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2011-07-22Merge with trunk up to r38584.Joerg Mueller
2011-07-21(no commit message)Sukhitha Prabhath Jayathilake
2011-07-21Bugfix #28034Ton Roosendaal
Blender render optimizes alpha=0 materials away, unless it has a number of properties... but there wasn't a check for material being ray-mirror, it then should be rendered always.
2011-07-21Corrected View Selected operator for image editor so now it worksSergey Sharybin
fine for images with different X and Y aspect ratio.
2011-07-21Fixed bug with multires baking to float buffers.Sergey Sharybin
Was missed a flag to set rect marked as changed.
2011-07-21revert recent matrix multiplication patch:Campbell Barton
[#28032] Python Mathutils: Matrix Multiplication Error Since they ended up reversing the order we better keep old code unless its proven to be incorrect. also change Matrix.__repr__ function args to evaluate correctly (need to be inside a tuple).
2011-07-21add tip that duplicator system doesnt support xray / transp object draw ↵Campbell Barton
options since we keep getting reports about this.
2011-07-21fix [#28037] Missing orange selection lines (trivial)Campbell Barton
From what I can tell there is no good fix for this bug, calculating the 2d/3d viewborder and then attempting to align them to be pixel perfect fails because of float imprecision. Added a workaround, so the camera border is always drawn in 2d space, since this workaround may cause problems later on its kept under the define VIEW3D_CAMERA_BORDER_HACK so we can get old behavior back easily.
2011-07-21fix/workaround [#28040] float images reduced to 256 levels per channel upon saveCampbell Barton
Generated images would not be re-generated with a float buffer on load, even when selected on creation. Now save the float buffer setting as a generated image flag. This means you can enable before baking to enable baking to a float buffer.
2011-07-21Attempted bugfix: don't perform any keyframe remapping stuff ifJoshua Leung
rendering, to prevent any race condition problems I've noticed some weird and random crashes recently while rendering, which I suspect have been arising from having an Action Editor open while rendering. Previously only the timeline was patched against these problems, though the issues may be more widespread. Hence, solving this problem at the root cause instead.
2011-07-20venomgfx request: Renaming handle 1/2 to left/right handles forJoshua Leung
keyframes This makes it easier to remember/identify which one you're dealing with
2011-07-20patch [#28032] swapped matrix multiplication order, reverse it back, tested ↵Campbell Barton
with FBX, BVH import/export which are very sensitive to changes in matrix rotation.
2011-07-20BGE Animations: Fixing a crash with "IPO" animations on an object with ↵Mitchell Stokes
modifiers.
2011-07-20BGE Animations: BL_Action::m_action could be garbage, which can lead to odd ↵Mitchell Stokes
problems. So, now I make sure it's set to NULL in the constructor.
2011-07-20patch [#28031] Minor typo in BlenlibCampbell Barton
from Scott Giese (sgiese)
2011-07-20patch [#28032] Python Mathutils: Matrix Multiplication ErrorCampbell Barton
from Scott Giese (sgiese)
2011-07-20Add/Clear Fake Users from Outliner by RMB on ID blocksJoshua Leung
2011-07-20View All/Selected tools for NLA EditorJoshua Leung
2011-07-19update to patch from Andrew Hale - obj.closest_point_ob_mesh() now takes an ↵Campbell Barton
optional max_dist argument.
2011-07-19fix for [#28012] Mat ID messy with shader nodesJeroen Bakker
Issue was that the Shader tree execution changed the ShaderInput. Changes are that the UI is updated that only the main material will have the pass_index this is displayed in the "render pipeline options" panel. When the material is not a node material the pass_index will be shown at the "options" panel To test enable nodes on the material Add a new input material change the pass_index of the material (render pipeline options) Enable RenderPass material ID and use the compositor to read out the material pass Jeroen
2011-07-19cleanup of scene->gamedata DNADalai Felinto
xsch and ysch were originally planed to replace the scene->r.xsch/r.ysch however in blender/3dview we still need to use the r. values. Therefore we can't really run from using those values even in bplayer. So removed the values in gamedata. The way it's now, render values (xsch and ysch) are responsible for aspect ratio and gamedata xplay and yplay are responsible for the size of the window.
2011-07-19bugfix: [#27348] blenderplayer showing a different viewport size in 2.57bDalai Felinto
I believe this bug was there since we (me) moved the game settings to scene->gm Since I was here I added support for x/y non square aspect pixels (i.e. anamorphic) we were already using it for videotexture so I don't know why we were not here. Tested in OSX, but it should be working in all OSs.
2011-07-19fix [#28018] Sequence Swap Data Operator does not workCampbell Barton
2011-07-18Material Specular Hardness Animation import (ongoing)Sukhitha Prabhath Jayathilake
2011-07-18Identifying Animation List for Material shininess. Sukhitha Prabhath Jayathilake
2011-07-18Missing struct keyword in function declaration causes compiler error with ↵Lukas Toenne
cmake/gcc.
