Revision 0482f32 by Ton Roosendaal October 24, 2005, 20:03 (GMT) |
Bugfix #3238 ALT+C on mesh without modifier crashed. |
Revision 066b0b1 by Ton Roosendaal October 24, 2005, 19:22 (GMT) |
Bugfix #3210 Included a patch by Pablo Marrol! selecting with ALT+CTRL combos didnt check if there was actually a Mesh in editmode. |
Revision 050dcad by Ton Roosendaal October 24, 2005, 19:13 (GMT) |
Bugix #3200 DAG_object_flush_update() always used scene layers, causing updates to go wrong with 3d windows with "Lock" off (allowing local layer and camera). This fixes a larger amount of potential issues. Also: fixed menu title for adding IK constraint to Bone (CTRL+I). |
Revision a021181 by Johnny Matthews October 24, 2005, 18:17 (GMT) |
Fix for Bug #3217 Just needed to mark a few more edges. |
October 24, 2005, 12:53 (GMT) |
The handy Shift Space for maximise a window space wasn't being too handy in the text editor, so I've disabled it here now. |
Revision 6181a5a by Ton Roosendaal October 24, 2005, 09:00 (GMT) |
Bugfix (based on user mailing me): In editmode, "remove doubles" crashes when it uses subsurf display. Was missing a DAG update. |
Revision ec58f41 by Ton Roosendaal October 23, 2005, 21:36 (GMT) |
Autohandles in Ipo Window still could overshoot. Added a new clamping to ensure the handles never result in a curve that goes beyond the neighbour control points. http://www.blender.org/cms/Animation_Curve_Handle.717.0.html |
Revision e023366 by Martin Poirier October 23, 2005, 21:34 (GMT) |
Fixed backwardstransform.blend bug from orange dudes. It was literally two lines of code. This probably fixes a lot of the "constraining transform goes backward" problems. Was a dumb oversight on my part. |
Revision 847a584 by Ton Roosendaal October 23, 2005, 19:27 (GMT) |
Bugfix: select Vertex Group in Outliner now updates 3d view properly. |
Revision 20b23e3 by Ton Roosendaal October 23, 2005, 19:16 (GMT) |
The ctrl+click extrude now calculates a rotation, so you can do wild quick modeling! It detects the rotation based on the average of all half-selected edges and the extrude vector. The first rotation might go wrong on extruding parts of very irregular shapes, but in general it does it fine. Of course, single vertex clicking or entire shape clicking doesn't rotate. |
Revision 745fc2f by Erwin Coumans October 23, 2005, 17:55 (GMT) |
updated SConstruct and Makefile so that if you compile the gameengine, is always enables bullet, independent of sumo/ode. So for the 2.4 release, both bullet AND sumo will be enabled. You can choose in the world buttons which physics engine is active for a scene. sorry if this breaks your builds! |
Revision 6ce7d18 by Ton Roosendaal October 23, 2005, 16:18 (GMT) |
Removed DAG update for armature after inserting keys in pose mode. That caused un-keyed positions to flip back. |
Revision d004754 by Ton Roosendaal October 23, 2005, 16:13 (GMT) |
One Constraint function missed the new MINMAX (floor) type, caused the last commit (add constraint menu) to fail on adding floor constraints. |
Revision d4f4700 by Ton Roosendaal October 23, 2005, 12:18 (GMT) |
New: Hotkey/menu access in 3D window to add constraints. Works in PoseMode as well as for Objects. Hotkey: CTRL+ALT+C (bit clumsy I know, but I like to use the Ckey). Constraints are added to the active Object or Bone. Based on selection context, the menu has three versions: Pose Mode: - if another bone is selected, bone becomes target - else if another Object is selected, Object becomes target - else it adds a new Empty as target Object Mode - if another Object is selected: Object becomes target - else it adds a new Empty as target Same works this way now for CTRL+I, "Add IK". To be solved: ALT+C in PoseMode is "Clear Constraints", but in Object Mode it does "Convert" still... |
Revision 84f6642 by Ton Roosendaal October 23, 2005, 11:03 (GMT) |
Another useful tool for efficient usage of WeightPaint: Press SHIFT+LMB, and it shows a menu with all Vertex Groups the vertices of the indicated face has, also allowing selection of Groups. |
Revision de65555 by Ton Roosendaal October 23, 2005, 10:08 (GMT) |
New: Option to show the paths of Bones over time. In PoseMode, press Wkey or use the Pose pulldown menu. It calculates the positions of all selected Bone end points, over the time as indicated with the Scene start/end frame. This then is drawn as a path, with little black dots on every frame, and a white dot on every 10 frames. Paths are not saved in files, and not calculated automatic yet on changes. To make this relative fast, but also reliable, I had to add a new method in the Dependency graph system, to find exactly (and only) these parents of an Object that influence its position. This is needed because the path should show the actual global coordinates of the entire animation system. |
Revision 12ab0f6 by Nathan Letwory October 23, 2005, 09:11 (GMT) |
fixing zero-size array (sourceblendersrceditmesh_add.c(122) : error C2466: cannot allocate an array of constant size 0 warning:: ISO C forbids zero-size array `mval') |
Revision 2bd1b4b by Jens Ole Wund(bjornmose) October 22, 2005, 22:50 (GMT) |
fixing most of #3096 by 'eating' contol messages still there is an issue on how transparent/opaque floating panels should be for messages ... and i am wondering if that should move to 'regular' buttons |
Revision ac3e3ec by Ton Roosendaal October 22, 2005, 19:34 (GMT) |
Long on the wishlist! - CTRL+click in EditMesh now extrudes selection. If no selection, it adds a new vertex. Try it on a full selected monkey. Fun! :) - CTRL+click now also adds the new stuff aligned with the view, as if you had translated it to the mouse cursor. Only new vertices are added with respect to 3D cursor location. |
Revision 9e19739 by Ton Roosendaal October 22, 2005, 18:47 (GMT) |
Various stuff in one commit; - Added (BKE_utildefines.h) POINTER_TO_INT(poin) and INT_TO_POINTER(int) defines, to help fixing issues with switch to 64 bits systems. This assumes that a) not more than 16GB mem is used and b) that address space is below the 1<<35 value. The latter has to be confirmed, but it seems to conform the current 64 bits generation of OSs (for mallocs). Needless to say; use long if you want to store pointers! This is for temporal fixing. - Added editmesh version for mesh-octree lookups, not used yet. - Fix: ESC on armature posemode restored the actions, should not happen - Fix: If in NLA an action was 0 frame long, it caused draw error - Fix: Click on name in Action Window now activates Bones - Fix: "Snap to" options in Armature editmode now use X-axis mirror edit. |
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