Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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Revision a618713 by Yann Vernier
December 27, 2005, 15:28 (GMT)
Fix crash in EXPP_(int|obj)Error. These functions are redundant;
they only differ by return type, so it's easier to just call
PyErr_Format and return appropriately.
Revision b39465b by Chris Want
December 26, 2005, 21:43 (GMT)
Some compilers don't like it when you initialize the fields in a
struct using the values of variables during the declaration of
the struct.
December 24, 2005, 17:06 (GMT)
Getting rid of an unused var
December 24, 2005, 16:49 (GMT)
Update for Shape Vert Propagate...

now sets RECALC for all objects that share the obedit's mesh data. So no more TAB-TAB nonsense :) One caveat: Undo is on Global Level not editmode level.

Also added header note for Copy Shape Vert that MMB does 100% copy
December 23, 2005, 22:16 (GMT)


Fixing a bit of horrible code in Armature.c (BonesDict_repr).
There is a lot of very dangerous (and slow) string manipulation code in
there. I do not want to appear arrogant, but a bit of basic code QA in this
module certainly can't hurt.

Please see the diff for further explanation ;-)
December 23, 2005, 15:20 (GMT)
Some bugreports from the orangers for Shape Vert Copy :)

1. Selection is now not lost on cancel
2. Subsurf now Updates
3. MMB copys at 100% immediately
4. Full copy removed from menu since due to #3
December 22, 2005, 21:59 (GMT)
Additional Shape Vert Copy Tools in editmode WKEY

Copy Shape Verts Blend (interactive blending copy)
Propagate Verts (copys selected verts from current to all other shapes)

UI for interactive needs work and Propagate verts needs tidying up, propagation does not show yet until TAB :(
Revision e8f7ff2 by Chris Want
December 22, 2005, 05:58 (GMT)
Copy release/text/*.pdf into release tarball
December 21, 2005, 23:39 (GMT)
Orange: Warning cleanup for Icons commit, missing declarations of some
calls caused icon hashing not to work too. Runs smooth here :)
December 21, 2005, 22:21 (GMT)
Big commit in orange: Interface icons for materials, textures
world and lamp. Also for images in pupmenus.
Also preparation for work on using preview images in imagebrowser.

-- Andrea
December 21, 2005, 21:37 (GMT)
Copy Shape Verts

In mesh editmode, while editing a shape, select some verts, W Key, "Copy Shape Verts". You will be presented with a list of shapes and once chosen, the selected verts will be moved to the position of the verts from the chosen shape. Most handy use would be reverting part of a shape back to basis e.g.

Making eyebrow shapes, add a key and model the eyebrow shape symetrically with the x-mirror tool
Go out of editmode, copy that shape
Go into each shape and revert 1 side to basis

If the mesh has had verts added/removed since last entering editmode, you need to TAB-TAB first before copying
December 21, 2005, 19:58 (GMT)
Orange: some better support for new bone layers: action window now draws
nicer... it was still counting all bones for defining visible area, so
many times channels got displayed out of view.
Revision ea16c44 by Ken Hughes
December 21, 2005, 18:12 (GMT)


Fix typo in epydocs for Mesh example
December 21, 2005, 17:49 (GMT)
Orange: small fixes as reported,

- follow path constraint + stride path didn't update correct on file load
- selection of 'stick' bones didn't work in object mode, solid view
- change bone layer sends redraw to NLA too
December 21, 2005, 17:24 (GMT)
Tinsy wee little commit!
In non-OSX environments, the render window opened too high, due to missing
offset. (Simon can get this in windows build still, DJ?)
Revision 441fe09 by Kent Mein
December 21, 2005, 16:18 (GMT)

This fixes two things:
http://www.blender.org/forum/viewtopic.php?t=7646
and loading of old corrupt blendfiles.

Makes sure bhead.len is not < 0 (hacked blendfile)
also sets buffer to 0 when fails to read correctly (wasn't set so
was causing problems)

The second thing was provided by pidhash.

Kent
December 21, 2005, 14:24 (GMT)
Orange; daily noodler update commit.

- Adding execution code for Node trees. Was a bit a puzzle, since I want
it to be multithreading by design. This now is solved by defining a
stack per tree for all data that's being written into. This stack, which
resides now in the NodeTree itself, then can be allocated per thread.

- For testing pleasure, I've added a 'mix node' and a 'show node', so
you can already see it do something. :)

- reshuffled structure, to put things nice together, and have easier node
adding. Current state is still WIP though, structure might change.
For the record; new file node_shaders.c will contain all shader node
definitions, apart from the drawing callbacks.

Next: I'm going to check on Andrea's work on icons now, since this is very
much needed for true shader/composit work.
Now back to release work...
December 20, 2005, 15:43 (GMT)
Orange: daily commit of continuing work on noodle editor.

- delete/duplicate with connection links
- type awareness for sockets
- make connections checks for max amount of possible connections
- added dependency sorting of node list
- cyclic connections are drawn red now, press Ckey to see the other bad
cycles.
- added UI toolkit support in nodes (try shift+a)

So, almost ready for execution code. :)
December 20, 2005, 15:21 (GMT)
Release code (in Blender) to 2.40

And: first bugfix as found by doing regression files; bowl.blend did not
play realtime due to depsgraph omission.
Revision 5c51e13 by Matt Ebb
December 20, 2005, 15:17 (GMT)
* Teeny tiny menu item correction
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