Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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Revision baf69d3 by Chris Want
May 12, 2006, 15:26 (GMT)
Making the vrml exporter use the Ken Hughes Mesh module, rather
than NMesh.
May 12, 2006, 15:17 (GMT)
Compositor: Pressing Rkey now gives a popup for OK, and then will read in
all RenderResult nodes (when "Save Buffers" used) at once.

Before it only read 1 Scene... not too useful.

Also: added wait-cursor for saving images in UV/Image Editor.
Revision 24c08a7 by Ken Hughes
May 12, 2006, 13:10 (GMT)


===Python API===
* use CONSTRAINT_LOCAL instead of SELECT in "Copy Rotate" constraint
* remove "LOCAL" key for now from "Copy Size" constraint; not supported
right now in Blender UI
May 12, 2006, 11:27 (GMT)
New Compositer option: "Free Unused". In the Node Editor header.

This will free all Node output buffers, while compositing, when not needed
anymore. Saves a whole lotta memory, and will enable to use many many more
nodes (or high resolution images).
May 12, 2006, 11:22 (GMT)
A stupid x/y mixup gave error "Sorry, exr tile saving only allowed with
equally sized parts" when the tiles were equally sized anyway.
Revision d6bad3e by Ken Hughes
May 12, 2006, 04:34 (GMT)


===Python API===
Added NULL constraint (and fixed bug that didn't allow appending FLOOR
constraint), and added support for Constraint.Settings.LOCAL key support in
COPYLOC, COPYROT and COPYSIZE constraints when target object is an armature.
May 11, 2006, 20:41 (GMT)
patch from Charlie, bug fix (3795) , improves CubeMaps in game engine
May 11, 2006, 20:35 (GMT)
Added MVert.hide property because hidden verts were hanging BPyMesh_Redux
May 11, 2006, 19:46 (GMT)
-> New menu and toolbox entries

Added the following to the 'select' menu of 3d header and toolbox while in mesh editmode: '

-Path Select
-Edge Loop Multi-Select
-Edge Ring Multi-Select
-Loop to Region
-Region to Loop

Also added Collapse Faces and Collapse Edges to menu and toolbox as well as made them available in selection modes other than face exclusive and edge exclusive.
May 11, 2006, 17:58 (GMT)
- Charlie provided a work-around for some armature related crashes
- fixed some Bullet raycasting (hitfraction was not properly updated for static meshes)
- removed some cvs tags in Bullet's BMF _Font files (they keep on conflicting when duplicated in different repositories)
- set default linearsleepingtreshold explicitly
Revision d3dd1da by Chris Want
May 11, 2006, 17:42 (GMT)
The algorithm to export vertex color was very inefficient (for every
vertex it would potentially loop through every face). This fix speeds
it up a bit (only loops through all faces once, at the cost of some
additional memory). An example of export times for a mesh with 6266
verts and 12528 faces:

Before: 2m56s
After: 8s
Revision cfbbd8a by Chris Want
May 11, 2006, 17:29 (GMT)
Some bad logic was causing an 'Appearance' node not to get closed
correctly when a mesh has vertex colors.
May 11, 2006, 15:06 (GMT)
Added warning popup menu to note that Planar Environment maps cannot be
saved yet.
May 11, 2006, 13:33 (GMT)
Bugfix 4158

ALT+C convert for modifiers works again for Armatures etc.
Note; this is another victim of the very confusing derivedmesh...
Revision 74fc4fa by Nils Thuerey
May 11, 2006, 13:19 (GMT)
- fixed MSVC problem in fluidsim.c
- removed some more debug output in the solver
May 11, 2006, 12:42 (GMT)
Added a polygon reduction function that can poly reduce any mesh and supports UV's as well as bone weights (Thanks to briggs).
Isnt intended to be ultra high quality, more for automatic realtime "Level of Detail" model generation.

BPyMesh.redux(ob, 0.5) # To reduce to about half the polys
May 11, 2006, 12:13 (GMT)
OMG! Can't be true, a new feature for character animators!

When weightpainting, with the armature in posemode, you now can press the
NumPad-period key to zoom in to the selected bone. (it used to zoom to the
painted mesh instead). Actually bugreport 4161.
May 11, 2006, 10:27 (GMT)
Bugfix 4165

Environment map render:

- when an object is in multiple layers, the "don't render layer" option
didn't work properly. Now it doesn't render an object when it is
invisible completely

- the new scaling option also worked for cubic envmap, should not.
May 11, 2006, 10:06 (GMT)
Added some shortcuts to Mesh
MFace.area
MFace.cent
MEdge.length

Updated some scripts that used these.
May 11, 2006, 09:53 (GMT)
Added extra pointer check in "save envmap", which can crash when using
the option without rendered envmap. Fixes bug #4166
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