Age | Commit message (Collapse) | Author |
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Kent
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this helps in cases where you want to use a logic brick in 2 states, linking the sensor to a second state's controller can be tricky.
This way you can pin a sensor or actuator, change the visible state and link it to another controller.
The pin button will only be displayed when states view is enabled and the logic brick is expanded or when it is alredy pinned.
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used, the code here needed to be updated.
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If the active face is part of the selection, Blender crash when
split the mesh because the act_face have an invalid pointer.
The solution is simple, check if the active face is part of the selection
and in that case, set it to NULL.
Campbell please double check this.
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Vertex color structure in bmesh needed to be padded for
8 byte aligned memory access.
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Merge of branch soc-2008-quorn to trunk:
Merged 14970:16308 to trunk@16307, updated to HEAD.
Merged 16318
Main features from this branch:
- Python text plugins
- Suggestions and documentation elements
- Improved syntax highlighting
- Word wrap
- Additional editing tools
- Various undo and clipboard fixes
- File header info and modification checks
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When there is no active node in the Composite Nodes, Blender crashes when trying to insert a keyframe using IKEY.
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Can now also convert active layer to a series of bone chains. Each stroke will be converted to a chain of connected bones.
At the moment, it is still necessary to manually recalculate roll angles after the armature has been created, as the bones are not assigned the correct roll angles yet.
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No VisualKeying checks were being done
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however curves only make it go to 1.0
reported and patched by slikdigit
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Remported by alxarch.
If you remove the active object and then tried alt-c it would crash.
Kent
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* Added 'Convert To...' button for easy access to conversion tool. The hotkey has been mentioned in the tooltip. This replaces the 'Del Active Frame' button in 3d view only.
Armature Apply Pose:
* Added menu entry (beside Relax Pose)
* Bone-parented objects now get their parent inverse matrices correctly recalculated
* Changes for 'scale' code in previous commit wasn't correct... reverting
* IPO/anim flush protection is now set on bones to prevent them from being sprawled everywhere after applying
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* Roll is now correctly calculated for Apply Armature
* Scale on x,z axes is no longer cleared (only scale on y axis needs to be)
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Special request by Alxarch for Architecture:
Hold Ctrl-Key when 'Draw Mode' is enabled to draw straight lines.
Although when drawing the stroke, the stroke will still be freehand, the final result will be a line between the endpoints of that stroke. This is useful for annotations of sectioning lines + site maps, etc.
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property is set: the sensor will ignore the objects that don't have the property.
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In PoseMode, the Ctrl-A hotkey can now be used to apply the current pose as the new restpose for the armature.
Notes:
* Roll correction may not be totally correct on bone chains, but is ok in most cases.
* Objects that are bone parented to the armature where this is applied are not correctly adjusted yet.
* It is advisable to 'apply' the existing armature deformations to geometry deformed by the armature before applying this, to prevent unexpected results.
* No menu entry yet... will add in due course.
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Now sets vector/free handles by default
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* Changed hotkey from Alt-C to Alt-Shift-C so that it works when the active object cannot be deselected/deactivated.
* Added option to convert to bezier curves. Note that currently, the handles are simply placed to the same location as the point so that there is an exact match with the gpencil strokes. In future, it would be interesting to investigate using proper curve-fitting algos instead.
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* New stuff: Grease Pencil strokes on the active layer can now be converted to 3d curves (geometry). More work is still needed to make the result look be more optimal (i.e. extruded curve)
* Bugfix: Spacing between collapsed layers is more compact now
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actuator.
Needed so objects created in an explosion could start spinning without having motion actuators and collision sensors on each item.
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deleted it didn't show up in during render any more, b) fixing possible crash during render
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charge fields. For example a square fall-off was reduced to linear etc.
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* 3d strokes could only be erased from start of stroke
NB: 3d-strokes could be erased starting from previous commit
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Drawing Improvements:
* Single 'dots' now draw rounded
* Strokes being drawn are drawn 'solid' instead of as dotted lines
Eraser:
* Now operates interactively, so no more wait to see if stuff was erased
* An influence circle is now drawn - the radius of this is defined as the thickness^2
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Adding numerical input support to edge slide (and at the same time, loop cut).
Also clean up NumInput functions for external use. I might have a second pass at this to make it even easier.
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Grease pencil commit added some panel draw code or whatnot which seems to change the matrix stack in unwanted (in this case) ways. Reset to identity fixes it.
* I don't think it was limited to Linux though
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of using flags). The lower two bytes of the group are used for python scripts while the upper two (or more) are reserved for internal grouping. Plenty either way.
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Only unused functions and openmp warnings left on those.
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Warnings still exist in the following places:
* places (exotic.c, etc.) where format strings still use 'longs' but datatype is uintptr_t (i.e. resulting from the win64 changes)
* shrinkwrap.c - a few "incompatable type" warnings
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This commit finishes the work started in the previous commit.
1) Reduced the effects of 'shrinking' lines with acute angles (*)
2) Ends of strokes now get crude end-caps which look ok for most purposes (they are really just simple trapeziums not fancy semicircles)
* Note: some shrinking does still occur if the stroke was drawn quickly enough for few points to be recorded. Also, although there are still zones of overlapping when there are acute angles, this is reduced to steeper angles (and is not too bad considering real-life materials)
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Just a little commit so that I can transfer some changes back over to laptop.
* Line drawing should now be improved for most cases, but acute angles still need more work to reduce 'shrinking' artifacts. As such, this is still hidden behind 'rt' setting
* Preparation work for Grease-Pencil in Image Editor, and also 'Stick to View' for Image/Sequence editors.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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- For newtonian particles a "self effect" button in particle extras makes the particles be effected by themselves if a particle effector is defined for this system, currently this is a brute force method so things start getting slow with more than ~100 particles, but this will hopefully change in the future.
- Two new effector types: charge and a Lennard-Jones potential based force (inter-molecular forces for example).
-Charge is similar to spherical field except it changes behavior (attract/repulse) based on the effected particles charge field (negative/positive) like real particles with a charge.
-The Lennard-Jones field is a very short range force with a behavior determined by the sizes of the effector and effected particle. At a distance smaller than the combined sizes the field is very repulsive and after that distance it's attractive. It tries to keep the particles at an equilibrium distance from each other. Particles need to be at a close proximity to each other to be effected by this field at all.
- Particle systems can now have two effector fields (two slots in the fields panel). This allows to create particles which for example have both a charge and a Lennard-Jones potential.
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Fix typo in Mesh module exception messages (submitted by Teppo Kansala ).
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Access to empty shapes by object.emptyShape attribute, contributed by Domino
Marama (thanks!)
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