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2007-03-02Interface:Willian Padovani Germano
Added option "Load Factory Settings" in the "File" menu. With this, users don't have to remove .B.blend if they want to load the default data stored in Blender. Thanks Ton for ok'ing it and suggesting a better place in the menu (I had put it as "New (factory defaults)").
2007-01-17Fixed bug #5647, retopo - projection buffer not updated when changed via ↵Nicholas Bishop
numpad. Was caused by not updating the depth and matrix retopo data when changing the view.
2007-01-12* Fix: The sculptmode hotkey I to change to Inflate brush wasn't working,Matt Ebb
since it was being overridden by blenderqread() in toets.c The existence of this stuff here alongside the hotkeys in space.c is just plain evil, bring on the events refactor! :)
2007-01-07=== Transform Snapping ===Martin Poirier
Snap/Grid icon button in 3D view header (edit mesh). FIXME NOTICE: make nice looking icons (yes, that's for you Matt) When snap is on, a drop down appears for the target method (closest, median, center) Hotkey to toggle snap is Shift-Tab (this was previously used for a not totally equivalent to Tab. Ton said OK to scrap it). That hotkey is currently restricted to edit mesh (where snap is currently restricted). Changed a couple of ugliness on how snap settings are stored.
2007-01-01Fixed bug #5557, retopo - toggling fullscreen shifts painted linesNicholas Bishop
2006-12-21Defocus Composite Node, by Alfredo de GreefTon Roosendaal
Log: http://www.blender3d.org/cms/Composite__Defocus.836.0.html An incredible quality composite effect, might be slow but worth waiting for!
2006-12-20The Big Image refactor!Ton Roosendaal
Please read: http://www.blender3d.org/cms/Imaging.834.0.html Or in short: - adding MultiLayer Image support - recoded entire Image API - better integration of movie/sequence Images Was a whole load of work... went down for a week to do this. So, will need a lot of testing! Will be in irc all evening.
2006-12-13Fixed bug #5402, retopo paint lines don't follow zoom level of 3d viewport. ↵Nicholas Bishop
Retopo paint is now specific to one view (the first view you click in after activating retopo paint.)
2006-12-06Shift+Tab should exit sculptmode (same as for other modes)Nicholas Bishop
2006-11-27Disable mipmapping in texture paint mode, so fast redrawing will nowBrecht Van Lommel
work by default for power-of-two textures. Improved texture painting across different images a bit.
2006-11-24Composite Time node usablity improvement:Ton Roosendaal
- now draws green 'current frame' line - when Time Node is active, hotkey I will allow inserting a value on current frame.
2006-11-08Patch #5091, by Ramon Carlos RuizTon Roosendaal
For numerical pad 2-4-6-8, it adds a step value in degrees in the User Presets. Code had to be rewritten some... :)
2006-11-06Merged Google Summer of Code sculptmode/multires/retopo tools.Nicholas Bishop
From the tracker: https://projects.blender.org/tracker/index.php?func=detail&aid=5018&group_id=9&atid=127
2006-09-28-> Enter/Exit editmode wait cursor flagsGeoffrey Bantle
The wait cursor was being called during editmode enter and exit for meshes. This was a problem for several reasons. First of all, python modules like Mesh now make use of editmode features. These methods that wrap editmode tools may be called many times during the execution of a script and lead to the wait cursor rapidly flickering on and off. The other problem was that the wait cursor wasn't being called for editmode enter and exit of all data types. This is unified now. -New Arguments enter_editmode() should be passed a nonzero integer or simply EM_WAITCURSOR if the wait cursor is desired. Currently only the python API passes a '0' to enter_editmode() exit_editmode() has several options and they are passed in as the bitflags EM_FREEDATA, EM_FREEUNDO and EM_WAITCURSOR. These flags are defined in BDR_editobject.h.
2006-09-17Patch #4995, bugfix #4985Ton Roosendaal
Patch for this bug provided by Johannes Meng. Here's his log: When using the mouse wheel on an inverted 3d view (that is back, left or bottom) the name display changed to front (right, top). Also when using mouse wheel with modifier keys (strg/shift) on a normal view, it changed the display to the inverted variant. What I did was check the type of event that is handeled before setting/unsetting V3D_OPP_DIRECTION_NAME. I simply added two if statements and expanded the comment by a line explaining it a bit.
