Age | Commit message (Collapse) | Author |
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Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!
I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node
A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual
On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
(as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
should not show. NodeTree should ignore other nodetrees to keep things sane
for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
superior antialising of checkers/bricks.
General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I
rather wait for a solid and very well thought out design proposal for this,
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
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This prevents scons from doing complete rebuilds when toggling BGE related options.
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their includes when building.
writefile.c had usless include.
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with hinge bones (and with chain rotations).
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This commit adds an exception for rotations (standard rotation and tracball) to still work on children of transformed objects and bones in an expected fashion. That is, you can select a chain of finger bones and rotate to flex them all at once.
Notes:
[1] This could be expended to other transformations if needed.
[2] Center of transformation is determined using the same principle as hinge bones (transformed children aren't taken into account)
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Most Surface (NURBS) tools in buttons didn't add undo pushes.
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Makes colorband GUI display proper color interpolation
(for real this time)
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The problem is that the audio_fill_seq function try to load the hd file
if the sequence don't have it, but it join the two string (directory path +
file path) without the / (Linux... \ Windows), so the result is a wrong path.
I change the the strncpy and strncat function for a BLI_join_dirfile (like
the reload_sequence_new_file) and all work fine now.
Also note that the "them go" that Luca report is (or what happen here) the
ctrl+z function, and now both case work fine here.
(interesting.. date from Feb 05.. 2006 ;)
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This can be useful for toon shading etc.
Example: http://mke3.net/blender/etc/constant_ss.png
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ALT+select face-loop on mesh with hidden faces ignored the hidden part.
Also caused errors on deleting faces that way.
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Also: buttons for logic, controllers, didn't line up correct when
multiple objects were selected (too little space)
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When entering a wrong expression (or garbish) in a Nkey panel button,
the cursor jumps to the place where the button was clicked. On failure
the button could return a B_NOP, not a 0
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fixes a buffer overrun issue.
Kent
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scratch array instead.
This is actually much safer than juggling values in the tmp union all the time.
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Basically the code was referencing var[-1] it wasn't using it
but also did not need to be set in those cases. So I moved
the assignments so it skips the -1 case.
Kent
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(disabled by default).
This is done to make merging make in trunk painless.
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* #17900 - IK Constraint was not included regardless of what Visual-Keying method was used
* Deleting a Bone Group now corrects indices of those groups that occurred after the one that was deleted
* No more click-a-mania - Delete all vertex groups from a Mesh (Ctrl-Shift-G menu)
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Error is bad enough to go for a retag... hrmf!
Report from Ernesto (der|kunstler) Mndez in irc. Thanks a lot!
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even a bit more clear.
After this commit we'll tag svn (gasp!) and then go build!
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- cleanup of boolean usage - use True and False now instead of 'true'/'false' or 0/1
- changed SConscripts accordingly
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select/deselect and DAG_object_flush_update isnt needed for changed selections.
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"Warning: binarysearch_bezt_index encountered invalid array" errors were being displayed in the console. Was caused by 3d-view show-keyframe for infostring stuff, when an IPO being checked had no keyframes.
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- Adding constraint using button in panel still didn't update Armature Editing buttons properly.
- Minor code tidying of earlier bugfix for armatures
- 'For Transform' option for Limit constraints is now only taken into account for constraints that are enabled.
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Second attempt at fixing this bug. Previous fix caused segfault when all bones in a chain are selected. Now it should segments which are selected (i.e. get swapped) will get unparented from segments that aren't (i.e. aren't swapped, so are still in old orientation)
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Stop the infinite loop, but it could be loosing parent relations that it kept before. Aligorith needs to review.
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when adding a new constraint using vertical layout.
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the 'Mult' flag instead
- Tidied up comments in Action Editor code a bit
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constraint/IK using the hotkeys.
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strncpy for overlapping strings.
source/blender/blenlib/intern/fileops.c - zero length strings would check for a slash before the strings first char.
source/gameengine/GameLogic/SCA_JoystickSensor.cpp - m_istrig_prev was not initialized
source/blender/src/editmesh.c - active face pointer was not set to NULL in free_editMesh()
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'show pivot' drawing in the viewport. Also added checks for some other
cases where this could happen.
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due to poor float-to-char conversion.
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view needs to be reset while moving to take care of view snapping properly.
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code, causing the "SamplesY" button to overlap others.
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Index OB pass didn't support FSA for Ztransp.
Also made buttons to set black/white for non-RGBA images hide in Image Window,
the Curves color code only supports 4 channels atm.
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When Action Editor was maximised, Grease Pencil data disappeared. This was due to the screen-swapping that went on. Now, it uses the old-screen that was stored in the maximised Action Editor's screen (should be safe...)
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* Onion-skinning with GStep > 0 was not showing enough of a noticable difference between ghosts. Improved method of calculating this.
* Clicking in a Grease-Pencil datablock channel in the Action Editor would crash
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