Age | Commit message (Collapse) | Author |
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This is not somthing an importer should do and a user was having problems importing meshes to subsurf from lightwave.
also some other updates, and small cleanup.
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This also helped me pinpoint a couple of off by one errors in the UV rasterizing code. One especially noteworthy was that all UV at 1.0 (on the 0..1 scale) didn't render properly.
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selected meshes for faceUV's
Also made image_auto_layout.py use blenders internal boxpacking rather then the slower python one.
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its not hard coded if it trys to do a static build or not. It
uses the same vars that decide if your building a static blender to
determine if it should make a static package.
I also found a typo on OSX for make release and thats fixed now
Kent
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Remove a single annoying 1x16 unwanted pixel column from one of the icons I added earlier today.
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Added new defines for the icons used to show this, on the request of Matt Ebb. For now, the eye icons have simply been duplicated to the new spaces, but 'more descriptive' icons should be made.
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and some other minor tweaks from me
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Here is a script template for the "Script Templates" menu in the Text Editor. It provides you with the necessary functions for a PyConstraint set up, and also includes descriptions on what is required in each function.
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was assuming meshes had UVs
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localspace normals.
not too bad since HQNormals were enabled by default.
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group (should have been disabled)
gen_library.c - Own error, hashing did not decref the tuple it created.
Draw.c - callback also missed a decref
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* Finally cleaned up the NSIS installer creation process
This is now a proper action and command, with simple printout
The 'nsis' target (only on Windows) now properly depends on
all the build process, and will be done as very last.
* Make LZMA (Solid) default compressor for installer (= the best)
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Also removed the use of list.index() all over the place where the index was known. (saves searching the file and the possibility of duplicates messing it up)
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see website for examples
http://www.nelson-games.de/bl2m3g/default.html
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[#6666] Updates to UV layout export script
Moving from NMesh API to Mesh
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Lattice.c - removed warning
Mesh.c - (own error) when running me.update(key="...") didnt update the right keyframe.
mesh_cleanup.py - Bugfix from a report by plumiferos that started uncovering all the memory leaks.
Removing NAN verts didnt work with mesh keyframes.
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ID Property browser script updated to have a GPL license block.
Heh I can't believe I forgot this. :)
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"Blender Python API"
removign the other one anyway since it would make URL's including subversions and I dont think we want that.
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console. This should fix it.
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Changing Material ==> Blender.Material fixed it.
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(I skipped it on OSX not sure where blenderplayer is in that
instance, someone on the platform should be able to figure it out though.)
Kent
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not found on their system, it will open a browser window to point them
at the download site.
DEV NOTES: Anyone building the NSIS installer will need the Moreinfo
plugin - http://nsis.sourceforge.net/MoreInfo_plug-in
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- Scripts config editor was not working due to changes in module BPyRegistry.py.
- AC3D exporter: a little cleanup + small improvements like sorting objects.
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character limit of names and filenames in 3ds files.
fixed this and optimized dictionary access some.
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added a constant dict "Blender.Object.IpoKeyTypes" to pass to ob.insertIpoKey(keytype), previously these constants were not documented well and added to Blender.Object directly
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0.5.9d : - 2007/4/5
- when a svg file containts several curves they can be imported in
separate object.
- managment of paths' name when paths are imported as separate curves.
- a menu was added to select between separate or joined curves
- management of colors
0.5.9e : - 2007/4/7
- corrected a scale problem that only appears when one uses beveldepth
- in separate curve option, name is also given to the curve data
- added the list of svg's color names (147) and modified the color's method
to work with.
0.5.9h : - 2007/5/2
- script was updated with the modifs by cambo
- removed all debug statements
- correction of a zero division error in the calc_arc function.
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* Export edges instead of faces
* dont export fgon edges
* export all objects (not just active) including Dupli Objects and static particles
* use PupBlock rather then a gui that uses a window.
* write the file normaly rather then redirecting stdout
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layers.
This means changing the active UV/VCol layers wont change what renders.
needed to adjust the minor version so old files will copy the active layer to the render-uv/vcol layer.
boxpack2d.py - redoen in C now, dont need python version.
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xfig_export.py - NMesh to Mesh, minor improvements/cleanup.
unweld.py - fixed error when a vert had no faces, also some small speedups and changes.
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color.
scripttemplate_object_edit.py - new script template for objects.
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Also added an option to remove all white vcol layers. this is usefull when loading old blend files where every mesh has vcolor's even if they are all white (because of how texface used to be stored before vcol layers)
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hide/select data for each face is annoying.
using mface->flag for both.
Also found that the cdDM_drawMappedFaces and cdDM_drawFacesTex_common could get normals mixed up when rendering hidden faces. because hidden/invisible faces used continue without advancing to the next normal.
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any of blenders data types.
replaced with a help_bpy_api.py, that opens a web browser at the Blender Python API page.
Camera.c - added a veriable .angle to camera, same as .lens but adjusts the camera angle in degrees (like the D button)
export_fbx.py - use the the camera angle property.
object_cookie_cutter.py - use PointInTriangle2D rather then own function.
buttons_shading.c - added OB: and tooltip to object world mapping.
interface_draw.c - (Simple theme) text buttons looked exactly like normal buttons (more confusing when they had no text), made the text and ID buttons render inset so you can tell them apart.
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