2006-07-20Bugfix #4741Ton Roosendaal
Ancient issue; when you press keypad-0, it should assign the active camera object to a scene, but this did not happen when that camera was already assigned to the active 3d view. A rare case, causing 'error no camera' on a render.
2006-07-05Bugfix #4609Ton Roosendaal
ESC for OpenGL render (in anim) was hanging, so a 2nd anim render always returned immediately. Own bug collection: the SHIFT+NumPad-0 option didn't do an undo-push.
2006-06-27Bugfix #4502Ton Roosendaal
A subsequent hotkey press like F5 now cycles through the sub-context in buttons. However, this should not happen when clicking on Material icon in outliner!
2006-06-16Bugfix #4332Ton Roosendaal
Pressing ALT+W (save videoscape) in editmode gave error menu, but then the Specials menu. Had to add a 'return 0'. Year zero bug...
2006-06-15BUG #4323:Willian Padovani Germano
Help->System->Benchmark (the Tkey benchmark) returned timings even if user cancelled the pupmenu. Was just missing a check for -1 in toets.c -- wonder how old this one was... Reported by Wim Van Hoydonck. Scripts: - Updated Jean-Michel's hotkeys script for Blender 2.42. - Followed Pieter Visser's suggestion and added version info to the menu names of the older collada scripts (v1.3.1). Thanks guys! Note for builders: nevermind if you already compiled 2.42RC1, these updates are not critical at all and can be left for the release or RC2.
2006-06-02Wrong return and else combo... gave gcc warning.Ton Roosendaal
2006-06-01* Whoops, committed something I shouldn't have in the last one. Reverting.Matt Ebb
* Added 'Make Local' to the menus. Also a minor capitalisation tweak.
2006-05-30 Bugfix:Jiri Hnidek
Open recent should work correctly now, it uses ListBase to store list of recent opened (saved) blend files
2006-05-14As nobody else ever felt like doing it, and I work too much with officialAlexander Ewering
CVS these days in order not to be terribly annoyed by its absence, here it is: instinctive-blender's "Recent files list". It's in the CTRL-O menu. No UI / muscle memory changes -- the first entry is the same as the only entry that used to be in the former popup. .
2006-04-25* patch #3876: Rotating view iconMatt Ebb
submitted by Davide Vercelli This replaces (as a user preference) the static icon shown in the bottom-left of the 3D View with a small rotating axis that updates live in all ortho/perspective modes I made several modifications to the original patch. In the patch, it displayed the axis on top of the 'object info' text since when floating panels are minimised, they sit in the bottom corner and cover the axis up. This annoyance is not limited to the axis, it also covers the frame number and info text, which can be frustrating. Sending them to the bottom is not that useful either, since it's quicker (with esc) and just as much movement to close and re-open them again. I decided to solve this problem at the cause: Now when using the disclosure triangle on floating panels, they 'minimise in place' rather than going to the bottom. User preferences are in the 'View & controls' section to: - Display either the 3D axis or the old icon - The size of the axis - the brightness of the axis (colours are taken from grid theme settings) * patch #3801: Option to show view direction in 3D View submitted by Daniele Fornaciari Simple one, just adds an user pref to show the name of the view's direction as text in the top left corner.
2006-04-16=== Animation ===Martin Poirier
Patch #4044 patch to change the step when changing frame with up or down arrow keys. This adds a per Scene setting to specify the number of frames skipped by the up and down arrow. This setting can be changed in the Timeline header and in the Anim/Playback section of the Scene settings. Upon loading a file without that setting or creating a new scene, it is set to 10 Also fixed the Start and End frame buttons in the Scene buttons to do a proper refresh.
