Revision ef0d41b by Nicholas Bishop December 28, 2006, 23:23 (GMT) |
Fix for bug #5539, brush circle cursor is slow. |
Revision c95eda7 by Campbell Barton December 28, 2006, 22:56 (GMT) |
added a call to mesh calcNormals so smooth faces look right |
Revision 3c13561 by Martin Poirier December 28, 2006, 22:42 (GMT) |
=== Transform Snap === Fixed the bug where it would snap to a selected (moving) vertex. Fixed a bug with Snap Closest with only one vertex selected. === Internals: EditMesh Mods === Modify and documented findnearestvert. Added a new parameter to restrict the search to selected or unselected vert instead of just adding a bias to them (as previously). Currently, the "strict" method bypasses the openGL optimisation, people with more knowledge about that should feel invited to fix it. === Internals: EditMesh Tools === Adding missing newline at the end. |
Revision d665beb by Joshua Leung December 28, 2006, 22:08 (GMT) |
This just silences a compiler warning I got as a result of Nick's commit last night. warning: "struct View3D" declared inside parameter list |
Revision 3ded473 by Erwin Coumans December 28, 2006, 19:02 (GMT) |
fixed remaining sqrtf into btSqrt |
Revision 8866a62 by Campbell Barton December 28, 2006, 12:56 (GMT) |
was missing getColorLayerNames and getUVLayerNames from docs. |
Revision 3fb1f29 by Ton Roosendaal December 28, 2006, 12:07 (GMT) |
Bugfix #5541 Composite: Scale Node didn't correctly pass on 1-channel buffers when no scaling happened, resulting in crashes. |
Revision ebdc0d0 by Ton Roosendaal December 28, 2006, 11:31 (GMT) |
Bugfix #5540 Datbrowse return event was accidentally cleared, so browsing did not work. (Commit of last week for image refactor). |
Revision 6f6051d by Ton Roosendaal December 28, 2006, 11:14 (GMT) |
Preview render in 3D window used wrong clipping... |
Revision 2feea3d by Campbell Barton December 28, 2006, 11:09 (GMT) |
made scn.objects more flexible... you can now things like... scn.objects.selected = [] # deselect all scn.objects.selected = scn.objects # select all scn.objects.context = [ob1, ob2...] Added epydoc examples and updates importer scripts to use this de-select-all method. |
Revision 356ea2f by Nicholas Bishop December 28, 2006, 08:24 (GMT) |
Added numerical input for sculptmode propset |
Revision 4098977 by Nicholas Bishop December 28, 2006, 07:49 (GMT) |
Holding control while using sculptmode propset now snaps to multiples of 10 |
Revision f3948a5 by Nicholas Bishop December 28, 2006, 07:33 (GMT) |
Fixed bug #5533, was allocating memory by totvert rather than totface |
Revision 57b8310 by Nicholas Bishop December 28, 2006, 07:04 (GMT) |
Added numerical display of sculptmode propset in preperation for numerical input |
Revision de04849 by Campbell Barton December 28, 2006, 06:51 (GMT) |
mesh skin was flipping the skin between 2 loops because of an error in AngleBetweenVecs python function that always returned 180d |
Revision 8ea2b66 by Campbell Barton December 28, 2006, 06:47 (GMT) |
Made it possible to copy modifiers from the python API ob1.modifiers = ob2.modifiers |
Revision ab06e52 by Campbell Barton December 28, 2006, 05:00 (GMT) |
Mech cleanup use new edge_keys continual script stuff, minor stuff.. fix for bad return in group. Added back group.objects.append/remove but print deprectaed warning. also some epydoc changes. |
Revision c063e01 by Martin Poirier December 28, 2006, 03:11 (GMT) |
=== Bug Fix === Fix for bug [ #5522 ] inaccurate rotation Entering very high/low values using numeric input in a rotation (+/- 360000 and more/less) resulted in incorrect rotations. Fixed by clamping the actual rotation between -180 and 180 before converting to radians (just to be clear, the clamping already happened and is inevitable, now, it just happens earlier). |
Revision 482b864 by Joshua Leung December 28, 2006, 03:04 (GMT) |
A few little cleanups in keyframing code * Added a few missing undo-pushes for a few keyframing options * Made inserting visual rotation keyframes for objects use Mat4ToEul |
Revision 819b5d5 by Joshua Leung December 27, 2006, 23:30 (GMT) |
== Armature Centering Tools == After all these years, it is now possible to (re)center armatures like you can do with meshes and curves. At the moment, you can only access this functionality from the menus (Spacebar->Transform) as the armature button panels are pretty crowded. |
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MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021