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Blenderin Git "master"-kehityshaaran kommitit.

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April 17, 2006, 01:33 (GMT)
added support for 'Ghost' object and collision sensor (preliminary)
Revision 176641b by Chris Want
April 16, 2006, 19:34 (GMT)
==Something very minor==

To get blender to build I needed to comment out:

#include "NarrowPhaseCollision/EpaPenetrationDepthSolver.h"

Erwin, please check.
April 16, 2006, 16:50 (GMT)
=== Animation ===

Patch #4044 patch to change the step when changing frame with up or down arrow keys.

This adds a per Scene setting to specify the number of frames skipped by the up and down arrow.
This setting can be changed in the Timeline header and in the Anim/Playback section of the Scene settings.

Upon loading a file without that setting or creating a new scene, it is set to 10

Also fixed the Start and End frame buttons in the Scene buttons to do a proper refresh.
April 16, 2006, 15:28 (GMT)
a little spring cleaning to remove some compiler warnings for
implicit declarations, redundant redeclarations, missing initializers,
nested externs and other cruft.

Cleaned up includes and moved extern _Type decls from Types.h into
Types.c since that is the only place where they are needed now.

Did not touch Ipo.[ch] since work is on-going there.
April 14, 2006, 15:29 (GMT)
#bugfix #3682

NLA and Action window sometimes suffered from very weird scaled display,
caused by making the subwindow very small. Was a missing check for small
sizes.

Also in this commit removal of debug print N_T left in for ipos.
April 14, 2006, 04:03 (GMT)
enabled ipo in combination with physics (no friction effect from kinematic to dynamic transferred yet)
April 14, 2006, 03:18 (GMT)
don't use hull testing code by default
April 13, 2006, 14:41 (GMT)
don't use Epa yet
April 13, 2006, 13:55 (GMT)
msvc6 projects to build at all / still no GE
April 13, 2006, 05:11 (GMT)
a lot of work in a few small changes to improve penetration depth. and some fixes in shaders from Charlie.
April 13, 2006, 04:00 (GMT)
Added no x-crossing option, so verts cant select verts to copy from that cross the X-Axis (usefull when copying human figures, and avoiding the inner leg verts from snapping accross to the wrong leg)
also made it display a progress bar.
April 13, 2006, 01:41 (GMT)
Fix typo in doc. CurNurb.setType() was getType() which hid the
real getType() definition and made getType() into the setter. All that
confusion from a single character!
April 11, 2006, 19:05 (GMT)
last release we lost our reassuring msg when no local python install
was found. Restore warm fuzzy msg. Text is now

Looking for installed Python version XXX

followed by either

Got it!
or
'import site' failed; use -v for traceback
No installed Python found.
Only built-in modules are available. Some scripts may not run.
Continuing happily.


And while we are at it, clean up a couple of compiler warnings.
April 11, 2006, 12:27 (GMT)
Bugfix #3665

Using "International Fonts" (silly name, it's pixmap fonts) the special
characters (values above 127) were disregarded completely.
This was caused with the extremely confusing unicode conversion call, which
actually only was needed when translations were set.

Disabling the unicode conversion then gives correct text drawing. However,
I suspect that this code will give issues for translations too... that I
cannot judge nor fix.
April 11, 2006, 10:17 (GMT)
Bugfix #3698

Crash fix for deleting all vertices in a Mesh when this Mesh had a
Vertex parent.
April 11, 2006, 10:09 (GMT)
Bugfix #3699

When using non-relative Shape keys, the lock option (live updates) in the
IpoWindow didn't work after one of the keylines was selected.
April 11, 2006, 09:52 (GMT)
#bugfix #3659

Zero-sized bones in an Armature didn't result in a stable rest position.
This caused bones to rotate to random positions on each editmode exit.

This commit will automatically remove such bones on exit editmode now, and
adds a warning print for it. I've tried to code exception handling for
zero-sized bones, but this is just too hard to get stable. Better to define
by default that Bones always should have a length.

Typically zero-sized bones only get added by accident, for example while
ctrl+clicking new bones.
April 11, 2006, 05:57 (GMT)
applied Charlies patch, reverted some GLSL shader stuff, improved penetration depth estimate.
April 11, 2006, 02:48 (GMT)
finished RemoveHandle implementation
April 11, 2006, 02:41 (GMT)
Fixed 2 bugs in mesh brush. 3805 and 3806
Verts being set to NAN and cursor being placed as well as painting.
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