fixed some bugs in BPyMesh_redux, tweaked to work well for test cases. much better use of error levels for edge weighting. better collapsing to the desired target. triangulates before reduction be default now.
CVS these days in order not to be terribly annoyed by its absence, here it
is: instinctive-blender's "Recent files list".
It's in the CTRL-O menu. No UI / muscle memory changes -- the first entry is
the same as the only entry that used to be in the former popup.
.
[ #3727 ] Fixes solid linker errors in MSVC 7 project files
Submitted By:
Ben Stabler (lightning)
adds some libs to the linker in the blender.sln file for use with Bullet
* Much improved, slower edge collapse weighting method that makes this script about 2.5x slower, but brings it up to the quality of qslim (lightwave's decimator), without the manifold' errors.
Probably worth adding a UI front end to this function.
[ #4143 ] Methods for reading bone movement limits
Submitted By:
Aron Cristian (criller)
Gives the ability to return/set the limitations on a posebone when that bone is part of an IK chain.
queues get signalled to all escape, this to prevent things happening
on old windows.
The code then still did a redraw though... which was invisble (another
draw happened after, but caused icon system for example to choke on
not-initialized values.
Bug #3657
Texture Space transform
* grab/size: did not support local constraints properly
* size: constraint support did not respect object orientation
Make me.faces.sel and me.edges.sel behave like EM_select_face() and
EM_select_edge() in source/blender/src/editmesh_lib.c.
Script users should note that if they change ANY of the selection states
(vertex, edge, face) and then call a mesh "tool" method (like me.remDoubles)
that the selection states of the mesh MAY change, since these tools use the
edit mode (which updates select states).
You can grag the keyframes around from anywhere in the animation.
Keyframe dragging would be less of a hack if we could do an event handeler and a redraw space handeler in 1.
This kind of functionality could be nice to see in Blender.
Shadowbuffer "soft" option got totally messed up by a commit done 3 months
ago. You could still get soft shadow, but the values to be used had to be
scaled tenfold.
Too bad this now will mean our movie DVD will not render with official
cvs or release... I'll think over some patch to scale down 'soft' values
in certain conditions.
Added simplified fix as proposed by Stephan Kassemeyer to allow scaled
Armatures to still have a working 'stride bone'. Only works for uniform
scaled armatures though.
In general, for properly working armatures, I'd recommend to never scale
it at all, and certainly not non-uniform scaling. It will give issues with
constraints, IK and drivers all over...
Flipped layer render order for halo and ztransp. This because the ztransp
layer changes z values now (for vblur).
This means the default order is: solid + lamphalo + halo + ztra. Different
combinations can be achieved with composting nodes.
Cleared the python dictionary at the end of the game engine, should fix some issues,
also reverted the python controller changes, related to this
This should fix the following bugs:
[ #3789 ]
[ #3815 ]
possiblyy fixes:
[ #3834 ]
all RenderResult nodes (when "Save Buffers" used) at once.
Before it only read 1 Scene... not too useful.
Also: added wait-cursor for saving images in UV/Image Editor.
* use CONSTRAINT_LOCAL instead of SELECT in "Copy Rotate" constraint
* remove "LOCAL" key for now from "Copy Size" constraint; not supported
right now in Blender UI
This will free all Node output buffers, while compositing, when not needed
anymore. Saves a whole lotta memory, and will enable to use many many more
nodes (or high resolution images).
Added NULL constraint (and fixed bug that didn't allow appending FLOOR
constraint), and added support for Constraint.Settings.LOCAL key support in
COPYLOC, COPYROT and COPYSIZE constraints when target object is an armature.
Added the following to the 'select' menu of 3d header and toolbox while in mesh editmode: '
-Path Select
-Edge Loop Multi-Select
-Edge Ring Multi-Select
-Loop to Region
-Region to Loop
Also added Collapse Faces and Collapse Edges to menu and toolbox as well as made them available in selection modes other than face exclusive and edge exclusive.
- fixed some Bullet raycasting (hitfraction was not properly updated for static meshes)
- removed some cvs tags in Bullet's BMF _Font files (they keep on conflicting when duplicated in different repositories)
- set default linearsleepingtreshold explicitly
vertex it would potentially loop through every face). This fix speeds
it up a bit (only loops through all faces once, at the cost of some
additional memory). An example of export times for a mesh with 6266
verts and 12528 faces:
Before: 2m56s
After: 8s
Isnt intended to be ultra high quality, more for automatic realtime "Level of Detail" model generation.
BPyMesh.redux(ob, 0.5) # To reduce to about half the polys
When weightpainting, with the armature in posemode, you now can press the
NumPad-period key to zoom in to the selected bone. (it used to zoom to the
painted mesh instead). Actually bugreport 4161.
Environment map render:
- when an object is in multiple layers, the "don't render layer" option
didn't work properly. Now it doesn't render an object when it is
invisible completely
- the new scaling option also worked for cubic envmap, should not.