Revision bbb94cd by Brecht Van Lommel March 28, 2004, 22:13 (GMT) |
Fixed bug #963: UV editor wrong center When using "From Window" unwrapping in a 3d view (that isn't square), the UV coords would not be centered in the UV editor, even if the object was centered in the 3d view. Fixed two warnings (type definition defaulted to int for a variable that should have been a float). |
Revision 2cd0077 by Chris Want March 28, 2004, 21:56 (GMT) |
Makefile support for solid -- assumes solid and qhull are in the lib dir, i.e., ../lib/your_platform/{solid|qhull}. |
Revision 9206a1e by Daniel Dunbar March 28, 2004, 08:46 (GMT) |
- replaced G.{edve,eded,edvl} with G.editMesh, atm just a structure to hold the three lists, nothing major, but gives a place to hang data off of and a single "mesh" structure to pass around for editing functions. |
Revision d29d703 by Ton Roosendaal March 27, 2004, 18:27 (GMT) |
- bug #979 the non-flat quad detecting routine apparently didn't do anything anymore! I've fixed it now with more comments, so people are warned not to mesh with this... er... mess! |
Revision d3670aa by Ton Roosendaal March 27, 2004, 11:32 (GMT) |
- bug fix #996 Apparently the reorganize of code in this c file, to merge the converter routines for normal Mesh and subsurfed Mesh, cancelled out the fix I did before to make sure Material option Wire correctly takes the OPTIM mode into account. Error was that it always rendered in OPTIM wire for subsurf, regardless setting for subsurf. |
Revision 34693b4 by Stephen Swaney March 26, 2004, 01:12 (GMT) |
fix warnings about implicit declaration of sprintf before Mom finds out. |
Revision 3d45e6c by Simon Clitherow March 25, 2004, 21:04 (GMT) |
- updated MSVC 6 projectfiles with gameengine/solid changes. |
Revision 89ebf84 by Nathan Letwory March 25, 2004, 18:17 (GMT) |
[GameEngine] As Kester Maddock pointed out to me, I had left one small, but important patch out. Now 2.25 blends are read correctly. |
Revision 50cee47 by Ton Roosendaal March 25, 2004, 16:13 (GMT) |
- typo in 'saave as videoscape'/ :) |
Revision 334999e by Ton Roosendaal March 25, 2004, 15:32 (GMT) |
- just a typo in button. sizeZ should be sizeY! (bug 1070) |
Revision d82ab2b by Ton Roosendaal March 25, 2004, 13:30 (GMT) |
- small patch to make sure buttons are fully used for strings (when it doesnt fit), plus the 'user count' button now increases in size when amount is larger than 10. was report #1049 |
Revision 29baa50 by Stephen Swaney March 25, 2004, 06:18 (GMT) |
add info about units for rotation IPOs and Object Euler angles. |
Revision e418052 by Joseph Gilbert March 24, 2004, 23:43 (GMT) |
- bugfix for texture types - fix supplied by alex mole |
Revision cd5ea5e by Stephen Swaney March 24, 2004, 16:06 (GMT) |
add comment to BezTriple struct. |
Revision 9acb3c8 by Joseph Gilbert March 23, 2004, 03:07 (GMT) |
- bugfix for 1078 - slider crashes blender because of redraw commands - fixed - styken reported/fixed this bug |
Revision 00291b5 by Nathan Letwory March 22, 2004, 22:02 (GMT) |
[GameEngine] Commit all Kester's changes made to the gameengine to restore 2.25 like physics. [SCons] Build with Solid as default when enabling the gameengine in the build process [SCons] Build solid and qhull from the extern directory and link statically against them That was about it. There are a few things that needs double checking: * Makefiles * Projectfiles * All the other systems than Linux and Windows on which the build (with scons) has been successfully tested. |
Revision 5b90aaf by Chris Want March 21, 2004, 19:59 (GMT) |
Added 2 options to the Makefiles (enable in environment, user-def.mk, or whatever): NAN_NO_KETSJI: when set to true, disables compilation of the game engine. NAN_JUST_BLENDERDYNAMIC: when set to true, only dynamic executable is build (i.e., no plugin, etc). Note that NAN_NO_KETSJI implies NAN_JUST_BLENDERDYNAMIC. |
Revision 86108b3 by Daniel Dunbar March 21, 2004, 00:10 (GMT) |
- removed unused sortfaces function |
Revision 44a74db by Daniel Dunbar March 20, 2004, 23:59 (GMT) |
- added editmesh_[de]select_by_material function - added mesh_set_smooth_flag, mesh_delete_material_index function - isolated some globals - got rid of reliance on meshdata in buttons_editing.c and material.c |
Revision aedf456 by Daniel Dunbar March 20, 2004, 22:55 (GMT) |
- split the data structures that actually constitute a mesh (MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas of source that actually edit mesh *data* vs. areas that just edit mesh object information. |
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