Revision 08127dd by Joseph Gilbert July 28, 2005, 18:31 (GMT) |
_.NET projectfile updates_ This fixes a number of build issues with msvc7 projectfiles * fixes the zlib problem * fully builds bullet + solid + blender * updates project files |
Revision 66c7f07 by Joseph Gilbert July 28, 2005, 18:29 (GMT) |
_build environment for bullet physics_ - adds bullet projectfiles to the extern.sln build (please rebuild extern.sln) |
Revision 0f3303b by Johnny Matthews July 28, 2005, 18:11 (GMT) |
Fix for zlib with MSVC/SCONS. Should compile now. This does not fix the bullet issues yet. But with this Blender should compile without the gameengine. |
Revision b5ec3ef by Erwin Coumans July 28, 2005, 12:21 (GMT) |
removed duplicate testing files |
Revision d501f56 by Ton Roosendaal July 28, 2005, 11:05 (GMT) |
Bugfix #2875 Removed old code that was used when the global undo still saved files. It was restoring pointers in the UI based on names, which gave confusing results when loading the quit.blend file (actually undobuffer). Instead it should treat the quit.blend same as "Load without UI" option. |
Revision 4cc9652 by Ton Roosendaal July 28, 2005, 10:01 (GMT) |
Nice time saver for Armatures: Introduced Bone type "Hinge", which doesn't inherit pose rotation/scale from its parent pose-channel. Button is available in Editing Buttons for PoseMode as well as EditMode. Aim is to reduce overhead of Constraint usage (copy location). (in object.c I removed old code for IK) |
Revision a2c4044 by Jens Ole Wund(bjornmose) July 28, 2005, 08:33 (GMT) |
zlib.lib update. some includes too. |
Revision 28bd716 by Chris Burt July 28, 2005, 03:20 (GMT) |
Killed some warnings. No please.. hold the applause. |
Revision 539a9ad by Chris Burt July 28, 2005, 00:13 (GMT) |
Part of a fix to the makefiles for compiling the new ZLib stuff. This seemed to do the trick for me, however a game engine error has prevented me from compiling to test. Anyone who has time to test compiling it would be appreciated. |
Revision 8828aa0 by Daniel Dunbar July 27, 2005, 21:31 (GMT) |
- move zlib.h around to make windows happy still having linking issues with zlib, grumble grumble |
Revision 4b1588e by Daniel Dunbar July 27, 2005, 20:16 (GMT) |
- update storage.c to use standard time codes (should fix issue with MSVS 8) - broke mesh_create_shadedColors out of shadeDispList, used to build vertex colors for mesh in vpaint as well (also fixed bug where they were not initialized correctly for subsurfs) - added modifier_copyData and modifier_findByType functions - change editmode modifiers to only calculate if Realtime and Editmode bits are both set, makes more sense for copying modifiers - update object_copy to correctly copy modifiers - removed duplicate redefinition of ME_ attributes in python, this is a horrible idea, why was it done in the first place? - update armature auto vertex group code to check for subsurf in modifier stack - fixed flip_subdivision to work with move to modifier stack - added copymenu_modifiers, can copy all modifiers or just data from first modifier of a certain type (not sure how to deal with multiple modifiers of same type... not a big issue though I think) |
Revision 410512e by Ton Roosendaal July 27, 2005, 19:46 (GMT) |
Patch provided by Shaul Kedem: Compressed files are back! He even made a nice doc in wiki: http://wiki.blender.org/bin/view.pl/Blenderdev/Blendgz Usage: set the option "Compress File" in the main "File" pulldown menu. This setting is a user-def, meaning it is not changed on reading files. If you want it default, save it with CTRL+U. The longest debate went over the file naming convention. Shaul started with .blend.gz files, which gave issues in Blender because of the code hanging out everywhere that detects blender files, and that appends the .blend extension if needed. Daniel Dunbar proposed to just save it as .blend, and not bother users with such details. This is indeed the most elegant solution, with as only drawback that old Blender executables cannot read it. This drawback isn't very relevant at the moment, since we're heading towards a release that isn't upward compatible anyway... the recode going on on Meshes, Modfiers, Armatures, Poses, Actions, NLA already have upward compatibility issues. We might check - during the next month(s) - on a builtin system to warn users in the future when we change things that make a file risky to read in an older release. |
Revision cd6cbda by Ton Roosendaal July 27, 2005, 18:53 (GMT) |
Bug fix #2870 Wire material doesn't work with raytrace, but the wire faces were still trace-able, giving weird results. Now the wire faces are excluded from the octree. |
Revision 2da63a1 by Johnny Matthews July 27, 2005, 18:48 (GMT) |
Added Name flip for _L _l _R _r Also added if suffix == 001, do not re-add suffix. So allows the following procedure bone named Bone_R is copied, becomes Bone_R.001 Bone_R.001 is Flipped, becomes Bone_L Currently only works for 001, could be extended later |
Revision 5967214 by Ton Roosendaal July 27, 2005, 10:37 (GMT) |
Cleanup & goodies for rigging geeks! :) - PoseMode: Wkey menu, "Flip Left/Right Names". On selected bones, it flips the L/R tags in names, and calls the proper code to rename everything that's related (constraint targets, bone-childs, etc). - PoseMode: Shift+S snapmenu: snap cursor to selected now works - Outliner: select bones now correctly sets 'active' flag for bones, updating the UI as well. Also made sure you cannot select hidden bones in outliner. - 3DWindow: in PoseMode/EditMode draws name of active Bone too (with user option "Draw active object name" set. - Added the new Armature/PoseMode options in View3D pulldowns. Cleanup: - moved Pose code from editaction.c to poseobject.c - removed BSE_editaction.h and BSE_editaction_types.h, moved contents of it to BIF_editaction.h. One include per C file should be fine. :) I know the src/ structure would require more elaborated includes, but we don't have that now... |
Revision 8f15f98 by Erwin Coumans July 27, 2005, 09:47 (GMT) |
got some "_1400 <= _MSC_VER" wrong, should be "_1400 < _MSC_VER" Lets hope gcc doesn't define this :) |
Revision 411123b by Erwin Coumans July 27, 2005, 09:30 (GMT) |
- added debug line drawing in gameengine (handy for debugging physics problems) - added #ifdef for a visual studio 8 crashing problems - added scaling and tolerances to triangle meshes |
Revision b814251 by Erwin Coumans July 27, 2005, 09:09 (GMT) |
visual studio 8 crashes on this R argument, todo: find replacement |
Revision 21e59fd by Martin Poirier July 27, 2005, 07:50 (GMT) |
Correct init_userdef_file to not overwrite CollectRate and Image TimeOut every time it loads. |
Revision 2e73199 by Martin Poirier July 27, 2005, 07:43 (GMT) |
Image memory garbage collection: clock seemed to work weird on some machine, switching to PIL_check_seconds_timer. It's more in line with the rest of Blender anyway. |
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