Age | Commit message (Collapse) | Author |
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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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This fixes:
[#8335] Sequence Strips Jump to Frame Zero on second drag (if start < 0)
[#8334] Cannot use Negative Values in the New Sequence Buttons Input Panel
[#8333] Cannot add Color Generator in Sequence Editor
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* Make PyNodes work with threaded renderer. This patch is by Willian. He has worked hard on getting this sorted out - now you should be able to render with PyNodes AND multiple threads.
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This commit changes the way new nodes are created. Previously nodes were created
at the last location of the mouse cursor before creating a new node. After this
commit the nodes are created at the initial location in which the cursor was
before the menu used to add the node was opened.
This makes it possible for the user to predict where the new node appears without
having to move it to desired location like before. There is no option for this as
this behaviour is clearly superior to previous.
Codewise it uses static variables. This is something to fix during 2.50 rewrite.
Thanks to paprmh for contribution!
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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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because it was tagging all nodes with same ID *.
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Fixed bug #8243, sculpt mode crash
Increased amount of memory allocated for doing smooth stroke. Should ensure there's enough room to store result of subdividing the stroke.
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proper redraw.
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missing rails.
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if the lattice resolution changed.
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resulted in wrong selection state.
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not correct.
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(e.g. 1000 blender units).
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PoseLib preview didn't correctly check if a bone was visible or not. Also, the check for when there were no selected bones (thus whole armature is affected) didn't work right.
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quick-toggle tools, bones now have this functionality too.
Use Shift-W to toggle, Ctrl-Shift-W to enable, and Alt-W to disable one of the bone's settings.
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automatically adding the extension didn't add it to the image
file path properly.
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changed env variable check order $TMP, $TMPDIR - aparently $TMP is more common.
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the sequencer. This time, actually apply patch to the file before submmiting.
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the sequencer.
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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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Setting the user preference for python scripts didnt add the bpymodules subdirectory to sys.path (python module search path).
Also problems with entering and exiting- the old path was used until next restart.
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* Added a new set of related tools for channel editing (Toggle/Enable/Disable Setting). These are activated using the Shift-W, Ctrl-Shift-W, and Alt-W hotkeys. They allow for setting of the given setting on all selected channels (where it will apply).
* Moved + grouped all the channel-related operations in a new "Channels" menu, located between the "Select" and "Markers" menus. This makes more sense than squeezing the functionality at the end of the "Key" menu!
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Stupid if condition messed Normal orientation for pose bones.
Normal part didn't change and is expected, not a bug.
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could somebody running win32 see if headers need to be added to threads.c?
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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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selection enabled still painted with right mouse button, inconsistent
with painting in the 3d view.
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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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in the commit log. Couldn't get this to work well, probably this would
work a lot better with the IBL spherical harmonics feature, so I've just
disabled the option in the interface for now.
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- Added a note that force fields only affect objects on same layers
- PLAY button would just play all frames and didnt respect the end frame which is very annoying at times.
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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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-----
Remove extra parenthesis from Cubic tooltip, reported on IRC.
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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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but they work also if the hair is not editable.
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do_texture_effector assumed multitex_ext would assign r/g/b colors which isnt true for grey textures.
Fallback to PFIELD_TEX_GRAD with grey textures, node this in tooltip also.
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This fixes [#8297] Video Playback crash (audio buffer)
If a single audio frame is larger than 1 second (but still smaller than
AVCODEC_MAX_AUDIO_FRAME_SIZE) things could get very - annoying :)
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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
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