Revision caea20a by Ton Roosendaal November 12, 2006, 13:51 (GMT) |
Patch #5185, Juho V (bebraw) Convert menu for Text objects (ALT+C) now has option to directly degrade to a Mesh. |
Revision af4422b by Ton Roosendaal November 12, 2006, 13:28 (GMT) |
Patch #5184, Juho V (bebraw) One liner basically; makes toolbox pop up like in 3d window, if you've set it to reveil on holding RMB. |
Revision fe97147 by Andrea Weikert November 12, 2006, 13:04 (GMT) |
==== MSVC 7 project files ==== very small cleanup: add DNA_customdata_types.h header |
Revision a56b95c by Ton Roosendaal November 12, 2006, 11:41 (GMT) |
Bugfix #5107 Autosmooth didn't copy additional texture coordinates such as sticky correctly. This was part of the vertex struct in 2.41 and older, but it became dynamic in 2.42. |
Revision 72f620f by Ton Roosendaal November 12, 2006, 11:03 (GMT) |
Bugfix #5207 Silly error in code initialized envmap "Render" struct wrong. It didn't work for ortho render, so also crashed on previews in ortho 3d window. |
Revision 883f7dd by Brecht Van Lommel November 12, 2006, 10:53 (GMT) |
Missing check for pointer being NULL in last commit, could crash on entering editmode. |
November 12, 2006, 09:52 (GMT) |
Some clearer comments on the meaning of the tabletdata struct's variables |
November 12, 2006, 09:50 (GMT) |
Added tablet tilt data collection for GHOST/Win32 - thanks elubie for doing the hard work getting it all set up first! The tilt values still aren't being used anywhere in Blender (yet? :) but at least now the data is there reliably and consistently across platforms. |
Revision fbcb0c1 by Ton Roosendaal November 12, 2006, 09:26 (GMT) |
New 'TOG DUAL' button (for locking bone layers) disabled extend-press with shift key. |
Revision c8a8760 by Ton Roosendaal November 12, 2006, 09:14 (GMT) |
Simple & efficient feature request from Campbell; One of the annoying things in Blender was that the UV Faceselect mode immediately forced the object to draw 'Textured', mimicing how the game engine could show it. For modeling and texturing workflow not optimal. UV FaceSelect mode now draws textured & default lighted, if the view is set to 'Solid'. Switch view to 'Textured' to see again what the game engine could draw (which is using real lamps, and the per-face lighted flag). |
Revision 328e032 by Joshua Leung November 12, 2006, 05:58 (GMT) |
== Copy Pose Attributes Menu == I've added a few more options for the copy pose attributes menu - Copy: * Transform Locks * IK Limits/DOF settings * Custom Bone Shape |
Revision e4a1eb4 by Brecht Van Lommel November 11, 2006, 23:23 (GMT) |
Added custom vertex data support to editmode. Only used for vertex groups now, others can be added later (sticky, shape keys). Beside one small fix for knife exact vertex group interpolation, is intended to work the same as before. Also fixes bug #5200, related to editmode undo and vertex groups. And corrects the editmode to faceselect mode selection conversion, that was broken in a previous commit. |
Revision 8857f4c by Brecht Van Lommel November 11, 2006, 22:47 (GMT) |
Patch #5195 by Anders Gudmundson. On X11, make the table device name check case insensitive. |
Revision c1b4132 by Peter Schlaile November 11, 2006, 22:35 (GMT) |
== Sequencer == Major sequencer rewrite to add Speed Control effect. Changes: - Cleaned up large parts of sequence.c removing a lot of unnecessary code. (We first built old seqar array to decide, what is visible, then build dependencies with new code, then used old code to iterate through the strips and deciding using new code what is used and so forth and so on...) Should be much faster now. - Now we build the strips recursively thereby elemenating the need of a seperate dependency calculation. - Added a Speed-Control effect to change strip speed afterwards. (Offers global speed as well as IPO-controlled speed. There are several modes to play with: - Control by velocity (IPO = velocity where 1.0 is normal speed) - Control by frame number (IPO = target frame) - IPO-Value can be rescaled to frame-value, to make frame exact matching possible. (Matching video tracks to audio tracks with IPOs ;-) Demo-Blend file is here http://peter.schlaile.de/blender/sequencer/speedcontroltest.blend Since this was also a Plumiferos request I hope to be mentioned in the credits ;-) Enjoy! And please test the new sequencer thoroughly. It is really more like a rewrite this time. |
Revision 05c59da by Chris Want November 11, 2006, 19:12 (GMT) |
Fix for bug #4922 The VRML97 exporter was rounding a lot of stuff to three decimal points. This is silly, since the spec says single-precision floats are used for most things, which gives about 7 decimal points precision. |
Revision dddc04f by Ton Roosendaal November 11, 2006, 18:17 (GMT) |
Bugfix #5208 Dupli-group, with armature in PoseMode, made selections not work. Weird that this wasn't reported before :) |
Revision c41823c by Brecht Van Lommel November 11, 2006, 17:18 (GMT) |
Compile error fix for last commit, using an undeclared variable. How GCC allowed this to compile I have no idea. |
Revision f5cff85 by Ton Roosendaal November 11, 2006, 17:15 (GMT) |
Tinsy fix for ~ key (set all layers). It as actually doing 21 layers :) Reported by Matt, via Campbell, thanks! |
Revision feb210f by Ton Roosendaal November 11, 2006, 16:45 (GMT) |
Experimental feature, especially for the animation department: THE OBJECT PROXY Or simple said; local control of referenced data from libraries. Having library files with references is a very common studio setup, and Blender did do quite well in that area. Were it not that for character setups it was impossible to use still. This commit will enable a full rig+character to remain in the library, and still have - under strict control - local access for animation edits. Full log: http://www.blender3d.org/cms/Proxy_Objects.824.0.html |
Revision 97f892b by Brecht Van Lommel November 11, 2006, 16:38 (GMT) |
Added custom face data support in edit mode. The code used to do this is the CustomData module from the modifier stack rewrite, but with additions to make it also usable in edit mode. Some of the datatypes from that module were move to a DNA header file, they are not saved to file now, but will be soon. The only code that wasn't abstracted is the uv collapse / merging code. It is rather complicated, will look into that in the future. There should be no user level changes. |
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