Age | Commit message (Collapse) | Author |
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- don't handle images with ffmpeg, blender knows itself perfectly fine how to do that. This fix is done as per Qt handling (skip non-Qt files).
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Data from Armature.c and logic.c still leaks.
Mostly todo with PyList_Append adding a refcount and the bpython api not decrefing.
Also added some features needed to fix a bug in mesh_clean.py (ob.pinShape and ob.activeShape)
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Removed the error that showed up when trying to paste a pose onto protected proxy bones. By definition, you shouldn't be able to keyframe/pose protected proxy bones, but nothing obeys that currently.
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The Outliner didn't refresh after adding loading a new image from disk for use as an image texture.
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*if a vertex group was renamed in the outliner, the name was not updated
correctly in visible buttons window
*certain buttons in Render panel didn't update other buttons windows in
case their value was changed
*same goes for Logic context of the Buttons Window
*also cleaned up unnecessary code from Logic context and made Timer
field to work correctly when pressed with left mouse button
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==========
Bugfix #6682: some Mesh.Primitive default values didn't match UI values.
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[ #6690 ] Shift and widget translation cause an uncontrolled move in side or front view
There was a tentative fix for that earlier, but the limit used was too low. This fixes it and ensures sane output.
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Vector blur error in Ztransp: sometimes black lines (on edges) appeared,
which didn't get blurred away. Caused by zero-init of speed vectors in
sample buffers. (Zero speed -> no motion).
Error in Blender since vblur was added.
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Now Action/IPO-Curve/Constraint Channels draw so that they open downwards. The only noticeable differences are that when expanding/collapsing channels, all the channels above won't get shunted out of the way again. Also, on loading some older files, all the channels may be out of view (TODO: make version patch for this...)
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Hardly anyone uses it, so until now, no-one has noticed that selection is broken. Just a simple variable typo caused bug #6738. Fixed.
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Duffin (mal_CanDo)
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[ #6702 ] Image doesn't get saved after painting & packing
IMB_saveiff - (general saving function), does not write a file when the image is packed.
so write a file with writePackedFile for packed files.
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scene's models wont fit into GFX memory.
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The code for preserving ID properties was apparently not
working. Fixed that by adding a new function,
IDP_ReplaceInGroup, that automatically handles overriding a
property in a group while preserving the property order.
Its odd though that the previous fix I had wasn't
working :/
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Coverity bugfix (missing NULL check) and ref counting errors. (on module constants, so not really leaking, just not good.)
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Fix potential problem with Matrix initializer (can't call Matrix_Identity on non square matrices).
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coverity bugfix: Dead Code
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Fix float error in Transform Contraint with planar constraints when the plane was perpendicular to the viewport. This could cause some weird erratic behavior.
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- 3D Window, textured drawmode shows lighted again for non-textured faces
- Engine: faces show lighted again when 3d windows was Solid draw mode
Example:
http://www.candointeractive.com/blender/BlenderViewport.jpg
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* When duplicating bones that have constraints (edit mode),
duplicate them too with TARGET field updated.
This is code that I wrote a few years ago before the armature
refactor. It is simple code that compiles and seems to work fine,
but should be checked by Ton or somebody else with better knowledge
of the current armature system.
Usage description, (stolen from the first time this code was
committed):
"Duplicating bones in edit mode now also duplicates the constraints
associated with that bone ... if the constraint subtarget bone is
also duplicated the new constraint points to this new bone as it's
subtarget."
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specifying the uv layer name in a material.
Also added generic autocomplete_begin/do_name/end functions,
this code was copied five times.
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other preview renders at all.
Also added a flag to enable/disable SSS per scene. There is no
button for it yet, the Render panel has no space left .. will find
a place for it later.
The subversion number was also increased to enable the flag for
older .blends.
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Relatively harmless removal of useless code. Also formatted things in a few places.
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Hiding bones in the 3d-view with the (HKEY) now hides the corresponding Action Channels too.
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only deform modifiers in the stack. This was an old bug: a typo caused quad
face normals to be calculated using the same vertex twice, giving bad normals.
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only deform modifiers in the stack. The code that copied the cage mesh to the
final mesh didn't check for vertex coordinates; I have added this check.
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ob1.shareFrom(ob2) - didnt work with the new type/realtype method of making sure all new objects were emptys until they were linked to data and the realtype is used.
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Wrong hotkey given in for the Remove Doubles entry in the 3d-view toolbox->edit->vertices menu.
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to some person... :)
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showing the orcos (size usally smaller).
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Action Editor: editing of action-channel keys is impossible if shapekeys are present
for that object.
Also, after toggling the 'swimmer' icon in the IPO editor header,on and then off again, then trying to expand/collapse/select/deselect the 'Shape' action channel, Blender would crash.
Not really a showstopper, but still nice to fix. ;-)
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Border select in face select mode was broken.
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Object with object-action:
Crash after unlinking an Ipo, and then inserting new key positions in 3d
window.
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leads to flickering, and a bug that would display parts of the
preview render as black for interrupted preview renders.
(sorry for the late fix, i've triple checked the code ..)
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scriptlinks_pupmenu(ScriptLink *slink) could get passed null and
did not check for it.
Kent
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Kent
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