Age | Commit message (Collapse) | Author |
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they now use a macro I introduced in the previous commit.
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* New Tool: Switch Direction
This tool switches the direction of selected bones in EditMode, and can be found under the Specials Menu (WKey). It also adjusts the parenting, so that continuous chains can still be linked.
* Bone Locking:
Removed Lock/Unlock functions from Specials menu, and moved this functionality under the Toggle/Set/Clear Bone Settings tools (Shift/Ctrl-Shift/Alt W respectively)
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Remove documentation for Render.EnableEdgeShift and Render.EnableEdgeAll methods, which are no longer in the API.
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When navigating the 3d-view with a bone (or bones) selected, 'Rest Pose' enabled for the armature, and 'Orbit Around Selection' turned on, a "Pose Edit Not Possible" warning would pop up every time the view was manipulated.
Was caused by a missing check for the 'TFM_DUMMY' transform mode used when calculating center to use (based on active item)
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-Particles were being recalculated a bit too aggressively. Normal particles didn't care, but since reactor particles have dynamic birth times they lost crucial information in the recalculation.
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(for visualization) also moves the particles
-The particle dupliobjects were using the objects trackflag in combination with it's rotation causing strange behavior. Now the trackflag is ignored and only the rotation of the object being duplicated is taken into account.
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area<FLT_EPSILON
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When adding poses to a PoseLib, it is now possible to make them be added on the current frame. It is still recommended to use the default method (plain Add New), as it is prevents poses stored in the PoseLib from being overwritten accidentally.
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objects the ray hit system doesn't work properly. Fix by separating rotation and scaling in the parent inverse node to keep scaling correct down to the leaf objects. Only isotropric scaling should be used, as always with the BGE.
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Commited the right version of BLI_kdopbvh.c
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along negative axis. Improve reliability of Radar detection by clearing the manifold cache instead of updating it.
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neighbour, non-recursive now, faster than kdtree.c implementation normaly, divided into 2 sources: generla structure in blenlib, mesh/derivedmesh depending interface stuff in blenkernel
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bug is located in Bullet: the manifold contact points for non-response objects (sensor, ghost) are not refreshed and stay in the cash as long as the objects overlap in the broad phase. Instead of fixing Bullet, I put a work around in the BGE. This may need review when a new Bullet library is integrated
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other way round
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Note: yuck, this is a horrible way to do it -- python devs should
think about splitting the python stuff into separate libs if they
only want to partially include it in the game engine.
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Fix typo in documentation for render.startFrame() and render.endFrame(). Arguments are valid in the range 1 to MAXFRAME.
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calling ConvertMaterial Ipos.
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* GBE Python API's alignToVect wasnt clamping the align ammount from 0.0-1.0
* Generated images arnt animated - use for a test to see if the textures animated.
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We assign the material name before check the pointer.
Please Benoit check this and also I have a compiler warning
about the second argument in the previous call of
ConvertMaterialIpos, the argument is NULL but the function
need a dword.
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unrelated sensor states. The bug was introduced in the recent logic optimization patch. It only affects collision and touch sensors. The bug is fixed by keeping track of registration count.
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animated textures
I have added a dependsOnTime function for the Displace modifier which checks
if the displacement texture has IPOs, is a plugin, or uses an animated image.
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blenderplayer.
also changed importText so it dosnt do a malloc
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There were several buggy things here (in order of significance):
1) PyAPI method didn't check to make sure that there was an active posechannel when deleting posechannel constraints. This was required by constraint_active_func() to be able to update the 'active' flags for the constraints in that stack
2) PyAPI method removed the links to the constraint data from the constraints list, even though that wasn't necessary, and may have caused memory leaks.
3) constraint_active_func() had no error checking for no constraints-stack being found
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This code was missing a test_index_face call after merging, so it was making
quads with v4 == 0.
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The custom data system wasn't swapping pinning or selection flags for MTFace
data when face vertices were reordered.
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-Lattice calculations were left out for children by accident
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-Some old code in particle rendering hadn't been updated properly.
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These are for use in pose mode or armature edit mode, to let you quickly traverse up and down a chain of bones.
It's quite useful for bones that are in hard-to-click places.
The tools are:
*Select parent/child ( [ and ] )
selects the parent or child of the active bone, deselecting the original active bone
* Extend select parent/child (shift [ and shift ] )
selects the parent or child of the active bone, adding to the selection
Thanks to Joshua for reviewing this so promptly!
PS. I'd like to use these [ and ] keys more widely in blender as consistent 'select next / previous' tools. I can imagine it being very useful for a lot of things like keyframes, nodes, mesh edges, etc.
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an error with invalid args. also memory leak with getVectTo() if invalid args were given.
* Material.c - functions for get/setRayTransGlossSamples were not being used.
* BPY_interface.c - removed function GetName(), since everything else just uses id->name+2.
* header_info.c - added ifdef win32 around copy_game_dll since its not needed for other os's yet
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This fixes:
[#16655] Blender crashes when Fraps videos are added to the sequencer
(sorry, color conversion is not supported by swscaler for some reason,
so currently, only the crash is fixed)
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Fixes:
[#15082] Sequencer: for image strips, the Input file field disappears if the cursor is out of the selected strip
also it wasn't really a bug, since the file name of image input strips
_has_ to depend on CFRA.
Well, we choose the next possible image strip, which is most likely the thing,
most people expected...
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This fixes:
[#17405] Sequencer: unselected black strips are unreadable
using
[#17418] Fix for bug #17405: unselected black seq strips text unreadable
Thanks to Roelf De Kock for providing the patch and
mindrones for the bug report :)
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This fixes:
[#17413] Sequencer: Blender crashes pressing R on a color strip
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Some WIP code for 'nicer' drawing of thick 2d-strokes that will hopefully result in smoother lines, particularly with abrupt direction changes. Currently the code is hidden behind the rt button (for rt != 0), as in some cases, it still looks rather bad.
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selfcollision bug to fix) [no 2.47 fix]
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readable. no functionality changes.
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Under Windows, all DLLs are copied to the same folder as the runtime .EXE, so that the process becomes a single click and deploy solution.
Linux doesn't require this ( thx for info centralnoise ) and will update to work on OS/X after I do a bit of research on .a and .so files ( thx for info kaito ).
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- HKEY now toggles hide/show dotfiles
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Show All Layers/Show Previous layers in the 3D View. Sorry this took so long!
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