Age | Commit message (Collapse) | Author |
|
reference the same material
Reported by David Roy
Multi-materials used on different meshes would get ignored (resulting in white faces in textured view).
|
|
Multires doesn't store displacement for base mesh and reshaping when
multires subdivision level is set to zero is crappy.
Add report that reshape can't work with base level and cancel reshape operator.
|
|
Problems was caused by angle=2*pi and steps=2 in screw modifier.
Such configuration produced duplicated geometry to close object
and it was confusing for subsurf cache.
Restrict steps=2 for screw modifier now, so now 3<=steps<=512.
|
|
|
|
BL_ArmatureObject. Thanks to z0r for pointing them out and providing a fix.
|
|
were being created off of blendercamera->adt->action when they should have been using the supplied action. Thanks to z0r for pointing out the problem and a potential fix.
|
|
Reported by Chad Gleason
Imported index order could put mface->v4==0. We already know amount of verts, so use that instead.
|
|
|
|
This makes scenes with a lot of non-animated objects faster. In my test scene with 8000 static, non-animated cubes my time spent on animations went from 1.5~1.7ms to 0.001ms.
|
|
property mode action actuator was invalid.
|
|
|
|
|
|
* Added comments for each entry in the LAYERTYPEINFO array noting the
number and name of the layer type; was hard to tell before which
entry was what
|
|
reports.
|
|
patch by Juha Mäki-Kanto
|
|
|
|
|
|
|
|
Memory Estimate is actually 31 characters length, str[31] is a null-terminator.
Return length of 31 for memory estimate property. Returning proper length
would lead to slowdown because of 2x iteration through vertices.
|
|
Use quite easy and stupid approach like it used for shape keys:
re-make editmesh (editcurve or editlattice) before creating index array
for hook or storing vertex index in parenting object.
Even if hook was added in "current" edit mode, it should be re-mapped on
loading edit data because topology could be changed after it was created.
Such kind of re-loading edit structures is the easiest way for now to
update keyindexes to relevant state.
Also, fixed bug with not re-mapping indices for vertex-parented objects.
Really old error, not sure why it wasn't noticed yet.
|
|
Cleanup tree when handling object delete from outliner.
Prevents handling the same tree item twice when clicking fast.
|
|
After reviewing this code, it seems that this case can work after all.
However, several things needed to be tweaked:
1) Removed check which stopped parented objects from getting the
visual keying coordinates determined. This actually wasn't doing
anything, given that this case would never occur as...
2) Tweaked the visualkey_can_use() function to also consider parenting
as a cause for visual-keying to be necessary.
|
|
solve keymap search bug.
disabled in release mode.
|
|
Scroll to cursor when displaying text datablock was changed.
This behavior was lost in 2.5x.
|
|
from Julien DUROURE (julien)
---
* right click --> rename, as proposed on http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Simple_Todos
* implementation of Toggle visibility/rendarability/selectability on right click on Groups ( was in menu, but not implemented )
|
|
|
|
strings (as the keymap editor does a lot)
|
|
operator couldn't be found.
|
|
|
|
the original authors.
the script has a unix-name <> real-name mapping which is not totally complete since I couldn't find everyones real names.
In this case the commit name is credited.
Also added a link to the credits page in the splash.
|
|
shadeoutput.c
|
|
compatibility issues with the new action actuator. It now has a similar pulse behavior to the old actuator. This has worked well in most of my tests, but YoFrankie still has problems, and it appears to have gotten a little worse.
|
|
is correct for PostRenderScene()). This way both 2d filters and post_draw callbacks with with multiple viewports.
|
|
|
|
slight speedup when drawing heavy UI's
|
|
|
|
|
|
|
|
|
|
integer when it should have been a float. I've fixed this and converted the tabs in the new BGE animation docs to space. I have also added more info on return types for KX_GameObject.getActionFrame() and KX_GameObject.isPlayingAction().
|
|
from Jesse Kaukonen (gekko)
--- text from the patch.
Recently Campbell Barton added callback functionality for Python's usage, but this only includes pre- and post-render callbacks. There are no callbacks for the duration of the render. This patch adds the few lines required for executing a callback while Blender Render is working. The callback resides in the rendering pipeline stats function, so whenever statistics are printed, the callback is executed. This functionality is required if one wants to:
1) Observe what is happening while Blender is rendering via the command line
2) Add custom statistics that Blender prints while the renderer works
3) The user wants to continue executing his Python script without the code halting at bpy.ops.render.render()
Personally I'm currently using this for printing out more detailed progress reports at Renderfarm.fi (such as CPU time, time spent rendering, total progress in regards to the entire rendering process). Tested on Windows, Linux and OS X.
Example on how to use the callback:
def statscall(context): print("Thanks for calling!")
bpy.app.handlers.render_stats.append(statscall)
bpy.ops.render.render(animation=False, write_still=True)
|
|
pointing up with length 1. Looks much nicer and less confusing on larger armatures now.
|
|
anisotropic filtering level used by textures:
* setAnisotropicFiltering(level)
* getAnisotropicFiltering()
|
|
|
|
|
|
- relative path wasn't being made absolute.
- saving renders was always defaulting to multilayer exr, now use the output format set.
|
|
crashing with debug builds.
|
|
|
|
Reported and suggested in [#27687] by Dean Giberson. Couldn't redo crash myself, but better safe than sorry :)
|
|
move on normals" tool (E key)
Update normals just after extrude -- topology is changing when extruding
and normals for non-extruded faces should be recalculated after this.
|