Age | Commit message (Collapse) | Author |
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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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channel does. Then it crashes...
This commit adds a NULL test, but now trying to solve how this case
can happen.
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Texture paint mode toggles were missing some redraws.
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Metaballs, when in editmode, didnt show correct after a render (it was
drawing render resol then).
The code here was confused some... this works, although it will take a
bit more cpu cycles when render resol = display resol. No biggie.
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unused var doredraw removed and the call to do a redraw, since
its never called I figured we can remove it and if we need it later
put it back in. (this is in function winqreadbutspace)
Kent
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The if statement above this line makes it so this line will never be
true, so its not needed.
Kent
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Node UI for Image sequences also allows negative offset value, so you can
have first image be 0000 too (3dsmax)
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- Radius R, G, B sliders had too small number increase on clicking.
- Preview render now renders with higher SSS error setting to speed it up a
bit.
- bug #6664: 3d preview render had artifacts. re->viewdx/dy wasn't set then,
which is needed to estimate the area of each point. Have set this now, not
in the nicest way, there is some bit duplicated code, but I don't want to
refactor existing code with the chance of breaking it at this point.
- bug #6665: grid like artifacts with parts rendering. The two extra pixels
around parts used for filtering were used as well, leading to double points.
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- reset randseed, which should make simulations more predictable
- re-activate substeps (for more accurate simulations)
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mface/tface selection switchover mistake.
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When trying to expand the IPO-curves for Shapekey Action Channels, Blender crashed due to that being a previously un-handled case.
For some reason, the names of IPO curve channels are still not drawing on some machines.
I've also disabled the display of shapekey channels when there is an action as the two used to overlap and muck up the drawing matrices of each other.
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node_composite.c file was split into separate files for each node, it didn't
include a recent defocus node commit.
For the other half of the problem, see comments in code.
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allow IDs will null names ("") to be entered into listbases multiple times.
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- Bug #6652: SSS artifacts with ray shadow.
- Bug #6643: AO + SSS crash. couldn't redo this crash myself, but did find a
bug that may cause a crash, please test.
- Tweak backscattering to avoid thin surfaces rendering too dark.
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render in textured view.
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Apparently brecht wanted to disable it... but enabling it works just OK.
Gives at least uniform code for now.
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Ctrl-Click to add a keyframe in the active ipo-curve only made sense when showkeys
was off. Otherwise the drawmode would change from keys to curves then back to keys when some other tool was used.
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Blender crashed when the Armature Modifier was supplied with the name of a Vertex
Group which did not have any verts assigned to it.
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added a constant dict "Blender.Object.IpoKeyTypes" to pass to ob.insertIpoKey(keytype), previously these constants were not documented well and added to Blender.Object directly
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* Constraint sliders in Action Editor didn't update buttons window
* Homekey in IPO Editor didn't respect scaling.
* With Preview Range set, using the SKEY and EKEY hotkeys in the Timeline
to change the extents of it, resulted to the NLA editor not being
refreshed. (Note: I haven't actually seen this happening)
* Keyframing options 'Avail' and 'Needed' didn't work for Objects
when they had an ObAction. The problem was that the code assumed
that the object had an ipo-block associated with it, but that is
not the case when you have an Object Action for that object.
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‘object_data_is_libdata'
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I have changed the vertex parenting code to use the derivedFinal mesh rather
than derivedDeform; this gives the result after all modifiers have been
applied, rather than the result up to the first non-deforming modifier as it
did before. Since the derivedFinal mesh can have more than one vertex
corresponding to a single vertex in the base mesh, the average of all such
vertices is used.
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targets to build, the definitions file had different names from the
Makefiles, so these two were broken.
WITH_BF_BLENDERGAMEENGINE
WITH_BF_BLENDERPLAYER
Fixed now.
Kent
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----------
Correct some typos.
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HKEY and Shift HKEY are used to change the handle type of curve control points in the IPO and Action Editors, and also for curves in the 3d view until recently.
This commit reverses the hotkey changes in:
http://projects.blender.org/pipermail/bf-blender-cvs/2007-May/009879.html
For curves, I've changed the show/hide points hotkeys to:
* Ctrl Alt HKEY == Hide Point(s)
* Alt HKEY == Show All Points
These aren't optimal, but at least there are usable hotkeys for this for now. Before, there had been a long-standing hotkey conflict. Better hotkeys can be designed as part of 2.5 work.
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Replace the R,G,B sliders with a color button, patch by Matt, thanks!
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the Action
Editor IPO-Curve channel names on a computer with an Intel G965 Express graphics card.
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buttons_shading.c - 2 tooltips elaborated
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Documentation on the settings, known limitations and implementation
info can be found here:
http://www.blender.org/development/current-projects/changes-since-243/subsurface-scattering/
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Fixed bug #6631, Sculpt Tool don't works correctly on a mesh with Armature modifier
* Modified the calculation of projected (2D) vertex locations to use deformed vertex locations when appropriate
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Fixed bug #6639 ] Sculpt mode clearing brush texture causes a crash (null pointer)
* Added code to clear the brush texture preview (used for propset) when deleting a brush texture
* Added a check in tex_strength() for an empty (NULL) texture slot to prevent the crash
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Patch #6570.
This patch adds color and alpha selectors to Image -> "New..." dialog.
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Two minor naming tweaks:
* Cloud -> Clouds
* DistNoise -> DistortedNoise
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I've always found it hard to see the armature bones in 'Line' mode that don't have any constraints/ik/keyframes/etc. colour indications as they were set to the colour of the background. This tweak makes these particular bones draw slightly darker than
the minor-gridlines in the 3d-view, but not as dark as the major gridlines.
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Last few bits and pieces - transforms should now work correctly with scaled IPO's
now.
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Cleanups of code for this. Just removed un-necesarry checks.
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When the databrowser was used for displaying available IPO-blocks, when called from the IPO-editor header, only Object IPO blocks were shown. This bug has apparently been around for quite a few releases, probably due to few people using
this feature (it only occurs on files with > 60 IPO-blocks of one type, and only
when you try to reassign ipo-blocks too).
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buttons_editing.c - use icons for mesh viewport layer/render layer
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layers.
This means changing the active UV/VCol layers wont change what renders.
needed to adjust the minor version so old files will copy the active layer to the render-uv/vcol layer.
boxpack2d.py - redoen in C now, dont need python version.
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[ #6620 ] Problems to select faceloops in Select Only Visible mode
[ #6131 ] Vertex snapping broken in shaded face + edge select mode
Second bug was already "fixed", but that caused the other problem. Forced me to look more deeply into it find the real cause. So, faceloop problem is fixed by revert, the other is fixed by drawing vertice selection colors when in transform (previously was only when vert select was on).
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