Age | Commit message (Collapse) | Author |
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patch on libopenjpeg
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recent commit broke this, missed changing double to float.
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eg:
eul = bpy.context.object.rotation_euler
eul.order = 'XZY' # will update the objects setting.
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'freeing NULL' because of misplaced MEM_freeN() in that context.
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* Fix for FSA update while rendering fix, should set float rect to NULL.
* Fix for irradiance cache mutex unlock that got lost in code changes.
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Campbell's changes to make this use fnmatch by default had the case-sensitivity setting inverted. This meant that convenient searches in lowercase were no longer possible by default.
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are simple enough, though may still revert this feature if it turns out there
are more problems.
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a smart wide/narrow UI conversion
http://www.pasteall.org/pic/show.php?id=2940
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gpencil_buttons.c is ok? it was graying out two buttons that shoudn't
have
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* Removed some un-needed armature code stubs
* Manually copying over the values of constraints in the constraint copy() callbacks should NOT be needed. Removed this from the Spline IK constraint. The manual process is only a hacky aspect of the modifier stack only!
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- IPO-blocks for curves were not getting handled correctly (i.e. no conversion and relinking was taking place) when converting from 2.4x to 2.5
- Old 'speed' IPO's now have their values multiplied by the path length when they are loaded from old 2.4x files so that they work correctly in 2.5.
Also...
- Cleaned up a few instances of scruffy code formatted in some weird ad-hoc way.
- Debug prints for the start/end of the file conversion process are now all hidden behind debug-only checks. Unless the way the conversions are done is significantly changed at some point, this should be sufficient...
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This is similar to commit revision 22078, but for constraint operators rather
than modifiers, making it possible to use them from scripting.
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Textures were being called with multitex_ext with osatex enabled, but NULL derivates.
Fixed this for texture effectors and a couple of other places.
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- return euler rotation values from rna now have correct rotation order.
- mathutils.Euler stored rotation order off by 1. (didnt work at all)
- Euler/Quat/Color sliceing working again.
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own error when editing context return values. r28401
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- mathutils.Color.hsv attribute. eg. material.diffuse_color.hsv = 0.2, 0.8, 0.4
- Vector/Euler/Quaternion/Color now only take a single seq arg.
- internal function for parsing arrays. (cleanup messy internal list/vector/tuple/seq parsing)
- didnt update rigify yet.
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Forgot some changes for multicam support.
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import missing_mod
...would raise an error.
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chainlen was initialized as 0
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This adds MULTICAM-editing support for blender. (Well, the beginning of.)
There is now a new effect track, named MULTICAM, which just selects
one of the lower tracks.
Doesn't sound that exciting, but if you combine this with A/B-Trim (moving
split points of two directly connected tracks around, while magically
resizing both strips, something to be added), you just do:
* add several tracks for your camera angles
* (optionally) sync those tracks
* add one multicam track on top
Use that multicam-track to edit your movie. (Either using fcurves on the
multicam source selector or using knife-tool and A/B-Trim.)
Compare that to:
* add several tracks
* add cross fades between them
* do some python scripting to add several fcurves to make that beast
somewhat work.
* cry out loud, using it, if you have to move cut points around
Alternatively, even harder:
* just edit the old way and put strip after strip
You might think, that this isn't really helpfull for animators, but
consider using scene-strips (in OpenGL-mode) for input, that are set for
different camera angles and can now be intercut a lot more easily...
Also: small fix on the way: the speed effect can now be used in cascade.
(Don't know, if anyone used it that way, but now it works.)
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how removing opengl textures from outside main thread is done so it
happens as part of the main loop.
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investigate further but for now this works.
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- docstring for Euler.rotate
- rotate_eul, use upper case in Py and C.
- use less verbose repr method.
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stopped modifiers being able to build when using some blender-kernel defined stuff
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would cause the proxy, driver's ID to be directly linked as well.
eg. character.blend -> anim.blend -> comp.blend
... Would link the character.blend directly into comp.blend because on driver ID's.
In this case id_lib_extern doenst need to be called because the object its linked from is a library.
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'context.selected_objects', now returns []
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Hide Extrude Type property (it's not supposed to be changed manually).
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rather then having their own ifdefs in each file.
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some other path funcs (no functional change).
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Tested with GameLogic.mouse.position and mouse over sensor.
It should be working with other mouse sensor as well. If not, please help to test and report a bug.
(couldn't test blenderplayer but it should be working there as well).
(Benoit, this is the same patch that I sent you. I hope it's OOP enough. Looking forward to hear from you on that)
I believe that this was the last "mouse" related bug we had reported. MouseLoook scripts should be working 100% in Blender/BGE 2.50 now \o/
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removed last beos reference :)
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* Take border render into account when drawing grid before for render
result becomes visible.
* Use antialiasing for rendering icon previews.
* Fix Full Sample not drawing render result while rendering.
* Mesh Deform Modifier: also forgot to commit this file.
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Changed the point where the vertex groups are retrieved. Hopefully this commit doesn't break any cases I haven't thought of...
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is still set very low so in many cases it could be even smaller, but being
a bit conservative here to try to avoid breaking rigs.
This is not forward-compatible, i.e. loading new files in older blender
versions will loose the binding.
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-r28371:28372
console history save/load from joe
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