Revision 4c357b4 by Campbell Barton July 9, 2006, 14:54 (GMT) |
clicking on the second point of the gradient outside the mesh should have blended to alpha zero, but was raising an error, fixed. |
Revision 6bd0091 by Willian Padovani Germano July 9, 2006, 14:49 (GMT) |
BPython: -local matrices again, previous commit had matrix multiplication with inverted order. |
Revision a06c122 by Campbell Barton July 9, 2006, 14:44 (GMT) |
needed this file for Gradient tool (Window/3d ray picking function) |
Revision 158d430 by Campbell Barton July 9, 2006, 14:22 (GMT) |
updated mesh boneweight copy not to error with no selection.] updated obdatacopier to support mesh objects and added a more general way of choosing data to show or ignore in the button list. |
Revision 289259c by Peter Schlaile July 9, 2006, 13:05 (GMT) |
== FFMPEG == Bugfix #4596 and #4594 by rewriting the file extension management. The code is now _much_ nicer ;-) |
Revision c8a3721 by Willian Padovani Germano July 9, 2006, 13:04 (GMT) |
BPython API: -fixing object.getMatrix("localspace") and object.matrixLocal to return the local matrix (returns global space matrix if the object doesn't have a parent). |
Revision 1ce6c22 by Ton Roosendaal July 9, 2006, 13:00 (GMT) |
Bugfix #4649 Three issues: - When saving a file, without extension added, and no filename provided, the saving code received the directory name only. That's a potential danger of getting directories deleted. Added in the saveover() function a check for this, and return an error when you try to save over a directory. - Screendump did not add file extensions yet, when indicated todo so. - Screendump code was duplicating all image type cases, whilst we have a nice BKE_write_ibuf() call for that now. (Bug was that this code did not check for BMP, saving the file in default format.) |
Revision cf313f8 by Ton Roosendaal July 9, 2006, 11:54 (GMT) |
Bugfix #4647 The raytracer wasn't calling node shaders yet, so results showed only shading for the base material. This now works, but there's a conflict in the internal Blender shader that makes recursive raytracing with nodes unpredictable. Basicaly the conflict is that when a ray wants to shade a point, it should be able to check the material for mirror properties, but this is undefined for node trees... Probably we need to separate raytrace entirely from material shading. Is a good topic for NodeShader 2.0, when we really split up materials in shading components. I'll add a note in the release log about this. Best results you get now when you don't include mirror/ray-transp insde a node tree, in that case a regular material mirror can render that material perfectly. |
Revision 121f13f by Ken Hughes July 8, 2006, 20:40 (GMT) |
===Python API=== Response to bug #4398: print separate messages on start-up to show (a) the built-in Python version and (b) whether a Python installation was found. |
Revision cf266ea by Ken Hughes July 8, 2006, 14:24 (GMT) |
Bugfix #4627: headerResize() was overflowing a string parameter and destroying part of the transform matrix. Also remove a debigging printf. |
Revision 00b55ab by Ton Roosendaal July 8, 2006, 13:18 (GMT) |
1) The F3 key 'save rendered image' made inconsistant choices to save either in jpg or tga, when the output panel was indicating to render to movies. Even worse, it was sometimes saying 'save jpg' and saved a targa! Made it consistantly save .jpg now, since tga isn't a good common format. 2) Forgot to commit transform.h for previous bugfix in transform numeric input |
Revision 8a34cbe by Ton Roosendaal July 8, 2006, 11:56 (GMT) |
Bug fix #4627 The transform number input code allowed to keep typing forever. That's nice but the code uses floats to store values, so there's a limit of 7 digits resolution to take care of. I've added this limit now, it will stop when the 8th digit was typed, giving a range of 100 million, quite OK for Blender measures. There was also a short in use for values between 0 and 1, causing an error when you try to type like 0.99999. Here I've added a limit of 7 digits. |
Revision 9587430 by Ton Roosendaal July 8, 2006, 11:08 (GMT) |
Bug fix #4640 Renaming Meta Object to become the 'mother meta' should invoke a call to reconstruct the dependency graph. |
Revision 9a49186 by Ton Roosendaal July 8, 2006, 10:54 (GMT) |
Bug fix #4642 When a Sequence setup had a gap, it returned default black frames. However, this black frame was overriding the float buffer when a new strip started to render again, so the Sequencer kept saving black. Also: added extra info print for Scene strip, this didn't tell yet what the start/end frame of Scene was, and what current frame was. |
Revision 83d4833 by Ton Roosendaal July 8, 2006, 09:30 (GMT) |
Bug #4641 The ALT+C copy menu had a "Dupli" entry, but that didn't copy group-dupli yet. |
Revision 219a6b2 by Campbell Barton July 8, 2006, 06:14 (GMT) |
vertexpaint_selfshadow_ao adds face uv to the mesh if there not alredy there... added GPL header and docstrings to other scripts removed double batch_name_edit, same file is object_batch_name_edit |
Revision 73d50a8 by Campbell Barton July 8, 2006, 04:51 (GMT) |
Updated to the latest cal3d exporter from http://svn.gna.org/viewcvs/soya/trunk/soya/blender2cal3d.py?view=log |
Revision 8aed0ea by Willian Padovani Germano July 7, 2006, 18:39 (GMT) |
Gui: [ #4581 ] related to scripts window updates, details here: http://projects.blender.org/tracker/index.php?func=detail&aid=4581&group_id=9&atid=125 Scripts updated: -Jean-Michel Soler updated some of his scripts: paths importer (ai, eps, gimp, svg), kml / kmz importer and also updated Axiscopy.py by A Vanpoucke (xand) and the knife script (this version handles multiple materials) by Stefano Selleri and Wim Van Hoydonck. Thanks! |
Revision 46110ec by Ton Roosendaal July 7, 2006, 17:08 (GMT) |
Bugfix: (own todo) When you rename a generated image, like "Render Result" or "Composite" the float buffer in this image had to be copied, otherwise a next render will make the renamed Image buffer invalid. Note that renaming will not mean the images get packed or saved! So on reloading .blend they're gone. |
Revision ace4887 by Campbell Barton July 7, 2006, 17:03 (GMT) |
doubled the speed of mouse rotation, halved the mousewheel speed and WASDRF dont accelerate anymore. |
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