2006-02-11Added ability to render Zbuffer to an image.Kent Mein
Just use SHIFT-F3 and save an image. Basically all this does is copy the zbuffer to a new Image buffer and pass that to the save image function. Sample output: http://www.cs.umn.edu/~mein/blender/kungfu_zbuf255.jpg Also thanks to Jesterking for helping me debug dumbness... ;) and the nice screenshot. Kent
2006-02-08New:Ton Roosendaal
- ZTransp render now also delivers Z values and Speed vectors in passes Note that speed vectors accumulate within a pixel to store the minimum, so rendering ztransp on top of a non-moving plane won't give speed... Best results you get is by rendering it in a separate layer. The Z value stored is the closest visible transparent face in the pixel. Fixes: - Render to 'spare page' has been enabled again. Because of the strict separation of Render and UI, but especially because a 'render result' now can consist of unlimited images, I've not made this a Render feature. Instead, the render-window itself stores the 'spare' image... I also had to change the convention for it a bit. Now, instead of having two "render buffers" (which was a render feature), the RenderWindow will store each previous frame on a re-render. This storing will only start after you've pressed 'Jkey' once, but then always will happen for as long the rendered image is same size as previously. For clarity, I've also renamed the window title, to 'previous frame'. - RenderWindow shows alpha again on Akey - Display of the Zvalues in ImageWindow has been tweaked. White now denotes closest, and the color range goes from camera clip-sta to clip-end. - Bugfix: on splitting/merging/duplicating windows, the 3D Previewrender was not always freed correctly, potentially causing crashes or memory leaks.
2006-01-29Bug #3837Martin Poirier
A commented if in toets.c for flipping the render buffer prevented the propagation of the keypress to handler in space.c Ton: I added a temporary check for no qualifier but it's missing a test for an opened render window.
2006-01-24Giant commit!Ton Roosendaal
A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-12Orange;Ton Roosendaal
Until now, the zbuffer was written straight from the internal zbuffer, which has values that are inverse-proportional (like 1.0/z) which makes it very hard to use it for postprocess, like zblur or other composit effects that require Z. Based on info from ILM, the values stored for Z in exr files is the actual distance from a camera. I think that's about time to migrate to that convention! By default now, after render, the z values are converted to floats. This saves in exr files now, but not in the Iris Z files. That latter was a blender-only anyway, so might be not a real hassle to drop. :) You can see the difference in the image window, but notice the range now is linear mapped from camera clipstart to clipend. Note; I just discover that ortho Z values need a different correction...
2006-01-09Orange: Further cleanup of EXR savingTon Roosendaal
- F10 scene buttons now has options "half" and "zbuf" for exr saving. Note: when no float buffer is available, it always saves as "half", that's sufficient anyway, since half is 16 bits per channel. - EXR in imbuf now uses compliant ibuf->ftype flags for denoting exr extensions such as 'half' and 'compression'. - Removed ugly blenkernel dependency from exr module
2006-01-09Orange branch: OpenEXR finally in Blender!Ton Roosendaal
Credits go to Gernot Ziegler, who originally coded EXR support, and to Austin Benesh for bringing it further. Kent Mein provided a lot of code for integrating float buffers in Blender imbuf and ImBuf API cleanup, and provided Make and Scons and static linking. At this moment; the EXR libraries are a *dependency*, so you cannot get the Orange branch compiled without having OpenEXR installed. Get the (precompiled or sources) stuff from www.openexr.com. Current default is that the headers and lib resides in /user/local/ Several changes/additions/fixes were added: - EXR code only supported 'half' format (16 bits per channel). I've added float writing, but for reading it I need tomorrow. :) - Quite some clumsy copying of data happened in EXR code. - cleaned up the api calls already a bit, preparing for more advanced support - Zbuffers were saved 16 bits, now 32 bits - automatic adding of .exr extensions went wrong Imbuf: - added proper imbuf->flags and imbuf->mall support for float buffers, it was created for *each* imbuf. :) - found bugs for float buffers in scaling and flipping. Code there will need more checks still - imbuf also needs to be verified to behave properly when no 32 bits rect exists (for saving for example) TODO: - support internal float images for textures, backbuf, AO probes, and display in Image window Hope this commit won't screwup syncing with bf-blender... :/
