Revision 1411f7e by Ton Roosendaal December 3, 2004, 14:30 (GMT) |
Fix for #1700 and #1941 When a font for 3d Text Object doesnt exist anymore, Blender could crash. Thanks Rob Haarsma for fixing it. |
Revision 8170292 by Ton Roosendaal December 3, 2004, 10:16 (GMT) |
Bufix for #1940 With material slider "Ray Mir" set non zero, but with toggle "Ray Mirror" off, Blender accidentally entered a part of raytracing code, screwing up the alpha value of the result. |
December 3, 2004, 02:42 (GMT) |
Added #define B_UNLINKIMA 1358 Since it was undefined and causing things not to compile. Whoever added it might want to move it but hey its working again for now. ;) Kent |
Revision 4c7bd73 by Ton Roosendaal December 2, 2004, 22:39 (GMT) |
Fix, reported on irc by K-rich. Texture buttons didn't allow to unlink the image. Nowhere in Blender this even is possible or happens... reason for blocks to get "stuck" in file. :) |
Revision 541e36f by Ton Roosendaal December 2, 2004, 21:22 (GMT) |
Added new option: In renderwindow, press AKEY to see the alpha in B&W. Another AKEY shows normal RGB again. This uses glColorMask, an opengl 1.0 function. Really needed it for debugging alpha in rendering. :) |
Revision aa92e3e by Ton Roosendaal December 2, 2004, 21:18 (GMT) |
Bufix #1942 Halos with Flare option didn't render correct in Unified render, they were added twice! Also noticed errors in applying alpha for 'Premul' alpha in Unified. Fixed. |
Revision 47230db by Ton Roosendaal December 2, 2004, 18:12 (GMT) |
Bug fix #1939 Combining panorama scene and Sequencer effect on scene (like glow) crashed. Found two other issues; - on click in sequencer, the image output window didn't redraw correct, but only when a render window was opened. Caused by missing 'activate' call - added a pause in dragging-frame loop to make it idle friendly |
Revision 64620dd by Ton Roosendaal December 2, 2004, 16:08 (GMT) |
Reported on IRC, Wavez: Objects with negative scale draw TFaces front/back inverted in FaceSelect mode. Added same solution as 2 releases before for Solid draw mode. |
Revision 8896a50 by Ton Roosendaal December 2, 2004, 16:01 (GMT) |
Selection on faces now includes the facedots in solid/visible-only mode. |
Revision a7e250e by Ton Roosendaal December 2, 2004, 14:52 (GMT) |
Bug fix #1937 In unified render, halos can give black/colored overflows. Found it this happens with halos that are behind the camera clipping range. Halo clip just had some weird code for panorama corrections... In the provided .blend of report found 3 more glitches; - after render particle system with Material Ipo, values for material were not restored correctly - Meshes with particles didn't draw axis (draw extra) on correct location - Same as above, axis didn't draw in selected color. |
Revision 38f9dc0 by Ton Roosendaal December 2, 2004, 12:37 (GMT) |
Bug fix #1935 Using header view3d pulldown for "align active camera to view" didn't clear the abused modifier value correctly. Learn from this: incorrect: G.qual &= ~LR_CTRLKEY|LR_ALTKEY; correct: G.qual &= ~(LR_CTRLKEY|LR_ALTKEY); |
Revision 70c386c by Stephen Swaney December 1, 2004, 23:09 (GMT) |
bugfix: #1930 Mathutils.Euler constructor fails to initialize class variables Euler object was holding pointer to bad memory. Euler now owns internal array memory and frees it in destructor. |
Revision 8fc85d9 by Ton Roosendaal December 1, 2004, 22:35 (GMT) |
Three little fixes as reported by Campbell; - Mesh editmode; SHIFT+F fill didnt set default vertex color - Parented spotlight had wrong (black) dashed line to parent when selected - Constraint line draw while transform wasn't reset, causing sometimes to draw when using the (ugly) G.moving flag... |
Revision fdf3b12 by Ton Roosendaal December 1, 2004, 20:10 (GMT) |
Fixed old annoyance in Blender; With mouse cursor over a screen-edge (between windows) none of the hotkeys worked. Now it checks for the global list of keys, including screen-switch, quit, frame change, Fkeys, load/save, undo/redo, etc. |
Revision 63d38ed by Ton Roosendaal December 1, 2004, 19:46 (GMT) |
Bug fix #1922 Gauss filtered render now supports using Part render too. Solved by increasing part sizes with 1 pixel around, but only with gauss set. |
Revision f2a265f by Ton Roosendaal December 1, 2004, 16:47 (GMT) |
Buf fix #1928 Bug in Unified render with Edge outline option. Appeared to be lack of setting buffer pointers at NULL after a render. Bad one, oldie. :) |
Revision 2f79bdd by Ton Roosendaal December 1, 2004, 15:57 (GMT) |
Bug #1924 In PoseMode, selecting multiple bones and transform() it crashes. Found out the bones were not even counted at all! Bug since 2.25... |
Revision d7c8ff7 by Ton Roosendaal December 1, 2004, 12:39 (GMT) |
Bug #1909 When choosing "render engine" in Scene Buttons, the newly added or removed Panels didn't invoke a re-alignment event yet. Also added code that inserts new panels as good as possible on their previous locations. This works reliable for 1 new panel, not for more, this because a Panel only stores its old location, not the locations of all Panels in a given configuration. Consider that minor issue... |
Revision 10e64fe by Kester Maddock December 1, 2004, 08:43 (GMT) |
Only do event processing for ipo actuators on frames. |
Revision d098d94 by Kester Maddock December 1, 2004, 08:43 (GMT) |
Make objects lit by default if there is a light in the scene, and no other face information exists for that object. |
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