Compositor: Rotate Node
It only delivers RGBA buffers for now. Also Image size is unaltered, so
parts get cropped away. Doesn't work with translation Node before this
node yet.
This provides a weight-paint option that only paints on vertices that have
already the weight-group assigned before. The default adds weights on all
vertices painted on.
Fixes in patch include:
- much less code
- also support for 'filter' mode
- proper code styling
RGB values if they are returned by the texture function. This fixes an issue
reported by several people where Image textures gave no displacement unless
CalcAlpha was turned on.
a vertex group which will modulate the influence of all bones in the armature.
This commit also tidies up the height of the modifier panels; they should all
have the same size margin now.
* This is a simplified SConscript for Bullet building. It should keep itself better
up-to-date since it uses env.Glob(). Tested to work on Linux and Windows (both mingw and vc)
/Nathan
New API for accessing surface data (SurbNurb type). Right now it's hooked in
through the Curve API, since Curve.Get() doesn't differentiate between curves
and surfaces. If the curve object is 2D (pntsv > 1), the SurfNurb object is
created.
It is similar to the CurNurb type but not identical. There are only
attributes and no methods yet, and the only methods which will be added are
the non-getStuff/setStuff kind. Read the documentation to see how it works
(sorry, no examples yet).
This is a work in progress. Don't be surprised if the API changes some more.
exception of the clone tool.
One level undo for image- and texturepaint, only storing those tiles
that changed.
Test to improve texturepaint performance using glTexSubImage2D, only
enabled with 2^n sized textures and mipmapping off. Painting a 2048x2048
texture is then pretty smooth here, as long as the geometry is not too
complex.
July 10 commit accidentally included a testing line for a selection debug
session in IRC... that line saved a /tmp/rt.png file on each border select
in EditMode with 'visible selection' on.
Particle distribution error when using Vertex Weights.
In the unlucky case the last face in a Mesh has no weight (zero), the code
that tries to distribute particles evenly accidentally could assign it
still a particle, because of the 'remainder' calculus.
Also only happens in cases where the remainder has a value.
So a workaround is also to increase/decrease amount of particles.
More additions for Mesh.faces.extend(); allow faces with 2 verts or duplicate
verts to remain in the input list (although they are still not added to the
mesh) so that indexList option can return None for them. The goal is for all
faces which are discarded to still be ignored but return None.
also make use of meshes faces.extend() indexList option- which means lots of checking can be removed.
indexList is not relyable at the moment so some files wont import but this will be fixed.
New keyword parameters for Mesh.faces.extend() method:
* ignoreDups: turns off checks for duplicate faces in the input list and
existing mesh faces. Intended for constructing new meshes where the
faces are known to be unique.
* indexList: makes the method return a list of new faces indices, which
can be used to index new faces to add other attributes like color. If
duplicate faces are removed, None is placed in their list slot.
- this patch adds verse support for SCons, which can be enabled by
giving WITH_BF_VERSE=1, ie. on command-line
- this patch also adds a custom lib dir possibility. From the patch description:
"To set a custom ../lib dir, put LCGDIR="path to lib dir, including the platform folder name!" in your user-config.py."
* Fixed win32-vc-config.py so that it links to the proper library. Reported by Brandano.
of the fluidsim can now be disabled with the
flag: BF_NO_ELBEEM='true', e.g. for irix systems.
(The number of ifdefs from the original
patch was reduced, and the defines are now
only necessary when elbeem is switched off.)
- particle generation option is available again
(inverted, normalized, transposed)
making an inverted copy of an objects matrix used to be.. (2.42)
imat= Mathutils.Matrix(ob.matrixWorld)
imat.invert()
# inverted.. I added but now removed
imat= ob.matrixWorld.inverted()
# with copy (current functionality)...
imat= ob.matrixWorld.copy().invert()
- CTRL+Click bones in editmode gave too small envelope distances (was 0.1
instead of 0.25*bone->length)
- PoseMode: ALT+S in Envelope drawmode only scaled the Parent Bone(s).
[ #4337 ] Cant refresh the C:\
[ #4710 ] Wrong paths in file selector under user prefs
[ #4353 ] Using ^ char + click on Open/Load = Blender crash
Details:
Fixes for root paths like C:\ on Windows, where Blender still used '/'.
Also contains fixes for relative paths:
- no relative paths for the default dirs (forced to absolute)
- message if using relative paths when .blend file hasn't been saved.
Lastly also added '.' for refresh in root paths. Windows
FindFirstFile/FindNextFile also return '.' and '..', but not in root paths like C:\