2006-01-02Orange: more noodle updates!Ton Roosendaal
**** NEW: Group Nodes Node trees usually become messy and confusing quickly, so we need not only a way to collapse Nodes into single 'groups', but also a way to re-use that data to create libraries of effects. This has been done by making a new Library data type, the NodeTree. Everything that has been grouped is stored here, and available for re-use, appending or linking. These NodeTrees are fully generic, i.e. can store shader trees, composit trees, and so on. The 'type' value as stored in the NodeTree will keep track of internal type definitions and execute/drawing callbacks. Needless to say, re-using shader trees in a composit tree is a bit useless, and will be prevented in the browsing code. :) So; any NodeTree can become a "Goup Node" inside in a NodeTree. This Group Node then works just like any Node. To prevent the current code to become too complex, I've disabled the possibility to insert Groups inside of Groups. That might be enabled later, but is a real nasty piece of code to get OK. Since Group Nodes are a dynamic Node type, a lot of work has been done to ensure Node definitions can be dynamic too, but still allow to be stored in files, and allow to be verified for type-definition changes on reloading. This system needs a little bit maturing still, so the Python gurus should better wait a little bit! (Also for me to write the definite API docs for it). What works now: - Press CTRL+G to create a new Group. The grouping code checks for impossible selections (like an unselected node between selected nodes). Everthing that's selected then gets removed from the current tree, and inserted in a new NodeTree library data block. A Group Node then is added which links to this new NodeTree. - Press ALT+G to ungroup. This will not delete the NodeTree library data, but just duplicate the Group into the current tree. - Press TAB, or click on the NodeTree icon to edit Groups. Note that NodeTrees are instances, so editing one Group will also change the other users. This also means that when removing nodes in a Group (or hiding sockets or changing internal links) this is immediately corrected for all users of this Group, also in other Materials. - While editing Groups, only the internal Nodes can be edited. A single click outside of the Group boundary will close this 'edit mode'. What needs to be done: - SHIFT+A menu in toolbox style, also including a list of Groups - Enable the single-user button in the Group Node - Displaying all (visible) internal group UI elements in the Node Panel - Enable Library linking and prevent editing of Groups then. **** NEW: Socket Visibility control Node types will be generated with a lot of possible inputs or outputs, and drawing all sockets all the time isn't very useful then. A new option in the Node header ('plus' icon) allows to either hide all unused sockets (first keypress) or to reveil them (when there are hidden sockets, the icon displays black, otherwise it's blended). Hidden sockets in Nodes also are not exported to a Group, so this way you can control what options (in/outputs) exactly are available. To be done: - a way to hide individual sockets, like with a RMB click on it. **** NEW: Nodes now render! This is still quite primitive, more on a level to replace the (now obsolete and disabled) Material Layers. What needs to be done: - make the "Geometry" node work properly, also for AA textures - make the Texture Node work (does very little at the moment) - give Material Nodes all inputs as needed (like Map-to Panel) - find a way to export more data from a Material Node, like the shadow value, or light intensity only, etc Very important also to separate from the Material Buttons the "global" options, like "Ztransp" or "Wire" or "Halo". These can not be set for each Material-Node individually. Also note that the Preview Render (Buttons window) now renders a bit differently. This was a horrid piece of antique code, using a totally incompatible way of rendering. Target is to fully re-use internal render code for previews. OK... that's it mostly. Now test!
2005-12-17Saturday merger of bf-blender in orange branch.Ton Roosendaal
2005-12-17* ctrl-alt-numpad0 didn't correctly update 3dview when the camera had ↵Nathan Letwory
anything parented to it. Fix for #3596 (http://projects.blender.org/tracker/index.php?func=detail&aid=3596&group_id=9&atid=125)
2005-12-16Orange bugfix; using in NLA window the Ckey option (Convert to NLA), didTon Roosendaal
not use the proper call to increase user count && set the action to get a tag "extern linked". This caused actions to get lost when indirectly linked from library files.
