Revision 043f3c0 by Nicholas Bishop December 3, 2006, 22:57 (GMT) |
Added a bunch of sculpt options to the Sculpt menu; also removed the PvRot toggle button from the sculpt panel, where it didn't really fit, and put it in the menu instead. |
Revision 4300af7 by Nicholas Bishop December 3, 2006, 22:15 (GMT) |
Added saving/loading of multires deformedvert data. Also added a test_index_face check when reading editmode data for multires. |
Revision dde6444 by Nicholas Bishop December 3, 2006, 20:35 (GMT) |
Sculptmode should check for existance of undo data before undo/redo in case user loads a file with sculptmode on and presses undo/redo before doing a sculpt action. |
Revision d7aaa84 by JLuc Peuriere December 3, 2006, 20:27 (GMT) |
Fix for getting gcc compile GE with Py 2.5 PYobject type has changed Usual C++ pickyness about implicit casts debug made with erwin. thanks Note to python mainteners : even if it compiles there is a *Huge* list of warnings about deprecated and incompatible pointers in api2.2. this should be corrected |
Revision 13d466f by Nicholas Bishop December 3, 2006, 20:24 (GMT) |
Previous multires+editmode commits broke multires+sculptmode (oops.) |
Revision b4f536c by Nicholas Bishop December 3, 2006, 19:59 (GMT) |
Modified multires to use CustomData for deformedverts. Deformedverts now load properly from editmesh. |
Revision f72a56b by Martin Poirier December 3, 2006, 19:54 (GMT) |
=== Transform === Modified version of patch #5281 by Joshua Leung. It's a two part patch: Add a Roll button in the transform properties floating panel with bones selected in edit mode Add a Roll transform (Ctrl-R) that can be used to modify the roll of selected bones in edit mode The transformation modifies the roll of all selected bones incrementally (like a rotation does to the bones' rotation) [that is the part that differs from the patch. The patch would set the same roll value to all bones] Also, this commit includes some shuffling around of the functions, to keep the previously logical order. :) |
Revision 2d87c36 by Campbell Barton December 3, 2006, 19:38 (GMT) |
Copy vcols wasnt working me->mcol[a] needs to be me->mcol[a*4] |
Revision cbd84b2 by Martin Poirier December 3, 2006, 18:59 (GMT) |
=== Interface === Based on patch #5140 by Juho Vepsäläinen, this commit removes the requirement to type # at the start when you want to use Python expression evaluation when typing a value in a button. In a nutshell, that means you can now type 3 + 5 in a numbut and see it change to 8. Word of warning: The normal Python operator logic applies, so if you type in 1 / 3, you'll get 0 and not 0.333. There's no going around that. |
Revision f60da54 by Andrea Weikert December 3, 2006, 18:56 (GMT) |
==== MSVC Projectfiles ==== - finally update to bullet2 |
Revision 4a2ecef by Martin Poirier December 3, 2006, 18:38 (GMT) |
=== [ #5094 ] TrackTo Constraint with an animatable "up" direction === Patch by Matthew Plough: This adds an option to the Track To constraint to use the target's Z axis for Up axis reference instead of the global Z axis. Off by default for backward compat. |
Revision 953cd28 by Martin Poirier December 3, 2006, 18:30 (GMT) |
Klocwork pointer sanity checks in transform. |
Revision 869a9e4 by Erwin Coumans December 3, 2006, 01:16 (GMT) |
more work on Bullet 2.x |
Revision 1f4ac01 by Erwin Coumans December 3, 2006, 00:36 (GMT) |
different Bullet/graphics synchronization |
Revision 472c367 by Nicholas Bishop December 2, 2006, 23:37 (GMT) |
Better integration of multires with editmode. Setting/adding levels no longer exits editmode, and undo should now work as expected. Still to come is loading customdata from the editmesh. |
Revision 76616f2 by Erwin Coumans December 2, 2006, 23:27 (GMT) |
gameengine: reverted some timing experiment |
Revision 438d114 by Erwin Coumans December 2, 2006, 22:25 (GMT) |
- GEadded VSYNC for Mac OS X swapbuffers (can be easily undone by commenting out the #define WAIT_FOR_VSYNC 1 - GEdon't crash when attempting to add constraint on game objects without physics controller - GEimproved some physics -> graphics synchronization issues - small experiment with game engine timing to smooth framerate/reduce tearing |
Revision 08ef0d3 by Jens Ole Wund(bjornmose) December 2, 2006, 18:42 (GMT) |
Klocwork warning fix Doing NULL pointer paranoia check in time. It's completely pointless calling the function with null pointer, but who knows. At least it does not crash then. |
Revision 93e920a by Campbell Barton December 2, 2006, 09:44 (GMT) |
UV islands are now detected by edge connection (was using verts) - added support for seams to delimit UV islands. |
Revision 8b65afe by Simon Clitherow December 2, 2006, 09:11 (GMT) |
Added define for atanf to get VC7.1 linking again. |
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