Revision baf69d3 by Chris Want May 12, 2006, 15:26 (GMT) |
Making the vrml exporter use the Ken Hughes Mesh module, rather than NMesh. |
Revision 3b9e0e6 by Ton Roosendaal 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 |
Revision f0a5fe5 by Ton Roosendaal 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). |
Revision 6cc46d0 by Ton Roosendaal 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. |
Revision 4b4029a by Erwin Coumans May 11, 2006, 20:41 (GMT) |
patch from Charlie, bug fix (3795) , improves CubeMaps in game engine |
Revision 831a1fa by Campbell Barton May 11, 2006, 20:35 (GMT) |
Added MVert.hide property because hidden verts were hanging BPyMesh_Redux |
Revision 3e3b1cc by Geoffrey Bantle 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. |
Revision ede20c1 by Erwin Coumans 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. |
Revision 722adde by Ton Roosendaal May 11, 2006, 15:06 (GMT) |
Added warning popup menu to note that Planar Environment maps cannot be saved yet. |
Revision db39cdd by Ton Roosendaal 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 |
Revision 0497ea5 by Campbell Barton 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 |
Revision ea2eb88 by Ton Roosendaal 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. |
Revision 1c1164a by Ton Roosendaal 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. |
Revision a3783d3 by Campbell Barton May 11, 2006, 10:06 (GMT) |
Added some shortcuts to Mesh MFace.area MFace.cent MEdge.length Updated some scripts that used these. |
Revision 7bb1c76 by Ton Roosendaal 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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