Age | Commit message (Collapse) | Author |
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'blender-2-41-release'.
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reduction that was labeled "Percent" but was on a scale from
0.0 to 1.0. The word percent implies a scale for 0 to 100, so
I've relabeled this slider as "Ratio".
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Made sure all data is unselected before endering brush mode.
Also made adaptive geometry off be default.
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Bugfix: Hos discovered that recent fixes broke mesh.verts.extend(); it now
accepts three floats again. Sorry....
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- Now uses PupBlock where possible
- Uses Mesh for changing mesh names (saves us a full NMesh update)
- Fixed a bug renaming objects from their data - with emprys.
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Bugfix #3660: NMesh.getVertexInfluences() was broken following the changes
to the armature system. Tron Thomas (kudos) came up with a fix that seems
to perform identically to the old method. I'm also adding it to the Mesh
module for compatibility.
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Looks nicer.
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http://projects.blender.org/tracker/?func=detail&atid=125&aid=3767&group_id=9
View All/View Selected - only took into account values from 1 axis. - Workaround because test_view2d needs to act that way for other functions.
Easy one :) Right mouse mutton cancels transform. - Must move to Theeth's new code one day.
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and better new names.
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Patch #3760: Allows a python script to call renderer when the UI is not
active (thanks to Cory King for patch). Without the patch, blender will
segfault since G.vd is NULL.
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See: http://www.blender.org/forum/viewtopic.php?t=7863
I added Pose.c to BPY_python.dsp and moved some variable declarations
in OptimizedBvh.cpp so things weren't defined in the middle of code.
There is an odd global maxIterations that seems out of place,
Erwin you may want to look at it quickly...
Kent
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Bugfix #3761: Attempting to set mesh.faceUV=1 when a mesh has no faces
now throws a RuntimeError exception. Previous behavior was to do nothing.
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platforms). instead of continuous printing errors, it should just print once, and delete the shaders.
also, disabled the asynchronous logicbrick update, it reportedly causes jitter.
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Updated bvh to armatures script by Jean-Baptiste Perin (thanks).
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Sped up intentation writing a bit..
Many more changes need to be applied here...
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slight updates and cleanups to vrml97 and x3d exporter, the ability to do gzip compression has been added. The redundant vrml exporter has been removed. Thanks Bart
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epyDoc for insertShapeKey
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tex2uvbaker and hotkeys update by jms
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Remove doubles on mouseup to minimizie editMode cycling.
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clarification of Blender.Mesh.Mode() tip
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patch from jean-michel soler (jms) - .insertShapeKey()
Python API, a function to insert a shape key in an object . It works on Mesh, Lattice curve ans surface .
Example of use :
import Blender
OBJECT=Blender.Object.GetSelected()[0]
OBJECT.insertShapeKey()
a docstring to follow soon
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Added Mesh.Modes() function, which allows scripts to get/set the selection
mode settings for meshes. This was necessary in order for the mesh tools
such as triangulate, remove doubles, etc., to work properly.
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Stopped seams from tearing away with xclip enabled.
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to get the current value of the IPO shape key. There are still some issues
to discuss as to whether methods/attributes should be used and what they
should be named, but this will (or should) be addressed in the upcoming API
rewrite.
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(with make, need to confirm with scons)
after cleaning the changes are in fact minimal, but the situation
is still quite a bit hackish.
Game engine coders, there is also quite a number of warnings that
need to be fixed.
current situation is that everything seems to work, but GLSL shaders
spew a lot of errors on console and blender may crash on exit when
a GLSL shader was used. ARB stuff works fine.
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updated version of bevel center by Loic Berthe
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vgroups.
Leaves all new objects selected.
Faster and cleaner operation- naming etc.
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bf-committers mailing list
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- for some reason mesh_data types file was not in project
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- added some extern keywords
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Also found that Proportional edit button starts allign but dosent end align. Didnt chgange incase this is intended??
Take a look header_view3d.c:4390
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Campbell, most of the changes you made seem ok, but you do have to be careful since it's not just about looking good, it's also about grouping things meaningfully. We did some thoughts on more concrete guidelines for this here: http://mediawiki.blender.org/index.php/BlenderDev/UIAlignRulesGuides
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With options.
('Material (*.mtl)', IMPORT_MTL, 'Imports material settings and images from the obj\'s .mtl file'),\
('All *.obj\'s in dir', IMPORT_DIR, 'Import all obj files in this dir (avoid overlapping data with "Create scene")'),\
('Create scene', IMPORT_NEW_SCENE, 'Imports each obj into its own scene, named from the file'),\
'Geometry...',\
('Edges', IMPORT_EDGES, 'Import faces with 2 verts as in edge'),\
('Smooths all faces', IMPORT_SMOOTH_ALL, 'Smooth all faces even if they are not in a smoothing group'),\
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* 8% speedup by using list comprehension.
* Slightly better smoothing group import.
* Handles bug in python that puts spaces before every line with '\r\n' line endings.
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- minor: added missing theme options (bone_solid, bone_pose, strip,
strip_select) to Blender.Window.Theme and also updated accordingly
(version info) the script that saves themes as scripts and the module's
doc.
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U.undosteps is nonzero. Also added optional parameter to avoid pushing
undo info alltogether if desired.
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slight bug fix update to ply importer by Bruce Merry
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by the fact the files I had for testing were 32 and 70 meg..
ALso modified the MTL loader for Object.Get's new ValueError.
- Should be good for release now.
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