Age | Commit message (Collapse) | Author |
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empty to refer to self object
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restitution setting
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http://www.freebsd.org/cgi/cvsweb.cgi/ports/graphics/blender/files/patch-source_blender_blenlib_intern-storage.c
Kent
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[#7113] GE crash pressing as soon as P on 64 bit
Note: glext.h has been removed from the source
If you get errors compiling with it you have 2 options
download/install glext.h (preferred method)
or set WITH_BF_GLEXT=false
If your a user and having problems with game engine try
setting the env var: WITHOUT_GLEXT 1
Kent
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It is now possible for Action Channels to be displayed using the colour of its group. The colour for an Action Group is only set when it is auto-created by keyframing (controls to tweak this may/may-not be added, time permitting).
To enable the display of these colours, the View -> 'Use Group Colors' must be enabled. However, this is disabled by default.
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using persp as a flag which worked but isnt correct.
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Unfortunately, my previous fixes here to get gears working resulted in this problem. The flip side of that was that gears worked for quite a few cases.
Alas, it is not to be... The bug is now fixed, but gears no longer work any more. Sadly, there is not much I can do about this.
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computations with the option disabled. Also small memory usage
optimization for vertex groups.
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Secunia Research
SAID: SA29818 (http://secunia.com/advisories/29818/)
Credit: Stefan Cornelius, Secunia Research
The old code trys to do a sscanf %s %d %s %d from a line in the
image file.
Now it copies over that line to a max buffer of size 540 chars before doing
the sscanf.
(I just picked a constant that was siginficatly large)
It also checks to see if it gets all 4 values if not return NULL.
Kent
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changing ipo's.
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debugging, also added a name for each dependency relation, and when
a cycle is detected it now prints the full cycle to the console.
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also added some checks for sculpt mixing with other modes (was possible to mix sculpt+posemode)
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property copy actuator
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Camera won't follow.
This bug fix is made of two parts:
1) It's now possible to dynamically add a camera.
2) Empty camera name on a SetCamera actuator now points to the actuator's parent object if this object is a camera.
This trick is useful to make current a dynamically created camera: just add a SetCamera actuator on the camera itself and leave the name empty. Later, when the camera is added in the scene with an AddObject actuator, either directly or via a parent object, you just need to activate the actuator to make the newly created camera current. If you set a name on a SetCamera actuator, it will always point to the original camera, even after replication.
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with geometry, and makes halos look more volumetric.
Patch contributed by Markus Ilmola, thanks!
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working correct with translucency. Removed a check that presumably
is an optimization, but can't work correct and also gives no noticable
performance difference in my tests.
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computers, probably due to slow multithreaded malloc. Now each render
thread keeps a list of qmc samplers that it fills as needed while
rendering (since it is hard to predict the actual amount needed in
advance due to ray recursion).
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with edited hair.
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adding missing init on handleEvent callback
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* Changed default UV wire drawing do be a grey line with a black outline, highlighting aroudn selected points.
* Moved some draw options out of the View menu into the View panel.
* Changed header buttons to make Vert/Face modes less confusing.
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Added flash video menu entries. (Encoder was compiled in anyways)
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* Added fromDupli MTex setting to python api
* Shift+RMB was setting the active face in the UV view.
* Armature scripts menu was broken
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Transinfo transform event callback is not cleared once
a transform event is over, this casued handleEventBevel
to dereference a null pointer. Added a check for this,
but it seems the callbacks should be set to NULL when
transform loop is done?
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Documented obscure environment variables
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which as far as I can see is an old issue, but with FSA it is quite
simple to do better.
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ESC now quits the game by default in all modes unless a keyboard sensor is set on ESC.
In this case, the game designer must arrange for an alternative way to quit the game.
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numbers, number string was too long.
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act as if the object was in its original position, instead of being
different for all instances. However, this is desired behavior in
some cases and so breaks compatibility. Now it only does the new
behavior when enabling the "From Original" option.
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zero vertices in a mesh.
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kill the process. Some time ago SIGVTALRM was replaced with SIGALRM
to solve issues on linux, but this signal can kill the process on
solaris, so now it uses SIGVTALRM again there.
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sprintf(str, "/bin/su root -c 'cd %s; /bin/tar cf - \"%s\" | (/bin/cd %s; /bin/tar xf -)'", from, file, to);
return system(str);
This would ask for a password in blenders terminal, in ubuntu there is no root user...
If this feature is added back it should be written in a much nicer way.
Also made HKey toggle hidden files in the file selector.
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sync tip and root selection intuitively.
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refresh properly, also fixed a memory leak.
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an upgrade to the new quicktime api to work, but that's not really
compatible with rendering out frames sequentially. For now it sets the
compression to minimum quality, which doesn't need seeking forward and
backwards.
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missing a return.
For *nix sustems, recent physics pointcache refactor uses stdio.h's remove() rather then system("rm -f ...") for removing files, since it was a lot slower for removing pointcache.
Ton used the system command because there was some problem using remove() ~6years back, but he cant remember why, (maybe its not a problem now)
Simple error, remove wasn't returning a value, but keep an eye out for problems removing files, and if anyone can reproduce the "Unable to make version backup" problem when saving, we should look into it.
Also added a note about using # in the output path for blenders command line help text.
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Positive dRot motion actuator will now make the dynamic and non-dynamic objects rotate counter-clock wise.
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routine because they were trumping a fix I had made earlier
to deal with subdivide smooth and mirror modifiers.
Campbell, could you please check that this commit is compatible
with the results you were expecting from commit 14227? Here
is the log of that commit:
http://projects.blender.org/plugins/scmsvn/viewcvs.php/trunk/blender/source/blender/src/editmesh_tools.c?root=bf-blender&view=log#rev14227
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Submitted By:
Stephane SOPPERA (soppera)
It just increases the max value for gamma correction to 10f. Which
as noted in the patch is the same as the Gimp's color level tool.
Kent
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number.
somefile_##.png -> somefile_01.png
somefile_########-image.png -> somefile_00000001-image.png
Before, A hash at the end of the string would be replaced by a number with 4 characters. This is still default if no #'s are in the string, so nothing has changed.
To use this function from the python api use scene.render.getFrameFilename()
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