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 |
Revision f7522a5 by Campbell Barton January 17, 2007, 12:40 (GMT) |
button alignment for logic buttons |
Revision e773ecc by Nicholas Bishop 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. |
Revision 52f0648 by Nicholas Bishop 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. |
Revision 5f79800 by Nicholas Bishop 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. |
Revision ffa0cfc by Robert Holcomb January 16, 2007, 21:52 (GMT) |
Corrected buffer generation in matte nodes after Ton showed me a better way to do it. |
January 16, 2007, 21:34 (GMT) |
fixed stupid little warning about targets differ in signedness. (unsigned char verses char) Kent |
Revision 2bf818a by Nicholas Bishop 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. |
Revision 5c0961d by Nicholas Bishop January 16, 2007, 19:21 (GMT) |
Fix for retopo: xkey and deletekey should remove the active paint line. |
Revision 1e78563 by Nicholas Bishop 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.) |
Revision 7975659 by Martin Poirier 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). |
Revision bd5c6e3 by Ton Roosendaal 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) |
Revision 6d00892 by Campbell Barton January 16, 2007, 15:19 (GMT) |
dont use python keywords as variable names. |
Revision 05ecd01 by Campbell Barton 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. |
Revision 062843c by Nicholas Bishop January 16, 2007, 08:29 (GMT) |
Retopo bugfix: freeing editmesh should set retopo fields to 0/NULL. |
Revision 6f976db by Nicholas Bishop 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. |
Revision ceee069 by Nicholas Bishop 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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