Age | Commit message (Collapse) | Author |
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each collapse by about half)
fixed some other UI logic in the python menu script
Added an option to use a vertex group for a reduction weight map to force reducing some areas more then others.
Mesh epydocs activeGroups can be None as well as string.
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The Curve widget flag 'premultiply' should be cleared on read. This could
lead to an occasional crash...
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Bugfix #4605: mball_to_mesh() doesn't create edges for new mesh, so
me.getFromObject() wouldn't display the new mesh until edit mode was entered.
Added a call to displistmesh_add_edges() to calculate them and then insert
into the new mesh.
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Hurmf, then you bring back old backbuffer, and they want to have fields
work on that!
OK... here it is. Although using Compositor features will make this much
easier and advanced to control. :)
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Bone renaming goes over a complex series of checks, which includes
checking all objects that have relations to the armature. the call
modifiers_usesArmature() didn't check properly for existing pointer...
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ESC for OpenGL render (in anim) was hanging, so a 2nd anim render always
returned immediately.
Own bug collection: the SHIFT+NumPad-0 option didn't do an undo-push.
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the 'region to loop', and implement the notice using a non-blocking status
line once.
Nice proposal:
http://mke3.net/blender/interface/interaction/statusline_error.png
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Option "rotate view about active object" was disabled when object was in
editmode or posemode. Removed this limit so the option just always uses
active object as center, disregarding mode.
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Blender!
Nevertheless, this case was fixable, so...
Bug: While rendering opengl anims, closing the output window crashes
blender.
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by default. Was already a report in tracker... I think it is nicer to
notify user of such changes first.
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Node Editor: selecting Material buttons in header crashed, when no buttons
window was opened. Code didn't check for proper window it was called from.
Also: autoname "Cyan" was spelled dutch! :)
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Object buttons, the "Scale" constraint didn't draw a backdrop behind
buttons as the others did. Fix provided by Joshua Leung.
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Hemi light accidentally got shadow bias applied (to hide terminator probs).
This whilst this lamp type doesn't have shadow at all.
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to make more sense.
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getSBEnable was removed and replaced by isSB, docs needed to be updated.
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UV coordinates for plane preview (buttons) was rotated 90 degrees.
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Bugfix: seq_cut still used short-frame numbers preventing it from working
on long timelines.
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- Crash in recalc normals with vertices in infinity.
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Outliner happened in Oops block view. I found this was caused by commit of
of a new .B.blend in may 2005 (after 2.36, before 2.37). That file had
already opened Oops views stored, which have to remain that way of course.
A full cleanup of .B.blend i rather not do now, so I've added a patch in
code that on read of the built-in .B.blend it sets all existing Oops
windows to Outliner.
And while working on it anyway, on first opening of a new Outliner, the
current Scene level is opened, but showing objects closed.
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Buttons window "align" is being set to default on files read older than
2.30. This is giving very bad panel layouts now.
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More Driver fixing...
Commit of over week ago to make drivers update correctly on cyclic
situations, forgot to fix another driver call... which then got called
always with 'current frame' set to zero.
Error only happened with animated (Ipos) Object-Object driver relations.
Also in this commit: when loading file, lattices with hooks were not
updated correctly.
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Plumiferos request: added sceneRender.set attribute, which give access
to the Render "Set" link for scenes. Always wondered what that button
was for.
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- patch from Douglas with endian fixes
- Makefile adds static libiconv.a from lib/
- this version will use OpenEXR libs from lib/ too, and is latest release
with threading support
- openAL is missing, added it as default to not include it
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Errors happened when inputting a Normal or Value buffer in this node.
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TimeLine window; option [>>] (skip to next keyframe) crashed on actions
with NULL ipo pointers.
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Shader Group nodes crashed on render... it was accidentally calling
composite free-buffer option.
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- Halos were not sorted, for ages! Meaning that they were rendered in order
of creation, instead of back to front.
- Made ESC testing for halo render to check per halo, is a fast routine now
anyway.
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Images saved with "Save..." menu in Image Window ignored the RGB or RGBA
setting in Scene Output panel.
Also:
- changed menu in "Save As..." to indicate it can change type/name
- added proper info about image in properties panel (RGB, A, Z)
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The "generator" class for nodes then better completely disappears, also
from theme color choices menu. Since there was room for it, made the
generator themecolor to become color for 'Convertor' node types.
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it works as expected.
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Generators' so they didn't appear in the add menu under 'Input' where they
should be.
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more helpfull error messages, thanks Theeth
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bpymeshes ngon to ignore polylines with <3 verts.
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Bugfix: key curve names compared using strncmp instead of strcmp,
resulting in wrong comparisons.
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the info text in file window sometimes displayed in wrong scale.
Moved order of drawing to ensure this cannot happen.
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- removed obvious typo after #include
- put back include for using EXPP_check_sequence_consistency and EXPP_ReturnPyObjError
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Report noted the slow icon renders for menus, which indeed is an issue,
especially when texture images need to be loaded (not to mention that
will eat up loads of memory).
Added a flag in scene to disable loading of images, makes it 50 times
faster, at least :)
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epydoc links and updated BPyMesh NGon function
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commits to come, moving from mathutils.
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FTF_GetStringWidth() was calling for translations, whilst translation was
not set even, causing crashes in strings.
Probably this was instable for many cases using Internation Font...
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When a curve guide animates, it doesn't correctly work on dynamic particles.
This because the guides work on a fixed starting position (the birth of
particle) and then defines a full path for the entire particle. It is clear
this was only coded with static particles in mind...
Nevertheless, I've added a line of code to at least put the curve guide
on correct location for the moment a particle gets born.
Report moved to the todo tracker; this should be a spec for particle recode
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Global undo didn't restore correctly the camera in unlocked 3d views.
("Lock" icon option next to layer buttons)
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No fix... the Object "TimeOffset" option to work on own ipo doesn't work
at all, not since NaN days. Enabling it is easy, but might screw up a lot
of previous saved files.
I moved that report to the todo, for a make-over of the entire internal
timing system. Added tooltip in button this option doesn't work.
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Curves without bevel/extrude don't react to buttons to fill front/back.
That is coded that way, so added this info to the tooltip
Bug report #4566
Creases drawing became very awkward in commit in august last year. Flipped
the drawing order so the fat lines - denoting creases - are drawn first.
That way the value of crease is visible, as well as edge selection state.
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Environment mapping on channel "Mirror color" didn't support stencilling.
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