ton wrote:Bugfix #3075
Wave Effect (and build etc) was being converted while the code later on
was reading existing modifiers (and unlinking the converted data).
ton wrote:Bugfix #3085
When you move the mouse, while dragging numbers in buttons (or sliding),
and release it over another button, the release event was passed on to that
button. It happened with Radiosity buttons for example.
Reason; buttons with return event 0 are passing on events to other buttons.
This is needed for LABEL or ROUNDBOX buttons, to prevent them blocking
events when there's another button inside.
Made sure all these number/slider buttons returning B_NOP now.
ton wrote:Bugfix #3089
PoseMode rotate now also supports "Around individual Centers" for rotating.
ton wrote:Bug report #3092
Excluded the 3D cursor from being clipped with the new ALT+B clipping.
Also added a refresh for the object that gets (Pkey) separated in mesh
editmode, might solve issue reported by Campbell.
ton wrote:Bugfix #2948
For using the Fkey (add face) editmesh tool:
prevented triangles being made that are partially a quad face already.
Tools in editmode don't like such situations (tria->quad for example), also
subsurf hates it.
ton wrote:Bugfix #2746
In Surface editmode, solid draw mode, curves are drawn in wire now
(where in invisible). Its a simple fix, it shouldn't give issues with
the Nurbana work.
n_t wrote:- merged latest version of fluid solver
(fixed shadowed variables warnings, removed cfgparser.hpp,
added cfgparser.h, removed debugging output)
- added support for env. var BLENDER_ELBEEMDEBUG to enable
debugging output again
- fixed missing triangle display (marching cubes produced v3=0 triangles)
- fixed geometry init bug (nearest intersection check
for intersecting objects was messed up)
- changed position of derived mesh creation in DerivedMesh.c
(for some reason the useDeform code is necessary, without it or
with useDeform=0 nothing is displayed)
- 3dviews now update every 2 seconds to show simulation progress
- note: mesh_strip_loose_faces(me); in ./source/blender/blenkernel/intern/mesh.c:937
not necessary anymore?
ton wrote:Bug fix #3094
Playback of sequencer sound crashed in combination with dupliverted
Objects. (confirmed in osx only btw).
Found out there's old not-needed code in the update_for_newframe() call,
that was intended to do updates for Manipulators (calling countall()).
In countall(), the entire duplilists were generated over, just for
counting the totals.
First step was removing the countall from update_for_newframe, and added
a count_duplilist() call which doesn't generate the full duplilist. That
made Blender not crashing anymore, but gives "Error totblock", without
printing the block names even...
The weird thing also was that the crash showed severe memory corruption in
the malloc library, when combining audio scrubbing (SDL) and duplilists.
I now suspect there's a remaining issue with DerivedMesh, but for that I
need help from Daniel.
ton wrote:Old error... on ctrl+clicking new bones, the envelope bone distances were
not correctly flushed for connected bones.
jiri wrote:- one line bug fix: when user changed position of keys in Ipo Curve Editor,
then position of keys weren't redrawn in Timeline
ton wrote:Made WeightPaint use shaded mode. This thanks to the preparations as done
by daniel before.
Note; the shaded display uses smooth normals by default, because thats how
the derived mesh works!
Daniel; I've changed the G_WEIGHTPAINT hack in derivedmesh code... no idea
how this could work even. Still ugly though.
ton wrote:Made sure in vpaint, wpaint and tpaint the "draw extra wire" shows identical
as for non-paint drawmodes. I guess this exception was from period before
we had subsurfed paint drawing... right daniel?
ton wrote:Created a new sub-context ("tab") for all physics related button panels.
There we can find now Particles, Fields & deflectors, Soft Body and Fluids.
This also as preparation for more work on the particle side (becomes two
Also renamed panels, and made sure the name "Soft Body" is spelled every-
where the same!
It uses an icon as was designed long ago already. Needs some thinking...
ton wrote:bugfix #3100
Hrms... previous commit here to make sure faces are not added 'double',
caused a part in removedoubles not to work well, removing too many
faces. Solved it more proper now.
ton wrote:Bug fix #3098
Grmble... and now the feature ALT+J 'join triangles' broke.
Also found out the Fkey option didn't work anymore on 2 triangles (makes 1
quad too). Luckily we got people testing eh!
theeth wrote:Various Transform bugfixes.
- Trackball rotate was missing the NoConstraints flag
- Zooming didn't recalculate the 2D center correctly
- Zooming in transform was sending event to the 3D window even when working on UVs. (disabled when working on UVs for now, will need to send events to a 2D window handler eventually)
- In camera mode, when the selection was exactly on the camera, initgrabz was barfing, fallback to 1.0 now, which gives ok results.
guitargeek wrote:A fix for edgeslide non-prop mode sticking at 0%.
Hooks now support vertex groups. With weight painting it looks very
interesting. Almost z-painting! Try a sphere with all vertices in a
group, hook it, and scale empty in object mode a bit.
(Which gives the idea to make a Displace Modifier working with normals and
Works as follows now; in Mesh editmode, when no vertices are selected, it
tries to assign on CTRL+H command the active Vertex Group. (Menu is getting
to long now... need to think over). Only works when vertices are assigned
to a Vertex Group, this to calculate the Hook center.