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April 11, 2005, 21:19 (GMT)
Small transform fixes.

Rotation acted weird in perspective mode. Works much better using viewinv
instead of persinv to get the rotation axis. What would be even better is
using real view vector depending on transformation center (with
getViewVector), but that can wait a bit.

Meta Element resize needed some code to reset radius changes or axis size
changes when switching from one to the other (my fault, I didn't think of this
when telling Jiri how to implement it).
Revision 78939c0 by Jiri Hnidek
April 11, 2005, 19:31 (GMT)


- It is possible to scale radius of MetaElem again.
- It is possible to change dx, dy and dz params in 3Dview with manipulators
or with some shortcuts (S-X, S-Y, S-Z).
- User can scale stiffness when green circle is selected.
- MetaElem is selected with RMB click at green or red circle, then user can
grab or rotate with MetaElem as usual.

- Screenshot:
http://e-learning.vslib.cz/~hnidek/pics/scale_stiffness.jpg

- Captured video:
http://e-learning.vslib.cz/~hnidek/captured-videos/scale_stiffness.avi
April 11, 2005, 17:55 (GMT)
Bug fix #2411

(Looks like big commit, but is mostly just change of API call!)

Particle emittors now can be parented to an armature Bone, and give the
correct path for each particle. Note that this doesn't work for deform!
And, for each particle the entire armature is evaluated, all actions and
NLA strips.

It used to work a little while BTW, but the code just called ALL armatures
and made ALL deforms again. Was quite slow... thats why the API call
change: do_all_actions() now accepts Object * to only do that one. With
a NULL it now does all still. Will disapppear in recode of course...
April 11, 2005, 15:14 (GMT)
Silly pointer set on wrong place in code, caused Bones transform in
PoseMode not to work on branched armatures with multiple selected.

Thanks Richie for the test file!
April 11, 2005, 14:01 (GMT)
Bug fix #2413

Usage of uninitialezed pointer in 'extrude edges only' could crash.
April 11, 2005, 13:49 (GMT)
Bug fix #2415

Envmap rendering was using Gauss filtering, causing dark outlines in edges
of cube pictures. Now it temporally disables gauss in envmap render, which
isn't really noticable since the pics are filtered + gaussed anyway in the
end result.
April 11, 2005, 10:45 (GMT)
Bug fix #2428

The "Separate" and "Split" commands in editmode Mesh didn't take loose
edges into account correctly (leaving them in). These edges now get
removed correctly.

Note; this changes the tool XKEY "Delete->Faces" slightly. This already
removed entire faces and loose selected vertices. Now also removes loose
selected edges. More consistant, but maybe a bit confusing...
April 11, 2005, 10:20 (GMT)
Bug fix #2431

Underflow case in Blinn spec... resulting in large negative values to be
returned in certain cases, causing (again!) black dots.
Thanks randall for clear report with nice demo file. :)
April 11, 2005, 08:49 (GMT)
Bug fix #2424

With a sun lamp shining exact perpendicular to a face, the result was
undefined (black or full lit). Was caused by using acos() without checking
the input range. Float calculus can result in small under or overflows...
therefore: always use the arithb.c function saacos() !!!

Found more acos() usage in rendercore (in blinn and arealight too), removed
all of them. Might solve the white or black dots people were complaining
about?
April 10, 2005, 20:09 (GMT)
Resize didn't work with bezier handles correctly. That is because bezier has preleminary work for Individual Center in edit mode.
While I was there, I cleaned up individual center a bit, it was messing with helpline.

For fun, set the center mode to Individual Center, create a bezier circle, change handle to free (H) and Resize or Rotate. Fun isn't it! :)
April 10, 2005, 18:33 (GMT)
Merged all the internal transform includes into transform.h and moves it to /src to /include.
Split the conversion fonctions and sorting functions from transform.c into transform_conversions.c
Update MSVC 6.0 projectiles and SConscript accordingly.
Editview still included transform.h, replaced that for BIF_transform.h, the external include.
April 10, 2005, 15:04 (GMT)
- don't apply creasing to edges with no adjacent faces... things
go wacky.
April 10, 2005, 14:31 (GMT)
- bug fix #2433, mesh not drawn correctly when only edges
(and Mesh.medge).
April 10, 2005, 14:01 (GMT)
Bugfix for disappearing hilight bug and code re-org for text editor
from Ricki Myers (themyers).

Comes with nice juicy commit msg, too!

- source/blender/blenkernel/BKE_text.h

- Removed indent_paste, uncommen, unindent_lines, comment_paste,
uncomment_paste, uncomment, set_tabs.

All these functions cut and re-added text (I felt this was
unsafe). whicch is was caused the highlight loss.


- Now the only functions are Indent, Unindent, comment, uncomment,
setcurr_tab. All these functions only take one @parm (struct Text)

-indent(struct Text *text)
copy's the selected text in a MEM_mallocN line by line added a
tab at the begginning

- Unindent(struct Text *text)
Tests if current line starts with a tab.
if TAB remove it
- comment(struct Text *text)
copy's the selected text in a MEM_mallocN and adding a # at the begginning

- Uncomment(struct Text *text)
Tests if current line starts with a #.
if # remove it

- setcurr_tab (Text *text)
Checks for Tabs pri. to any text
if : is found and not in a comment then Tabs is increased by one
if "return", "break", "pass" is found then Tabs is decreased

- blender/source/blender/src/header_text.c

Changed: txt_cut_sel(text);
indent_paste(text);
TO:
txt_order_cursors(text);
indent(text);
* no more cutting of the text

- source/blender/src/drawtext.c

set_tabs(Text *text) just calls setcurr_tab(text);
Revision 28064ba by Rob Haarsma
April 10, 2005, 08:46 (GMT)
Uncommitted my last commit.
April 10, 2005, 00:00 (GMT)
- made shadedisplist not free all object displist data...
this messed with data caches which messed with assumptions made
by drawing code (and was just silly not to mention). here
be dragons...
Revision ae91ba8 by Chris Want
April 9, 2005, 23:38 (GMT)
Fix for bug #1576.

Constraints on bones that point to objects/bones outside of
an armature weren't working. The figure_pose_updating()
does a bunch of flagging based on the constraints on the
scene to figure out what armatures/bones need updating
(even when it is not the armature that is being manipulated).
Revision 6275dd5 by Chris Want
April 9, 2005, 22:40 (GMT)
Clean up for Makefiles: some of the directories were being printed
wrong (e.g., "/Fuzzics" and "/Joystick", and some of the solid stuff).
This was particularly noticable during "make clean".
Revision 9b81d8f by Rob Haarsma
April 9, 2005, 09:18 (GMT)
Added console printout when rendering in parts, to keep track of progress.
Requested by Relic.
Revision a74684c by Jiri Hnidek
April 8, 2005, 10:30 (GMT)


- bug fix #2400 (I forgot to add some parameters in uiDefButF() function)
https://projects.blender.org/tracker/index.php?func=detail&aid=2400&group_id=9&atid=125
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