2005-11-22This is a modified version of patch #2995Kent Mein
To enable dynamic tiff support. I had to fix some of the logic in the fileselect box for icons, I also expanded the patch to look in various default locations for a dynamic libtiff.so/libtiff.dll and look at the env variable BF_TIFF_LIB if it can't find it automatically. If unable to load the library it prints a message about setting BF_TIFF_LIB to the console. I haven't been able to test it on a lot of platforms but hopefully it will just work ;) I added the files to scons but have not had a chance to test that as well. Kent
2005-11-20Patch provided by Alfredo de GreefTon Roosendaal
This adds Radiance HDR image file support. So now at least we can save the 'fbuf' (4x32 bits float colors) in Blender. It doesn't change anything for internal support in imbuf for floa colors, so when reading .hdr files it still converts it to 32 bits RGBA. As an extra I've added that saving images with F3 now also adds the optional extension, when the F10 "Extensions" option is set. One important note; I don't know the proper license for the code, it was provided without... will await feedback from Alfredo about it. For now I've added the standard Blender GPL header.
2005-10-28New: use ALT+ScrollWheel to step through frames. Like for Arrow keys, itTon Roosendaal
does not cycle (not jump back to start frame on the end). Mac users can also use Apple+ScrollWheel btw!
2005-09-13* Added hotkeys for rendering animation (Ctrl F12) and playing backMatt Ebb
animation (Ctrl F11) similar to rendering a still with F12 and showing it in the buffer with F11.
2005-08-24 - add option to drawMappedFaces to draw with colors (from tface or mcol)Daniel Dunbar
- convert weightpaint/vertexpaint to draw using drawMappedFaces, slightly hacky because during weightpaint mcol's get overridden in order to have them propogate through modifiers. should work fine. - add NULL check in shaded draw, prevents crash w/ dupliframe
2005-08-22Made weight-painting more bearable :)Ton Roosendaal
- Hotkey CTRL+TAB toggles weightpaint on/off - If Mesh has no vertex groups yet, it still accepts Weight Paint mode. Then, on a first painting stroke it creates a default group. - When combining WeightPaint mode with Bone selecting, if you select a Bone without vertex group it draws Mesh dark blue. On a first painting stroke it then also creates a new group, with the Bone name.
2005-08-11 - added recalc ob, recalc data options to ctrl-alt-shift-t timerDaniel Dunbar
2005-08-03 - got rid of silly #define ..._BIT, #define ... (1<<..._BIT) stuffDaniel Dunbar
- switched almost all uiDefBut(..., TOG|BIT|..) to use UiDefButBit and the name of the actual bit define instead of just a magic constant, this makes searching the code much nicer. most of the credit here goes to LetterRip who did almost all of the conversions, I mostly just checked them over.
2005-07-23Killed silly modal PoseMode mode! :)Ton Roosendaal
- PoseMode now is a state Armature Objects can be in. So, while in PoseMode for an Armature, you can just select another Object or Armature. - The old PoseMode options (transform, insert keys etc) are accessible with making the Armature Object 'active' (and have object in PoseMode). - At this moment no multiple Poses can be transformed/edited at the same time. - The old hotkey CTRL+TAB, and view3d header menu, still work to set an Object's PoseMode It was quite a lot recode, so tests & reports are welcome. Oh, as a bonus I added Lasso Select for Bones in PoseMode! It selects using only the line between root and tip of the Bone.
2005-07-16 - removed makeDispList, set_displist_onlyzeroDaniel Dunbar
- appropriate callers of makeDispList replaced with depgraph calls - unappropriate places just killed... small chance this gives some errors in corner cases if dep graph isn't notified (example, font family displists) but these can be tracked down as they show up. - still a large number of callers of makeDispListCurveTypes, but makeDispListMesh has just a few.
2005-07-03Result of 2 weeks of quiet coding work in Greece :)Ton Roosendaal
Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2005-06-18Initial commit for new text object.Alexander Ewering
Important notes: - Full compatibility with old text objects not fully restored (word spacing will be 0.0, need to set it manually to 1.0), will either need version upgrade to 238 or a hack. Will check. - lorem.c (about to be committed) contains BF copyright notice, but as BF did not exist a few hundred years ago, probably best to remove it :) - If you notice any cross-platform issues (especially beloved windows), please report - A few tiny warnings left, I will fix those issues still. The rest has been said already - so have fun testing. And please do! === Reminder: === Documentation at http://blender.instinctive.de/docs/textobject.txt ===
2005-06-10* fix for bug #2720Nathan Letwory