Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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December 9, 2005, 15:00 (GMT)
change return of getMarked method for dict {framnum:['nameframe']}
.
December 9, 2005, 14:49 (GMT)
bugfix #3550

Fixing Loopcut smooth to actually cut smooth

I think this will go to HEAD now...
Revision 1e589f5 by Ken Hughes
December 9, 2005, 14:30 (GMT)


-- Bugfix #3520: Text with extrusion and/or bevelling would would disappear
when edit mode was entered.
Revision cf42e62 by Ken Hughes
December 9, 2005, 13:57 (GMT)


-- Bugfix #3545: Toggling the "apply modifier to editing cage during
Editmode" flag in one modifier cleared the flag for all other modifiers.
It now only allows toggling of the last modifier in the stack.
December 8, 2005, 22:05 (GMT)
New feature: "Stress" texture input channel

(As usual movies disappears after while)

Face example showing stress values on a blend. White is stretch, black
is squeeze
http://www.blender.org/bf/0001_0014.avi

Quick test with softbody stretch
http://www.blender.org/bf/0001_0100.avi

Based on the difference of the "Orco" (original undeformed coordinate)
and the actual render coordinate, a stress value is computed to make
textures react to stretching or wrinking skin.

The texture coordinate is neutral (0) on relaxed state. -1 is squeezed
to zero, +1 is stretched to infinity.
Note that scaling (object itself or parent) also will result in
stress values.

The reason for the huge commit is a cleanup in allocating memory for
the vertices. These were growing too large with new options, so now it
allocates the optional coordinates dynamically.
Saves about 20 MB memory per 1M vertices already. But best of all is that
I now can add much more fun... so tangents, here we come!
December 8, 2005, 21:35 (GMT)
bugfix #3550

Fixing Loopcut smooth to actually cut smooth
December 8, 2005, 20:07 (GMT)
Orange: fix for duplicator-group using X-Ray or Transparent draw options.
Note that X-ray is skipped, since it can only work for clearing the zbuffer,
but Transparent works now.
December 8, 2005, 18:32 (GMT)
Orange: Made Action Editor to respect Bone layers too.

Note: only works when an Object has Action linked, and not for pinned
actions.
December 8, 2005, 15:18 (GMT)
Orange: Action editor didn't reset selection flag on selecting Pose bones.
December 8, 2005, 15:05 (GMT)
Orange: More fixes in bone-layers (#$@%!).
- constraint buttons were drawing the hidden bone settings
- ctrl+I or 'Add constraint' didn't respect layers yet
December 7, 2005, 23:25 (GMT)
Orange: Made Nkey and info text in 3d window respect Bone Layers.
Revision e67360c by Ken Hughes
December 7, 2005, 21:12 (GMT)


Made Mesh verts/edges/faces hashable (as they were in NMesh); this will
make it easier for some scripts to be converted.
December 7, 2005, 20:28 (GMT)
Orange fixes;

- protected editing library data names in outliner
- layer-bone recode caused selection from posemode not to flush correctly
to editmode
December 7, 2005, 19:59 (GMT)
Bugfix from own collection: Rename option in Outliner didn't handle an ESC
correctly. Button wasn't closed then.
December 7, 2005, 19:54 (GMT)

Orange: Bugfix for uninitialized variables in lscm/stretch, forgot to
update initialization when switching from MEM_callocN to BLI_memarena.
This should fix the windows crashes.

Patch by Jens, thanks!
December 7, 2005, 19:47 (GMT)
Orange: Group with curve objects in it, and used with group-duplication,
didn't update display when original was on hidden layer.
Revision 5b71510 by Toni Alatalo
December 7, 2005, 19:36 (GMT)
A patch from Ken Hughes per request of Bassam here at Orange: Python access to armature visibility layers.
December 7, 2005, 15:13 (GMT)
Orange: option "Add to new group" (CTRL+G) didn't work when a group
already existed.
December 7, 2005, 15:07 (GMT)
Orange: Custom drawing types for bones in Poses!

In Armature Pose-bone panel, the 'hide' button got replaced with a button
where you can type (TAB complete works) a name for a Mesh Object. It then
draws that Object instead of the indicated bone drawing type.

Fixes for bone layers:
- Akey in Editmode didnt work proper (now deselects all non visible bones
too. selection for editmode works on the vertices, not bones...
- Snap in Editmode now respects layers
December 7, 2005, 12:46 (GMT)
Orange Bugfix: depsgraph code crashed on building particle system without
forcefields.... tsk!
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