Age | Commit message (Collapse) | Author |
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not exactly a bug, but the option to copy individual properties was not working from the SPACE menu.
I believe this was happening because we are using dynamic enums.
This commit makes the "merge" option to be the default one. So if you call it from the SPACE menu it will be the one used.
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Original log: Corrected the OpenAL device's threading code. This is a bugfix for #27913, thanks to Juha Mäki-Kanto for helping to resolve this.
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* Added back icon to open the Splash Screen in the info header, next to version string info.
* Removed an unnecessary toggle argument for particle mode select buttons. The Toggle argument is only intended for booleans, not enums.
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- Intersection code was using undefined vector
caused wrong lines to be picked
- Code now also copes with hidden sockets.
If all fails, is just unhides a good socket.
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node.
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the correct way, users can disable while tweaking the align modes and then enable again for final result IF they are working on *dense* meshes
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On dragging a non-connected node on a noodle, it will insert it.
Functionality tweaks are possible, but it already feels non-intrusive.
Rules:
- Insertion only when a single noodle is intersecting with node.
- Default connects first matching socket type.
- If no socket match, it connects the first.
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script in the BGE.
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blender 2.58a
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from Kyle Mills (khonkhortisan)
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View)
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Blender render optimizes alpha=0 materials away, unless it has
a number of properties... but there wasn't a check for material
being ray-mirror, it then should be rendered always.
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fine for images with different X and Y aspect ratio.
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Was missed a flag to set rect marked as changed.
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[#28032] Python Mathutils: Matrix Multiplication Error
Since they ended up reversing the order we better keep old code unless its proven to be incorrect.
also change Matrix.__repr__ function args to evaluate correctly (need to be inside a tuple).
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options since we keep getting reports about this.
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From what I can tell there is no good fix for this bug, calculating the 2d/3d viewborder and then attempting to align them to be pixel perfect fails because of float imprecision.
Added a workaround, so the camera border is always drawn in 2d space,
since this workaround may cause problems later on its kept under the define VIEW3D_CAMERA_BORDER_HACK so we can get old behavior back easily.
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Generated images would not be re-generated with a float buffer on load, even when selected on creation.
Now save the float buffer setting as a generated image flag.
This means you can enable before baking to enable baking to a float buffer.
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same thing
raise an error when an invalid subdir is passed to preset_paths()
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with FBX, BVH import/export which are very sensitive to changes in matrix rotation.
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of build
by Scott Giese (sgiese)
This bug effected windows and linux.
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from Scott Giese (sgiese)
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from Scott Giese (sgiese)
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optional max_dist argument.
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option to get perfect alighment on complex shapes with rotation/scaling :D
sexy example:
http://www.pasteall.org/pic/show.php?id=15171
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objects. This makes rotated or scaled objects work like they should. Now it's still derived from object's bounding box so it will not be completly acurate on complex objects.. to solve this Id need to cycle over all verts. Don't think that's a good idea to do in py
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Issue was that the Shader tree execution changed the ShaderInput.
Changes are that the UI is updated that only the main material will have the pass_index this is displayed in the "render pipeline options" panel.
When the material is not a node material the pass_index will be shown at the "options" panel
To test enable nodes on the material
Add a new input material
change the pass_index of the material (render pipeline options)
Enable RenderPass material ID and use the compositor to read out the material pass
Jeroen
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directory cut off, broke copying images on export.
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xsch and ysch were originally planed to replace the scene->r.xsch/r.ysch
however in blender/3dview we still need to use the r. values. Therefore we can't really run
from using those values even in bplayer. So removed the values in gamedata.
The way it's now, render values (xsch and ysch) are responsible for aspect ratio and gamedata xplay and yplay are responsible for the size of the window.
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I believe this bug was there since we (me) moved the game settings to scene->gm
Since I was here I added support for x/y non square aspect pixels (i.e. anamorphic)
we were already using it for videotexture so I don't know why we were not here.
Tested in OSX, but it should be working in all OSs.
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the overflow of the clock was causing crash in the game engine in Linux.
(on June 11 2011, 18:39:00 GMT)
running to the "where is waldo (wally)" bug award of 2011.
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cmake/gcc.
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This fixes assigning 'tweak' keymap option for border selecting in
Node editor. Thanks Perry Parks for the patch!
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still need to find how an invalid defgroup index is set, but at least dont show the vertex group as selected when its not.
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real fix this time :S, I thought using old code from 2.4x would fix but quaternion needed to be inverted.
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Addons are checked for their timestamps and reloaded when it changes but this failed when, 2 addons had the same name since different times caused 2 reloads on every redraw.
Now when duplicate addons are in the path now give a error message in the UI and print path conflict in the console and don't thrash reloading.
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changes to extensions coming up...
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frame, not in the case of a subframe between the first and second frame.
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existing link is now chosen from available sockets that match the _target_ type, instead of the source type. This leads to more usable replacements, e.g. for toggling inputs on mix nodes. Still not a great solution to the mute/autoconnect problem, but a bit more intuitive for replacements.
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ctrl+shift+dkey, to avoid conflicts with alt+dkey for linked duplicates.
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behavior (shift+dkey) is now to copy nodes and internal links, but not the input links from unselected nodes. This feature is available with the alternate duplicate operator (alt+dkey).
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usable results and leads to annoyed artists.
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