Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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August 6, 2005, 19:13 (GMT)
- bug fix, extrude and duplicate automatically enter transform which
may request info from the derived surface, this means we have to
force a manual recalc before we enter transform... proper design
of mesh data invalidation/recalc should make this unnecessary...
August 6, 2005, 18:51 (GMT)
- added copy button to modifier stack UI
- add warning about applying decimation
- some more UI tweaks (rounding of modifier pane, make toggles only in header,
add object name to try to convey that modifier stack is tied to OB)
- bug fix, modifier recalc wasn't done on make link
- bug fix, uiBlockEndAlign didn't clear align flags with certain themes,
pretty sure this wasn't intended. (TON: PLEASE CHECK)
August 5, 2005, 22:10 (GMT)
fixed sphere shape, added non-uniform scaling (making it an ellipsoid)
removed bug-fixing comments
August 5, 2005, 18:02 (GMT)
doc to bpy TimeLine support
.
August 5, 2005, 17:49 (GMT)
bpy TimeLine stuff
.
August 5, 2005, 17:47 (GMT)
adding TimeLine bpy support
.
August 5, 2005, 17:00 (GMT)
fixed the mouse-over sensor,
added raycast support for bullet (no triangle-mesh support, soon)
added python methods for 'getHitObject', getRayDirection, getHitPosition and getHitNormal for mouse over sensor,
which makes it easy for a shootout.blend demo :)
August 5, 2005, 17:00 (GMT)
added bpy TimeLine
.
August 5, 2005, 15:52 (GMT)
Now while choosing an edge in loopcut, S will toggle loopcut smooth. There is a headerprint to show current status of smooth.

Also a little tweak in subd smooth. is still not perfect in full quads/tris cases
August 5, 2005, 15:08 (GMT)
A small improvement to Subdivide multi smooth. It is not perfect yet :( but its better.

BUT! Try doing a EdgeRing (CTRL-ALT-RMB in edge mode) select and a subdivide smooth multi...That works ok (read loopcut multi smooth) :)
August 5, 2005, 01:57 (GMT)
- bug fix, some world material map to buttons missing
- bug fix, logic bool property value buttons missing
August 5, 2005, 01:41 (GMT)
removed comma at end of enumerator list.
August 4, 2005, 22:36 (GMT)
- added UI_EMBOSSR option (rounded emboss)
- added support for vector icons, from user API side is just like using
a regular icon... on icon side is defined by a function in resources.c
instead of using the blenderbuttons png file. vector icons are much
easier to add and scale properly. intent is that vector icons would
be drawn in window coordinates which lets icon developers make the
most beautiful icons, but this requires some tweaking of the interface
drawing that I am not going to do atm.
- changed BIF_draw_icon* to take coordinates of where to draw icon instead
of using passed in raster position
- switch modifier UI to using vector icons, and tweaked some position and
style stuff.
- replaced most uses of UI_EMBOSSX with UI_EMBOSS (do same thing, just there
to confuse people I guess)

After the window coordinate stuff is sorted out with vector icons
it probably makes sense to move all non-photorealistic icons in blenderbuttons
to vector form just so scaling goes better.
August 4, 2005, 19:31 (GMT)
Make Edgeslide work with Subsurf Optimal "on cage"
August 4, 2005, 19:07 (GMT)
improved deactivation, exposed more tweakable parameters to python,
fixed some copy/paste bug in inertia/inverse inertia.
colors in deactivation debug
August 4, 2005, 16:05 (GMT)
updates to the OS X build system :

- XCode project
- Scons :
scons stopped working for Os X in the last month (dont know when) :

* the '.' and '..' keywords in CCPPATH
are not recognized anymore for sconscripts compiling files at
a sub level
* when doing a scons clean, the 3 subdirs in build dir are removed
and scons then fail to recreate them (exten, intern, source)

this commit solve the first problem as a temp workaround
for the latter simply recreate the dirs manually

I will investigate that further when on vacations, which i should already
be.
;(

all 3 build systems are now working on Os X
August 4, 2005, 10:41 (GMT)
finally have the diagonal springs in lattices too
August 4, 2005, 07:25 (GMT)
- modifier UI update (aka, find the modifier buttons!!)
- moved back to editing buttons, where life is now cramped... switched
to constraint style foldout panes, still a WIP. In particular not
sure what buttons should be in header (and if current toggles stay
in header if they should also be in an expanded pane). Also need
new icons for move up/move down (and drag and drop would of course
be nice). Finally current plane is to make it so modifiers will
expand out in modifier pane for horizontal orientations instead of
just going down down down to goblin town.
- added error field to modifiers that is displayed in UI, need to have
some way for modifiers to return errors back to interface (esp. important
for python)
- tweaked cage determination and handling, currently the editmode cage
is determined by last modifier with OnCage set that is preceeded completely
by modifiers that support mapping or are disabled in editmode. it is
kinda confusing, but the interface only lets you toggle OnCage for modifiers
that support it - it just might not be clear all the time why you can't
toggle a certain modifier OnCage.
- update displistmesh_copy to only copy edges if non-NULL

There is a display bug that already existed but is more obvious with
new modifiers where parts of the pane get drawn in a different area
after toggling editmode. It has to do with drawing parts of the interface
using GL instead of 100% buttons. I try to keep my grubby little toes
out of the interface code so this can wait for Ton to return.
August 3, 2005, 21:38 (GMT)
first try on lattices having springs
August 3, 2005, 21:02 (GMT)


The famous potential SDL audio fix (setenv("SDL_AUDIODRIVER", "dma", 1))...

Inside #ifdef __linux__ #ifndef __alpha__ ...

Who knows, it might help :)
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021