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AgeCommit message (Collapse)Author
2008-05-29Transform OrientationsMartin Poirier
Edit Bone and Pose Bone can now be used as transform orientations Also fix a bug with CTO comming from non-uniformally scaled meshes.
2008-05-22Transform OrientationsMartin Poirier
Normal orientation for editbones (was previously missing)
2008-05-11transform manipulator didnt follow the active face in some cases, also ↵Campbell Barton
rotate about active mixed with normal did not work as it did in 2.45, where the active edge could be used as a rotation axis (this is quite useful)
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-03-16== Align ==Peter Schlaile
Bugfix: Fix for "Use pupmenu menu to select align orientation. Faster workflow than always having to change the current transform orientation beforehand." memory corruption... (theeth ? )
2008-03-16== Align ==Martin Poirier
Use pupmenu menu to select align orientation. Faster workflow than always having to change the current transform orientation beforehand.
2008-03-03[#8434] Normal manipultor does not align with normals (like in 2.45)Martin Poirier
Bring back multivert normal average for the normal manipulator/orientation. When selecting more than three vertice, the averaged normal of all selected is used to get orientation Z-axis. NOTE: This is only applicable when NO faces are selected, otherwise it uses the averaged normal of the faces (excluding vertice that aren't part of a face). This is not new behavior CHANGES FROM 2.45: Selecting 2 or 3 vertice doesn't use normal averaging but uses virtual edge and face orientations instead.
2008-02-24== Transform Orientations ==Martin Poirier
When doing normal orientations from three vertices, if there's a full edge selected, use that to define the tangent (more logical).
2008-02-18== Transform Orientations ==Martin Poirier
Merge Normal orientation calculations with Custom Orientations, to make it work the same all accross the table: - One or more faces: use average face normal (first edge of faces define tangent) - One edge: use edge itself as normal (vertex normals define tangent) - One vertex: use vertex normal (tangent is perpendicular to normal and z-axis) - Two vertices => edge orientation - Two vertices => face orientation *I tested quite a bit but please report any bugs this might have caused.* ADDED FILE WARNING: source/blender/src/transform_orientations.c