect. This is somewhat of a "big" change from how warp used to work but this is more predictable and is not limited by the original position of the mouse pointer. (of course, this works with Shift correctly too).
January 16, 2007, 16:30 (GMT)
Bugfix:

Render: Ambient Occlusion was being triggered now with the Material flag
(Shader panel) "Shadow". Nice idea, but that was not so in 2.42a and
before, breaking how previously renders looked.

Now the "Shadow" button in Shaders panel only triggers shadow again.
(Note: the Ambient slider in material triggers AO)
January 16, 2007, 15:19 (GMT)
dont use python keywords as variable names.
January 16, 2007, 14:33 (GMT)
cleaned up uv island projection generation and added an option 'Init from view' - to use the view vector as one of the first projections
Revision c967679 by Joshua Leung
January 16, 2007, 09:18 (GMT)
== Armature Joining Bugfixes ==

Since 2.40 (and a few pre-releases around then), armature joining has not
worked correctly. Constraints and other attributes of bones in posemode
(IK DOF limits, transform locks, custom shapes, etc.) were not preserved
on the armature(s) that were joined onto the last selected armature. This
was a serious production problem, as it meant that you could not easily
add pre-made rig segments and merge them with the rest of your rigs without
having to redo all the constraints. After a few attempts, I've finally
managed to fix this.

All constraints and parenting relationships get name corrections for the post-
merge armatures. Action channels in actions don't really get any corrections
yet unless the action is being used by an Action Constraint.

Python-API people: beware, I may have broken something in this commit.
January 16, 2007, 08:29 (GMT)
Retopo bugfix: freeing editmesh should set retopo fields to 0/NULL.
January 16, 2007, 07:35 (GMT)
Fix for bug #5628, sculpt - ghost of circle left when going from 3d view to buttons window. Added a check to insure brush is inside the current view3d before drawing.
January 16, 2007, 06:56 (GMT)
Fixed a memory leak caused by using sculptmode's partial visibility on a mesh with customdata.
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