Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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December 7, 2005, 12:36 (GMT)
Orange request; Bones in Armature now have own layer settings.

Works like for Object layers, but local within Armature itself. Each Bone
can be in (16 now) any layer, and the Armature layer defines what is
visible or not. Also note that hiding will still work too.

Since the Blender code is *stuffed* with Bone options now, this commit
requires a good test if all tools we got now comply to layers...
(I counted 130 cases for checking for selected Bones in code!)

In PoseMode; hotkey M will show 'movetolayer' menu. Not in editmode...
then its the mirror menu.

Todo: make action/nla drawing comply to Armature layer settings.
Revision b02ff5f by Ken Hughes
December 7, 2005, 05:44 (GMT)


-- Bugfix #3551: fix memory corruption problem if Text3d.setText() called
while selected text is in edit mode.

(Future note: now that there is Unicode support in Blender, we need to add
support for it in the BPy Text3d API.)
Revision b558edd by Ken Hughes
December 7, 2005, 05:41 (GMT)


Fix memory leak; if Blender quits while in text edit mode, free textbuf
inside of free_editText().
Revision 4cf83c2 by Kent Mein
December 6, 2005, 18:52 (GMT)

Fix for bug #3529

Provided by Jorge Bernal (lordloki)

Function was returning a wrong value in a switch statement.

Kent
Revision 39ca3e3 by Ken Hughes
December 6, 2005, 17:08 (GMT)


-- Bugfix #3548: material.setMode() was doing incorrect range check on
inputs, returned error setting RAYMIRROR or RAYTRANSP modes.
December 6, 2005, 17:05 (GMT)
Orange:

Depsgraph support for animated duplicated groups that come from Library
files.... so nice, a huge walking group of characters in a 90k file or so!
December 6, 2005, 15:39 (GMT)
Orange:
Series of fixes in Library linking of groups;

- On library-linking (SHIFT-F1) a Group, the Objects now don't get a "Base"
anymore, meaning they won't show up as Objects in the Scene.
This ensures you can use the linked Group as duplicator without having
your file polluted with new (and linked) objects.
(I realize it should be possible to have it with Base too, will check)
- On append or file-read, the linked Group Objects get drawn properly,
but the animation system doesn't run yet.
- Group buttons (F7) now shows if a Group is from Library
- Outliner draws Library linked data with blue-ish text

Other fixes;

- Using group-duplicator, with originals in hidden layer, now shows and
updates animated Objects correctly.
- All of Object button panels did not have a proper protection against
editing Library data.
December 6, 2005, 15:02 (GMT)
Orange:
Pointer was checked before being set... but it refused to crash on me! For
everyone else it crashed on rendering.
Thanks Toni for the bughunt.
December 6, 2005, 12:14 (GMT)
Orange: fix for reading material light groups (didnt set pointer OK yet)
(Thanks Lee for finding it!)
December 6, 2005, 10:58 (GMT)
Orange: tuesday sync with bf-blender
December 6, 2005, 10:55 (GMT)
Orange branch: Revived hidden treasure, the Groups!

Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.

Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
groups.
- In Object buttons, a new (should become first) Panel was added, showing
not only Object "ID button" and Parent, but also the Groups the Object
Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group

But, the real power of groups is in the following features:

-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).

-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).

-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)

-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).

-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!

In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
Revision 1aebee2 by Ken Hughes
December 6, 2005, 06:16 (GMT)


More corrections and additions to Ipo and IpoCurve documentation.
Revision 569f9de by Ken Hughes
December 6, 2005, 05:42 (GMT)


Added some extra parameter checking in Ipo driver code.
December 6, 2005, 04:30 (GMT)

Added GPL licence header. possibly some other new stuff, not sure how old the CVS console script was.
December 6, 2005, 03:53 (GMT)

Updated bvh importer. tested on over 100 bvh files.

* Modified to use Mathutils for matrix math,
* Fixed possible joint naming bug,
* Imports BVH's with bad EOF gracefully
* Fixed duplicate joint names, make them unique
* Use r as well as n for newlines
* Added suppot for nodes with 0 motion channels
* Rotation IPOs never cross more then 180d
fixes sub frame tweening and time scaling
* 5x overall speedup.
Revision 2d19c4f by Ken Hughes
December 6, 2005, 00:02 (GMT)


-- Bugfix 3543: call to test_index_face() in decimateModifier_applyModifier()
was passing pointer to the wrong face, which led to eekadoodle later in
EditMode.
Revision 34049de by Kent Mein
December 5, 2005, 21:32 (GMT)


Modified the logic under linux.
My 64bit box fell through and didn't do anything
because it didn't match a CPU type, so changed the logic so there is a default.

Kent
Revision 1a2ac4e by Ken Hughes
December 5, 2005, 19:57 (GMT)


-- Bugfix #3072: As discussed on IRC, matrix.invert() should throw a
ValueError exception if matrix is singular.
Revision e209676 by Ken Hughes
December 5, 2005, 19:02 (GMT)


-- Bugfix 3453: coercion operations were doing an extra incref on coerced
objects. Also found extra increfs on some newly-created quat and matrix
objects, from calls to Matrix_Identity() and Quaternion_Identity().
December 5, 2005, 17:06 (GMT)
"Make Local" menu (Lkey) now has as first option to make only Objects
local, keeping all Data stuff (Mesh, Materials) from Library.

The animation stuff on Object becomes local though;
- Ipo
- Action
- NLA
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