Revision 09e4fa8 by Campbell Barton December 12, 2006, 10:38 (GMT) |
simple change, made Changed... me = NMesh.GetRaw(ob.data.name) To me = NMesh.GetRaw(ob.getData(name_only=1)) The line above converts the entire mesh to a python thick wrapper just to get its name, then only to that that same mesh again?? A lot of older scripts did this but theres no reason to do it. in most (all?) cases.. me = ob.data - should be ok, but theres a subtle difference and I dont want to break anything. xfig_export, xsi_export and videoscape_export need error checking too. |
Revision 848d3ae by Campbell Barton December 12, 2006, 08:05 (GMT) |
popup error if the active objects datatype cant have keys as well as other cases where it would quit, use Mesh rather then NMesh to get the keyblock, enable restrictRender for driver objects. |
Revision 6959e68 by Campbell Barton December 12, 2006, 07:28 (GMT) |
added many checks to uvcopy so it dosnt raise errors. Minor changes to radiosity_export, updated to work with the new API (vertexColors MTFace) obdatacopier - was getting the selection but not using it. made it ignore some read only properties. BPyMesh - minor change: use face iterator rather then making a tuple() |
Revision 8063417 by Campbell Barton December 12, 2006, 05:29 (GMT) |
bevel_center.py - avoid 2 python errors. (doing recursive before bevel, now UI prevents this) console.py - if the scriptdir didnt exist it would do an error, now just ignore and dont try to do the console_autoexec.py stuff doc_browser.py - If you typed in an invalid module it would give an error and exit, now have a message instead. |
Revision e22feb7 by Campbell Barton December 12, 2006, 04:34 (GMT) |
made the script work with no images, redraw when done and some optimizations. |
Revision 97b6a65 by Campbell Barton December 12, 2006, 04:18 (GMT) |
Added a new Python slot "UvCalculate", moved Archimap and "UVs from adjacent" into it. Removed 1/2 1/4 1/8 uv mapping options. made re-evaluating the py-scripts dir use the wait cursor (could take a while at times) |
Revision 9a169f2 by Erwin Coumans December 12, 2006, 03:08 (GMT) |
added some new Bullet files, and upgraded to latest Bullet 2.x Please make sure to have extern/bullet/src/LinearMath/btAlignedAllocator.cpp in your build, if you add the files by name, instead of wildcard *.cpp |
Revision 237e741 by Nicholas Bishop December 12, 2006, 02:36 (GMT) |
Fixed bug #5403, sculpt - alpha brush sizing shows fade even if fade is disabled |
Revision 95c3e80 by Chris Want December 12, 2006, 01:30 (GMT) |
Kludge to ensure that the BPY_*.[od] files are deleted during "make clean". |
Revision 5841ba7 by Campbell Barton December 11, 2006, 23:03 (GMT) |
dont remove dummy 0 index verts to workaround me.verts.delete([...]) being buggy (since tface > mtface conversion) |
Revision b597093 by Ton Roosendaal December 11, 2006, 19:20 (GMT) |
Bugfix #5406 If Material has "Shadow" off, it didn't skip AO correctly. Effect was it showed AO colors from other materials on same scanline. |
Revision 675ab02 by Ken Hughes December 11, 2006, 17:13 (GMT) |
Python API ---------- Fix some typos in the documentation. |
Revision b13ee88 by Stephen Swaney December 11, 2006, 13:52 (GMT) |
added a note about using SCons version 0.96.1 problems reported with beta versions with mingw on forum. |
Revision a919981 by Ton Roosendaal December 11, 2006, 11:33 (GMT) |
Bugfix #5401 Material Nodes still have undefined output to the passes. Currently only the active Material node gives pass info. Bug was that check for active was wrong, giving stripes because of hanging variables. I'll work soon on providing all pass options in the Material nodes. This fix at least correctly provides passes for active material, and clears memory of pass info in advance. Also: outliner view "current scene" did not show render layers. ALso: outliner click on renderlayer now activates it (for UI) Also: zbuffer for transparent was not initialized to 'infinity' correctly |
Revision 66bbe3c by Joshua Leung December 11, 2006, 08:59 (GMT) |
Added missing menu entry for marker editing - Select/Deselect All Markers |
Revision 9c3cacd by Campbell Barton December 11, 2006, 08:57 (GMT) |
added the flag group_exclusive to material added restrictDraw/Select/Render to objects in python updated group and scene docs for last commit made 3ds import use new scn.objects rather then Object.New() - (removed import as instance for now) fixes off import error from this report http://blenderartists.org/forum/showthread.php?t=84182 |
Revision b42d1fe by Nicholas Bishop December 11, 2006, 04:02 (GMT) |
Face properties were being propagated from the second highest level downwards, rather than than from the level beneath the current one. |
Revision c41e0e2 by Joshua Leung December 11, 2006, 03:47 (GMT) |
A little bit of code cleanup: * Moved BEZSELECTED macro to blendef.h as it is used in several files * Removed other duplicated macros |
Revision b69fdd2 by Campbell Barton December 11, 2006, 03:23 (GMT) |
renamed objects.add() and .remove() to .link() and .unlink() for scene and group objects to be less pythonic and more like blender. for scn.objects.new() a optional second argument can be used to spesify the name. We still need a way to add a new Empty (some constant) |
Revision c4a1578 by Nicholas Bishop December 11, 2006, 02:45 (GMT) |
Re-added the BKey hotkeys to sculpt mode |
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