- Bullet Game Engine
- SoC Fluid patch
- New particle stuff
ton wrote:Bug fix #3033
Using "make parent armature with creating vertex groups" option gave
corrupted memory when one or more bones had the "Deform" option not set.
Was caused by old boneclass SKINNABLE variable. To end this confusement,
removed this define from code.
Note for future Armature tool coders; don't use this bonelooper
functionality. Operations in Object mode for armatures should use the
Pose Channels, which is a simple ListBase to go over. I have to recode
the 'create vertexgroups' still...
Bugfix #2996. Delete vertexgroup didn't update Outliner.
Bugfix #2999. Nkey buttons had a limit for input of 1000.0. That's not
much... made it 10 times larger, to match the max zoom level.
Nevertheless; on our ancient todo is that we once should give number
buttons 2 limits. One for the actual min/max values, and one for the best
sliding experience (matching zoom level or distance for example).
My first DerivedMesh code!
Bugfix #3002: Using 'calc weights from envelope' WKey in weightpaint mode
now uses the subsurfered vertex coordinates to calculate weights.
jiri wrote:- when marker is selected, then it's name is highlighted and name is moved
up. It can be useful, when you have many named markers in timeline.
stiv wrote:patch #3011 ] update to curnurb.setFlagU doc, added set and get for Taper
Contributed by Toni Alatalo (antont).
Support for Taper Objects for Curves.
Code for curnurb.setFlagU() method not changed as per discussion on
bf-python mail list.
bugfix: [ #3009 ] possible memory leak in Mathutils
fixed by patch [ #3013 ] patch for memleak in vector
Submitted By: Ken Hughes (khughes)
Downloads:jiri wrote:- timemarker name is moved up, when current frame equals to frame of timemarker