Age | Commit message (Collapse) | Author |
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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Getting some weird results on moving fast edges. This is a backup commit, will try another thing
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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1. Test for fast moving edges
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1. Fix for face with index=0 not handled
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Patch from Jean-Michel Soler (with slight modifs)
Small BPy feature to help script writers deal with armatures and vertex groups (calls the bone heat method to create and assign groups)
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memory than needed.
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Instead of making it an exception compared to other objects which
don't draw z-buffered either, it now draws without lighting in the
wire color like it did before.
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didn't properly redraw the node window on changes.
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V3D_OPP_DIRECTION_NAME flag even though it wont switch the view direction.
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would not reset the bone back to its original state. need to set teh flag "ob->pose->flag |=
POSE_RECALC", which is alredy done on adding a constraint.
back
to
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Force proportional editing flag off in object mode.
While it didn't have any effect on objects themselves, it could display the falloff mode (Smooth) in the header. The bug was purely cosmetic.
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nurbs but after, cyclic nurbs would be incorrect if the bezier or endpoint u/v was set.
also replaced some numbers with constants.
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1. fix for collisions (were working better with selfcolls enabled, now generally better)
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order wasnt 3 or 4. add a function that checks nurbs can produce a valid line. check_valid_nurb_u/v
* when check_valid_nurb_u/v fails, no curve is allocated or drawn.
* knotsu/v could be NULL but some functions didn't check for this, make sure this is checked for everywhere.
* The interface didnt change check the order when the bezier u/v flag was set, added functions clamp_nurb_order_u/v that takes into accound the number of points and the bezier u/v flag.
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1. Fix selfcollisions (reported by nudelZ)
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places, access this via functions now and store an index
rather then a pointer so if it becomes invalid it will just return a NULL pointer.
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Unnecesary include path in Makefile.
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When a bone in a mirrored chain wasn't named properly, it would leave the head or tail in an invalid state.
Now it applies the mirror to connected joints that are mirrored.
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properly
fixing [#11362] Blender.Draw.Image() method does not clip properly
also return silently on zero zoomlevel rather then raising an error, only raise an error on negative values.
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Fixes
[#12106] Memory leak in sequencer (>10MB/frame)
in parts: inner contents of meta strips are freed up after calculation
making more room for the cache.
Actually have to think of a mechanism, that remembers, which output
frames are asked for and caches only those.
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Patch by Olivier Saraja
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Blender)
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1. fix crash on collision
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Patch by Olivier Saraja
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1. Bugfix for crash on enabling cloth on object
2. Correcting kdop nth element sorting function (fix provided by André Pinto)
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game script
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The best rules for stereo rendering are now applied to Blender. Here is the new situation:
1) The focal distance is now settable through the GUI: select the camera (each camera can have a different setting) and go to the camera data (F9): the "Dof Dist" and "Dof Ob" can be used to set the focal distance for that camera. The "Dof Ob" is interesting because it sets the focal distance so that the center this object will appear at the surface of the screen when running the game.
2) The eye separation is automatically set to focal_distance/30, which is considered to be a reasonable value. If you need a different value, you can always use Python scripting.
Notes:
- If you switch camera during the game, the focal distance will also change unless you have set the focal distance by scripting, in which case it overwrites the focal distance setting of all cameras.
- If you don't set the focal distance in the camera data or by scripting, the default value will be used. The default value corresponds more of less to the near clipping plane which means that all the objects will be very far with little 3D effect.
- If you don't set the eye separation by scripting, it is automatically computed as focal_distance/30, regardless on how the focal distance was set.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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Fixing bug #11737 reported by Daniel Salazar (Zanqdo, thanks!): assigning as pynode a text that failed to parse as a pynode script, then deleting that text would crash Blender.
http://projects.blender.org/tracker/?func=detail&atid=125&aid=11737&group_id=9
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correct for envmap, could give objects rendering in the wrong
position.
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sound and can lead to crash"
Missing call sound_initialize_sounds, cant be added BKE_reset_undo since its in blenderkernel.
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a linked file.
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Only enter mesta's that are active and selected, inconsistent with editmode in the 3D view, but editmode dosnt deal with
nested data.
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Action Editor Border Select Channels no longer selects bones
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The modifier work on the tesselated result rather than the curve itself.
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bump mapping not work for diffuse.
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visualization DupliGroup option.
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Fix for bug #11966: crash in hair softbody with hair amount 0.
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textures for the Texface material option.
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Normal orientation for editbones (was previously missing)
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