Age | Commit message (Collapse) | Author |
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billboards.
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Undoing in sculpt mode correctly returns to previous pivots now.
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cloth settings in old files but I had to do it before release because naming convention was really bad in cloth (e.g. using SimulationSettings instead of ClothSimSettings in DNA). Same for some structure in CollisionModifier but with no sideeffects.
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ray mirror and transparency, was using the same stack for all
recursion depths, now creates new stacks as needed.
Fix for bug #8592: crash saving non-float image as 16bit tiff.
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blenderbuttons is good
and it compiles
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blenderbuttons still bad
not let this compile
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it is now in a state where it can be safely
merged with trunk.
Note: basic icons were provided but I'm not
an icondesigner and working in a 16x15 grid
is way too small for me, so feel free to
change them.
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reference black, reference white and gamma.
Added 16 bit TIFF saving.
This needs more work to cleanup code and add 16 bit TIFF reading, but
committing it now so it can be tested.
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Compositor:
Muting option to temporary disable/enable nodes.
Hotkey: press M on selection. It toggles.
Note: no menu entry yet, and drawing style could be tweakered...
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Geoffrey):
* no newline at end of file (2-3)
* uninitialised vars (1)
* unused vars (1-2)
* assigning/comparing pointers and ints (numerous)
* etc.
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scripts running when you open a blend file.
Also scripts will re-run on undo rather then closing.
This is done by saving and loading the name of the script or textblock of the 'Script' datablock, connected to the ScriptSpace. This way when there is a name but the script dosnt run.
Blender runs the script or text block if available.
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Fixed a bug with ibuf caching on startstill / endstill.
The new blend modes happened to force start and endstill to be rendered
over and over again. This could get very annoying especially on scene
strips.
We therefore now cache the original start or endstill ibuf seperately
and copy on demand.
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mailing list), 2. Bugfix for friction again, 3. Preset menu on GUI (thanks to help from nudelZ (#blendercoders), 4. Possibility to disable autoprotect cache, 5. Some cache bugs fixed, 6. Some speedup in generating cloth
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flag bit was changed and not changed back, and the flag was moved
back from image user to image. This meant that files saved both
before and during the premul changes did not read premul settings
correct anymore.
Now it uses the old premul flag bit again, which also keeps forward
compatibility.
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functionality was not implemented.
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One problem was that the previous render buffer was stored in the
render window or image window itself, which means that when closing
it, or switching from one to the other, things didn't work as expected.
Also in the image editor, color sampling the previous render buffer or
saving it didn't work correct.
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Fixes a lot of small things:
* zoom in/out in preview is more fine grained (use SHIFT)
* zebra scopes don't try to draw the border and fail
* lock/unlock now locks/unlocks all selected strips
* fix redraw problems of panel on lock/unlock
* buttons-panel is redrawn on translate, so that position information is shown
* added lock / hide to Strip-Menu
* fixed small drawing problems in header
TODO: find a good key for lock / unlock (Shift-L | Alt-Shift-L isn't that nice
to press...)
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The following is a commit of Levi Schooley's bevel code and
the bmesh library it depends on. The current editmode bevel has
been replaced with a new per edge bevel function. Vertex beveling is
also availible.
To set weights for the modifier to use, use the ctrl-shift-e shortcut on either edges
or vertices.
Recursive beveling is turned of for the time being.
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Now it is possible to transform Pose Markers in the Action Editor. (Note: it is a bit of a quick hack)
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Reversion of premul bugfix, as it was apparently not
working all that well.
Note that this brings back the bug where the erase alpha
paint tool won't display correctly, since the UV image
editor just draws images in key alpha now.
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* Added Normalize option for diplacement so everything in the 'Dist' range is mapped 0-1
* Increased the maximum Dist and Bias to1000.0 (was 10.0)
* Added python utility function in BPyRender.py - bakeToPlane(...), to automate heightmap, normalmap generation for Crystalspace.
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changed env variable check order $TMP, $TMPDIR - aparently $TMP is more common.
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A new file could have its Blender.Get("filename") return "<memory>" after undo'ing on an open file.
Fix for own error with python sys.path, messed up game engine.
