Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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May 16, 2005, 14:35 (GMT)
- updates to MSVC7 projectfiles for recent (and past) changes
May 16, 2005, 08:25 (GMT)
Transform MMB code fixing Ton's last fix.

His fix was good, except that it switched to project_float instead of project_short, and that's not good because we're renormalizing the vector after that, which maximizes the float errors. Since it's scalling the axis anyway with the zfac method, it can use project_short safely (I tested it with the bug tracker file that triggered the fix in the first place).
May 16, 2005, 03:57 (GMT)
Corrected the python keywords list for syntax highlighting (it was missing "and" and "break").

Used the official list: http://docs.python.org/ref/keywords.html

While "as" is not a keyword, it is (should be) always used as such, so I've added it to the list too.
May 15, 2005, 05:44 (GMT)
Fixing bug #2556: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2556&group_id=9

MEMSET was clearing the TransInfo struct after the constraint setup call has been made.

Temporary fix until the manipulator transform init is split off, like normal transform.
May 15, 2005, 05:41 (GMT)
Variable declaration in the middle of some code. (MSVC complained, as it should)
May 14, 2005, 11:28 (GMT)
fix for bug in timeline found by Ztonzy on Irc

when zooming in with frame enabled, partial of frame were drawn with
multiple same int labels. confusing if harmless.


Ton, can you check this fix is the proper one ?
May 13, 2005, 16:18 (GMT)
New buttons image with syntax color icon
May 13, 2005, 16:11 (GMT)
TextEditor: syntax color support.

Patch provided by Ricki Myers. Works quite obvious, see Theme editor too!

Notes about the provided code;
- The default syntax colors were screaming! Toned it down to match the
default dark on lightgrey background better.
- Added: initializing colors in saved themes (usiblender.c)
- The implementation of the button for this option was quite clumsy...
Blender UI options services this a lot easier.
(Same fixed for 'line numbers' option)
- Bracket matching now uses as color a mix of backdrop and the
selected-text color. Noticed my texteditor did it too...

-> I really miss comments in code describing a little bit the thought
process behind the code. Like a short introduction on this feature
in the top of the drawtext.c, little remarks on new functions.
ALso in patch tracker or the mailinglist no docs was mentioned?

-> drawtext.c now gets messy quickly... lack of overview, structure,
and confusing mix of personal coding styles.
For not-active supported code dangerous...
May 13, 2005, 14:10 (GMT)
Bug fix: Beauty Fill crashed on non-regular geometry. Pointers NULL...

Also: fixed tooltips for icon buttons for Transform Widgets
May 13, 2005, 13:06 (GMT)
Deform with Curves didn't take the 'tilt' value into account.
Note, the tilting only works for '3D' curves, and is accessible in
EditMode curve with TKEY.
May 13, 2005, 10:20 (GMT)
Fix for bug #2201: Subdivide code not doing UV and VCol properly when not cutting in the middle (knife and loop cut)
http://projects.blender.org/tracker/index.php?func=detail&aid=2201&group_id=9&atid=125

I had to redo the uv/vcol splitting loop, merging triangles and quads code together for efficiency and cleanliness. Added a lots of comments too, so people more interested can look at that (nice ascii art too).
May 13, 2005, 10:07 (GMT)
Baking softbody: when 'frame mapping' is used, the baking process
should disable that, since animation systems remain in their own local
system time. Framemap is only for playback!

Not doing this caused corrupt baking, bug #2531 reported it.
May 13, 2005, 09:22 (GMT)
Three fixes in 1 commit. :)

- Bug #2530
The MMB Transform constraint 'chooser' used projection code that didnt
work when zoomed in extreme. Needed a correction to scale projected
coordinate according zoomlevel.

- NKEY panel for objects: click on left/right side of scale button now
goes with increments of 0.1 (was 1.0)

- Moving window edges in Screen: prevented top header from becoming too
small due to grid-snapping. Was visible now with using Texture Font.
May 12, 2005, 20:06 (GMT)
Bug fix #2535

Armatures with > 100 bones can deliver a 'parent IK menu' that doesn't
fit on screen anymore. Fixed it with changes;

- when menu doesnt fit to right/left, it places it aligned to left hand
of window
- when more than 8 collums in a menu exist, it makes collums 25 items
instead of 20.

Also fixed for the popup menu on Bone parenting. On a 1280 screen we now
can have a menu with over 300 bones (even more when you zoom down the
buttons window a bit). Still not optimal, but at least it's less annoying.
May 12, 2005, 19:17 (GMT)
Fixed various errors with Blender allowing editing Library linked data.

CTRL+V on buttons
NKEY Panels
join mesh
join curve
editing buttons
boolean
vpaint
faceselect
Manipulator

Also; Transform() got in useless loop when you entered without anything
selected. Not sure why Martin recoded it this way... maybe as a first
step to handlerify it? For evil Python Aussie Bosses? :P
May 12, 2005, 17:24 (GMT)
Bug fix #2542

Fun, the error is in code committed by Kent Mein, in a patch provided by
Campbell, who also reported the bug. :)
There was a line that set ALL selected objects (on click) to become active,
in succession, in a loop... very bad.

Activating in Oops better be restricted to ctrl+click. Fixed!
May 12, 2005, 17:11 (GMT)
Bugfix #2541

Using as Pivot the "individual object centers" didn't do any rotation or
scaling in editmode. I think it was supposed to give some kind of
'connected' centers, for individual faces/edges rotate. That'll be some
more coding work to get to work. :)
May 12, 2005, 14:37 (GMT)
Bug fix #2533

Made face-looping code idling correctly (hotkey K in editmode)
May 12, 2005, 14:30 (GMT)
bugfix #2532

Grab Time marker didn't idle correctly... was not checking for correct
previous mousecoordinate.
May 12, 2005, 14:00 (GMT)
On "Add duplicate object" the softbody baking info wasn't freed.

Note: currently the 'baking' stores the entire animation system, which
makes further animation refining (or duplicating) useless for a Baked
SoftBody. You can even delete the entire anim system.
This can be presented as a feature too (saves slow armature stuff).
However, I might check on a 'relative' bake too.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021