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November 5, 2005, 16:32 (GMT)
Fix #3343

Right after leaving Armature editmode, and entering posemode, the active
bone was not selected (when only the head or tip was selected). This caused
a confusing display of an active but not selected Bone... and not proper
behaviour of UI (buttons) and inserting keys.

Fix #3348

Mirror Modifier, button "Merge Limit" didn't react on left/right click.
November 5, 2005, 15:52 (GMT)
fix #3357

- Armature editmode, x-axis mirror edit, didn't mirror alt+s scaling of
B-Bones

ALso: found out that alpha drawing for Envelope Bones in editmode wasn't
set properly.
November 5, 2005, 15:45 (GMT)
Bugfix #3355

calling "Apply deform" from toolbox, with no active object, crashed.
November 5, 2005, 13:09 (GMT)
Fix for #3316: do not convert slashes in the relname in BLI_make_file_string
Also fixed signature to const char* to indicate which parameters can be changed
to make it a bit safer, because constant strings are passed into this function
and changing them caused a crash.
Revision 1d1fd7c by Jiri Hnidek
November 4, 2005, 21:45 (GMT)


- small optimalisation of Matt's code, Markers are copied in one loop,
Matt, admire function BLI_addhead() ;-)
Revision a602dcf by Ken Hughes
November 4, 2005, 20:34 (GMT)


- JMS's patch which adds GetParticlesLoc() method. I've modified the code
so that it resides in the Effects module instead, with the intent of
soon merging Effect.c and Particle.c into a single file (and somedat
removing references to the Effects.Particle submodule)
November 4, 2005, 16:30 (GMT)
Scripts: Jean-Michel updated his rvk1 to rvk2 script (thanks); small fix in BPyRegistry module to remove empty config keys instead of causing an error
November 4, 2005, 12:38 (GMT)
Combined bugreport, bugfix and patch from Vidar Madsen.

He noted that static particles don't work with force fields yet, and
added a fix for it. This however didn't work for the depgraph yet, and
didn't correct the static particle's local space to world coordinates for
the fields. Nevertheless, while reviewing this small patch I thought it
would be fun to add now.

So: static particles now update realtime on forcefield relations. Warning
for potential slowdowns! Also note that work on the real particle patch
still has to be done... something I really will do, but in time. To get
particles correctly integrated in the animation system, quite some new
development has to be done still.
Revision 1f2a7ef by Matt Ebb
November 4, 2005, 11:23 (GMT)
Small thing, just filling a gap that we really need here -
Added duplication of markers in the timeline with Shift D
(in the frame menu too)
November 3, 2005, 21:13 (GMT)
Bug #3338

While using automatic IK, a pending redraw event could draw the buttons
window again, reveiling the temporal IK buttons. Using them, after grab,
caused a crash.

Also: noticed that the undo push for transform is called too early, so it
saves the state before 'special_after_trans' was called.
Also: in editmode armature, changed shift+A "Bones" in "Bone".
November 3, 2005, 20:35 (GMT)
Bug #3298

Unified render does not return a zbuffer, but when gauss render was used
in combination with motion-blur, a buffer was accidentally created, one
pixel to small even!
November 3, 2005, 20:22 (GMT)
Silly error string correction
November 3, 2005, 20:07 (GMT)
project file update
*Added the boolop project
November 3, 2005, 18:58 (GMT)
Bugfix #3288

If a Mesh was "Auto Smooth", it was drawing as smooth in editmode, and
not as smooth in Object mode. Should be consistant.
Better even would be draw autosmooth info, but that's derivedmesh magic now!
November 3, 2005, 18:43 (GMT)
Bugfix #3304

Actually nice feature too: when using Scene "Set" option, that scene draws
its transparent and x-ray stuff independent of the 'foreground' scene.
That means that x-ray in a set will be always over the set objects, but
stays behind the current scene.

For transparent it works the same though... meaning that solid objects from
the foreground scene will always draw over transparent from the "Set".

Note; this only is true for the 3d window, or the OpenGL render, not for
actual rendering of course.
November 3, 2005, 17:08 (GMT)
Fix #3330

Bone constraint to a path (follow) did not work yet...
November 3, 2005, 15:57 (GMT)
Fixed two small glitches in Mesh ripping (Vkey):

- loose edges got accidentally removed
- when a rip results in loose vertices, they now get removed too.
November 3, 2005, 14:51 (GMT)
Sticks bones, in solid view mode, didn't draw selected not in posemode...
caused by code shuffling for new IK options and ghosting draw.
Revision b5f212a by Jiri Hnidek
November 3, 2005, 10:11 (GMT)


- arrow used for visualisation of joining of screen areas is drawn on the
other side now, I tried to fix bug submited by Nathan, can you test it?
Revision eafdcdd by Ken Hughes
November 3, 2005, 00:58 (GMT)


-- Bugfix #3335: mesh.remDouble() accidentally performed a mesh fill also
(missing break statement): thanks, Cam!
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