Age | Commit message (Collapse) | Author |
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This fixes some ld errors when the static versions of the EXR libs are used.
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variable blah at a higher scope is already defined...
(one of these was introduced by me when I moved a variable declaration
to the top of the function.)
Kent
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function Set() from sets (stoopid python!) if the python version is
less than 2.4.
Campbell: please check!
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at the moment it only has meshWeight2Dict and dict2MeshWeight
These allow you to deal with vertex weights as a list of dicts which makes scrips short and easy to understand.
(kh_python, perhaps dict access to the python verts could replace this )
Used the above util functions to update mesh_cleanup.
Copied from the source
'Material Clean', 'Remove unused materials.'
'VGroups'
'Group Clean', 'Remove vertex groups that have no verts using them.'
'Weight Clean', 'Remove zero weighted verts from groups (limit is zero threshold).'
'Weight Normalize', 'Make the sum total of vertex weights accross vgroups 1.0 for each vertex.'
Normalizing lets you see how much % of the vertex a bone owns just by looking at 1 of the bone weights.
Would be nice to have this functionality in Blender but theres not much room for new buttons in teh vgroup and material area :/
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Outliner, Group view, operation menu "unlink group" also set the group user
counter to zero, which it should not do.
Note; the definition of this command is to make sure no users exist of this
group, but the group itself can still be there with objects.
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Missing redraw in menu to choose 'metric' for Voronoi texture.
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to leave carbon framework in bad state.
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stops Ghost from compiling.
Information on this link here:
http://www.cocoadev.com/index.pl?CarbonSound
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copying bone weights.
Good when you need to update a copy with changes to the weights.
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a patch from Ed Halley to fix assorted typos in tooltips
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pthreads wasn't added to the release zipfile on cygwin, patch by rob hausauer
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Since the text-object remake, it was not possible anymore to 'cut out'
text from, say, a box made by a polycurve, by converting text to curve
and then joining - only the first character would be cut out.
This is because of the filling groups (nu/dl->charidx)
I introduced for getting the vast speedup and the possibility
of overlapping characters.
The new convert menu option now assigns filling group 0 to all of
the nurbs generated.
Maybe filling groups should be exposed in the UI in general for curves -
there are various occasions where they are useful.
(Hint to the UI mafia! ;)
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Stored selections now get saved to mesh library blocks as direct data.
The idea that stored selections are 'erased' when leaving editmode and
switching objects is pretty mysterious for the user. Note that currently
the mselect array in a mesh is not written to file. Not sure whether
to change this or not.
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have there objects matricies applied.
(Now always work on copied data- Blender.Mesh could do with a copy function)
Now triangulate works without "Apply Modifiers" enabled.
Much thanks to Gianluca Faletti for helping me track down the problem.
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bumpmapping shader improvements.
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find the closest vert in the other mesh.
from 37.3sec to 8.65 sec on the test I used (human with 24 bones) - 24k verts on the source mesh.
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in contact/friction physics code.
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not be misconstrued as "working" by myself
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Particles were fully recalculated each time on frame advance, when they
had an animation itself (like Ipo). Was not needed for dynamic particles.
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Siblings, ad Type
This removes the need for the "Select Type" menu (please review Broken)
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source/blender/src/writeimage.c: In function `save_rendered_image_cb_real':
source/blender/src/writeimage.c:129: warning: integer constant is too large
for "long" type
Since the calculation is on a float anyway, changed constant to a float.
Ken
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Copying constraints should refresh the dependency graph, otherwise the
new relations don't get calculated properly.
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New empty drawsize and type are initialized on loading old files now.
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"Delete scene" should exit modes too, crashed in dependency graph then.
Now it exits editmode and paint modes first.
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Camera was excluded from depsgraph when not visible in current layer...
resulting in camera animations to not move.
Solved with just an exception, but it certainly is attention point for the
depsgraph cleanup.
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- particle duplicators should not include parent animation (error in
duplicator recode of last december)
- added exception for 'died' particles to keep correct orientation
Also in this commit:
- added comment in code to explain why vertexnormals in mesh are equal to
vertex location when no faces exist
- cleanup of BKE_object.h for functions that don't need export.
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Uninitialized variable used in viewmove for 2d windows... the reporter
found it himself. thanks Michael Jones!
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Darn typo in AO code... it only multiplied the red compononent for AO. :)
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unweighted meshes.
It just uses the closest to copy the weights, but this means the meshes need not have the same number of verts.
Worldspace coords are used so the meshes only need to overlap in worldspace.
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- now draws intensity value correct (black/white was inversed)
- added option to show texture alpha too
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for input were 32 bits.
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the escape happened without resetting a variable correctly, resulting in
black preview.
This can still be coded better...
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AddObjectActuator has new python method to immediately create objects (this allows to create multiple objects in 1 frame in different positions)
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Found a model that used negative relative vertex indicies.
positive relative vert indicies should work also but untested (no example models).
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