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behind the zmask instead of in front. Might need tweaks, and doesn't
work with halo yet.
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whatever the system has, useful in the studio with 2,4,8 core systems when sharing files.
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particle for its texture coords.
Without this, animating grass would either look like seaweed (with low freq texture)
Or the grass would wrinkle up and get kinks (high freq texture)
This lets you use a high frequency texture while having straight grass.
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into account. The normalized result can often be easier to integrate
into different materials, e.g. for games.
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(which basically tells the renderer and compositor to expect a
key image) is now done at the image user level.
This does have some caveats, as image users don't always work
the way I thought they would/should (for example, the same image user
structure is apparently used in the uv image editor for all images,
which is kindof odd).
The UV image editor also now smartly detects if the premul option is
set and draws the image using key alpha, instead of premul
The subversion level was upped to convert the old premul flag, which was at
the image level, to the new one, which is at the image user level.
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value that is an offset along the normal when looking for the nearest
face, which allows baking faces further away, e.g. an ID badge onto a
shirt.
Also fixes a bug baking to float images, for things other than
displacement it didn't work sometimes, and a memory leak in the
extend filter.
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could be 0, hanging yafray. This commits removes the separate yafray
number of processor setting and simply using the blender threads
button, there is no reason for a separate setting.
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test thoroughly). Instant looping had to be removed as it caused more trouble than good things.
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made to work properly. Will have to see later if these can be put back in so that they actually work.
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Another attempt at further optimising Action Editor drawing without doing any drastic changes.
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scene copy errors.
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of the parents, with the "Children" button next to Stiffness.
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Needs much more attention.
2) Fix for zcombine node:
- it skipped execution when no image rgba out was used
- didnt work for FSA yet
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Now it is possible to define a custom colour set per bone group. This allows rigs to look consistent across different computers with different themes. As such, the bone-groups buttons have been reshuffled to present the settings in a better way.
Colour sets are now selected from a menu with descriptive names, instead of using a slider. Choose the 'Custom Set' entry to use a custom set of colours for the active group. The sets of theme colours have been retained, and can be used directly, or as the basis for a new custom colour set (when any one of the colour controls is touched).
For bone-groups that haven't had any custom colour set used yet, a default 'test' set is used. This uses bright versions of the RGB colours.
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"spin" without any angular velocity, so it was removed.
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It's already supported within transform, was previously known as 'tweak mode' and for some odd reason was a compile time option. This brings it to a user preference (in 'Edit Methods' section).
Basically it means that you don't need the extra click at the end to confirm a drag-move transform, if you're already dragged, you can just let go of the mouse rather than needing to click again. It's a lot more comfortable when you're used to using other applications as well as blender, and much more sensible for tablets.
This started life as patch #7144 by Ed Britton, but this implementation has been changed considerably.
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This adds a few settings to control global render quality, for faster
renders when tweaking lighting etc. The implementation is not so great,
and this should really be part of a proper render profile and preset
system. So for now it's a hidden Peach feature, enabled by setting rt
to 1. Before the next release, I'll either remove or improve it.
Settings are:
- Maximum subsurf level
- Child particles percentage
- Maximum shadow map samples
- AO and SSS quality factor
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practice in many real world cases, this can give more specific updates.
Discussed with Caedes, Brecht and Ton, can rework if needed.
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Align StripColorBalance correctly. Should fix
[#8242] new feature "3-way-color-correction" won't be saved with blend file
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See http://wiki.blender.org/index.php/BlenderDev/PyNodes and
http://wiki.blender.org/index.php/BlenderDev/PyNodes/API
For current documentation.
Very very big thanks go to William Germano for fixing the memory issues left
and for improving on the code.
In the coming time documentation will be finalised and further stabilising
of PyNodes is to be expected.
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Fixed bug #8215, Crash with shaded view + multires mesh
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* Action Editor "Open/Close Level" now works with Action Groups. Groups have priority over Action Channels for collapsing/expanding.
* Custom bone shapes using the new 'wire' option, were drawing with the wrong wireframe colour at times (i.e. when out of posemode, this happened quite often).
* Fixed/added a few comments in various places
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