2011-07-18Material Specular Hardness Animation export.Sukhitha Prabhath Jayathilake
2011-07-18Bugfix #27927Ton Roosendaal
This fixes assigning 'tweak' keymap option for border selecting in Node editor. Thanks Perry Parks for the patch!
2011-07-18script to report deprecated functions of text and their age in days.Campbell Barton
2011-07-18fix [#28003] Unable to delete vgroupCampbell Barton
still need to find how an invalid defgroup index is set, but at least dont show the vertex group as selected when its not.
2011-07-18Bug fix: particle cache should only be cleared on the exact first integer ↵Janne Karhu
frame, not in the case of a subframe between the first and second frame.
2011-07-18BGE Animations: Allow the Copy Transform constraint to work with external ↵Mitchell Stokes
targets in the game engine.
2011-07-17Modified behavior when replacing input links: The new target socket for the ↵Lukas Toenne
existing link is now chosen from available sockets that match the _target_ type, instead of the source type. This leads to more usable replacements, e.g. for toggling inputs on mix nodes. Still not a great solution to the mute/autoconnect problem, but a bit more intuitive for replacements.
2011-07-17Material Animation export. (on going)Sukhitha Prabhath Jayathilake
2011-07-17Changed the default keys for duplicate-nodes-while-keeping-input-links to ↵Lukas Toenne
ctrl+shift+dkey, to avoid conflicts with alt+dkey for linked duplicates.
2011-07-17Little modification of the duplicate operator on artist request: The default ↵Lukas Toenne
behavior (shift+dkey) is now to copy nodes and internal links, but not the input links from unselected nodes. This feature is available with the alternate duplicate operator (alt+dkey).
2011-07-17Identify material Animations to export.Sukhitha Prabhath Jayathilake
2011-07-17Set material Sid addressing.Sukhitha Prabhath Jayathilake
2011-07-17Removed the autoconnect call when adding new nodes, this hardly ever gives ↵Lukas Toenne
usable results and leads to annoyed artists.
2011-07-17patch [#28001] Find the nearest point on an object to the given locationCampbell Barton
from Andrew Hale (trumanblending)
2011-07-17Bugfix [#27412] PoseLib bug(maybe also corrupted data)Joshua Leung
* Find first unused frame function was failing to correctly detect conflicts with the lower bound due to the way that markers are not stored in sorted order. Fixed by performing additional search passes. * Fixed some update bugs where there were missing notifiers. Most noticable when the poselib is being viewed in an Action Editor
2011-07-17'bgl' python module.Campbell Barton
- add back slicing for buffers, (was previously in 2.4x but not working in py3): buf = bgl.Buffer(...) ls = buf[:] - fix for crash with negative index access not being clamped. - improve repr() function for multi dimensional buffers. - add back 'list' attribute, but print deprecation warning.
2011-07-17cmake: cleanup include paths, some duplicates and going up some unneeded dirs.Campbell Barton
2011-07-17Added notifier listener for node editor.Sergey Sharybin
Now it behaves right on playback: - Starting playback "Anim Player" button appears on header. It used to appear only on mouse hover before. - Stopping playback triggers refresh on compositor, so actual result would be visible if image sequence/movie is used in nodes.
2011-07-17cmake source definitions:Campbell Barton
remove missing includes and use more strict formatting.
2011-07-16Fixed crash of multires baker when baking from sculpt mode.Sergey Sharybin
Incorrect low level was used for this case -- it should be sculpt level, not preview level. Thanks to Morten Mikkelsen to point on this bug :)
2011-07-16Bugfix [#27157] keyframing a constrained bone does not work as beforeJoshua Leung
Visual Keyframing was broken by r.34685, which used another method which, at the time, appeared to work perfectly fine. Apparently not. Also, extend/fixed visual keying to work for axis-angle rotations too. Needs some testing, but should probably work
2011-07-16BGE Animations: Some updates to the Python api:Mitchell Stokes
* Adding methods KX_GameObject.stopAction() and KX_GameObject.isPlayingAction(). * Made all layer arguments optional. This means I had to change setActionFrame(layer, frame) to setActionFrame(frame, layer=0). This seems a little backwards to me, but I guess that's what you get with optional arguments. Also, this will break existing scripts. * Made sure to check user supplied layer values on all action methods. Previously this was only done for playAction(). * Fixed a few newline issues.
2011-07-16fix for crash with edit armature buttons when no bones were selected ↵Campbell Barton
(uninitialized pointer)
2011-07-15Fix for [#26712] Particle group instance 'Use Count' value gets reset on ↵Janne Karhu
file-load. * New object pointers can't be loaded properly for library linked groups, so the weight groups now store an index to the group objects at save time. This index is used at load time to set the objects without relying on the old pointers. * If the library linked group is modified the indices can be wrong, but this can't really be avoided easily as there's no way to relate objects in a linked group between loads.