Age | Commit message (Collapse) | Author |
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also change from blender from 'release' back to beta so new docs don't overwrite the 2.57b release docs.
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incorrect.
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Let's do a quick last check if things work, call for release will be done
shortly on bf-committers.
Thanks everyone for making it possible!
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on smooth/flat flag on faces. This does give better results for low poly
game models, but there's just too much functionality that depends on this
(modifiers, displacey, editmode tools, extrude, ...), that there's not
enough time to fix these before the release.
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http://www.blender.org/documentation/blender_python_api_2_57b_release
Development versions point to:
http://www.blender.org/documentation/blender_python_api_2_57_0
This way updates to api docs after release wont overwrite release docs.
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into account that some tools use normals for things other than display. Now
we properly initialize vertex normals at flat faces too.
Also fixed a normal refresh issue, and deduplicated CDDM/mesh normal
calculation code.
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weighted normals as the render engine, and the render engine will copy
normals from the mesh rather than always recalculating them.
Subsurf/multires still use regular vertex normals, but they are expected
to be sufficiently high resolution to not need this.
This means that normal maps displayed in the viewport actually match the
render engine exactly and don't have artifacts due to this discrepancy.
It of course also avoids unexpected surprises where your render normals
look different than your viewport normals.
Subversion bumped to 4 for version patch to recalculate normals.
Patch by Morten Mikkelsen, with some small changes.
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of input/output sockets. Those can be linked to internal nodes just like links between regular nodes. In addition group sockets can be renamed and have a defined order, which can be modified, and they can be removed again.
More details can be found in the patch tracker description (#24883) and on the code.blender.org development blog.
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place and so package building scripts can extract it in a more usable way.
this also means we can have a version string like '2.56a-beta' without using buildinfo.
release/VERSION was only used by scons, NSIS installer.
Possibly helps to fix bug [#26062] too.
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Patch #25901 by Tobias Oelgarte.
Bone transformations would be converted back and forth between different
representations when changing modes, which due to numerical errors could
lead to bone transformations slowly changing as you edit the armature.
Now the editmode head, tail and roll values are stored in bones and used
directly when entering edit mode. Head and tail were already there but
now we ensure they are the exact same value, roll was not yet there, so
we have a version patch for it.
The sub version was incremented to 1 for the version patch.
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The tool-redo depends on a working undo system, so it can rewind
a step and then redo operator with new settings. When a user
disables undo, this won't work.
Now the properties for redo operator (toolbar, F6) will grey out
when a redo isn't possible.
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from Alexander Kuznetsov (alexk) with edits.
From the report:
Blender assumed that all files are .blend as retval = 0;
Now retval is initialized as file cannot be open (-1) for gzopen fail and directory case
retval = -2; is defined for not supported formats
This must be assigned before #ifdef WITH_PYTHON because this part can be missing
Finally retval = 0; if it is a .blend file
---
also made other edits.
- exotic.c's blend header checking was sloppy, didn't check data was actually read, only checked first 4 bytes and had a check for "blend.gz" extension which is unnecessary.
- use defines to help readability for BKE_read_exotic & BKE_read_file return values.
- no need to check for a NULL pointer before calling BKE_reportf(). (will just print to the console)
- print better reports when the file fails to load.
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(Splash picked by Durian team to honour team Argentina!)
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Blender MultiLayer openEXR files now save with correct scanline order.
Code also provides backward compatibility. Also thanks to Troy Sobotka!
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flagged as PROP_THICK_WRAP.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
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- made interface, windowmanager, readfile build without unused warnings.
- re-arranged CMake's source/blender build order so less changed libs are build later, eg: IK, avi
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(domain border collision settings, vorticity settings, time scale, non absolute density, smooth high res emitter, initial velocity multiplier, high res strength available to be set to 0), b) Additions by me: --Initial velocity is now per flow object, not per domain; --Using boundingbox as standard display mode for domains (was wire before); --When adding a flow object, an initial nice SmokeParticle system is added too with nice initial settings (life=1, no_render, unborn, etc) fitting smoke simulation; --Adaptive timesteps introduced to the smoke sim (depending on the magnitude of the velocity) because it was quite unstable when used for fire simulations, still needs to be tested and will also slow down some simulations.
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should be done, but not without permission.
My comment even said not to merge it :)
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https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-jwilkins
See log of that branch for details.
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scope
too, making it a lot more efficient.
Also fixed issue with scopes height not being stored in file properly.
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will work ok. Missed this file when committing...
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Emulate 3 button mouse is now disabled when Left mouse select is used, to
prevent keymap conflicts. Configs for single button macs etc we can do with
keymap presets.
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This commit removes the Old Track method (used to be found under Object -> Animation -> Track), with all existing instances of this being converted to Track To Constraints. In fact, while performing this removal, I found that this was supposed to have happened in version 2.27 already, but for some reason the options were left in, and this function managed to survive for a further decade.
I've left the tracking axes around still, since it seems some curve tools still use that. However, that usage should probably get faded out in future too?
Misc notes:
* Fixed compiling error with constaints from harkyman's Maintain Volume patch.
* Subversion of 2.52 now bumped up to .2
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0.0-2.0 range
(default 1.0), like the other controls. Thanks!
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msvc (though further work may be needed because changes made by the merge
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number 2.5 alpha 2
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Added a function that quickly extracts a full main dbase from an undo buffer,
to pass on to render code. This will efficiently then make a render using only
own memory, allowing real threading and running multiple renders at once.
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shadow when using approximate AO, separate from "Traceable".
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set the draw method to triple buffer or overlap depending on the
configuration. Ideally I could get all cases working well with triple
buffer but it's hard in practice. At the moment there are two cases
that use overlap instead:
* opensource ATI drives on linux
* windows software renderer
Also added a utility function to check GPU device/os/driver.
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Ambient occlusion: multiplied with direct lighting by default, add
is also still available and more blending methods might be added if
they are useful. This is fundamentally a non physical effect.
Environment lighting: always added as you would expect (though you can
subtract by specifying negative energy). This can be just white or take
colors or textures from the world.
Indirect lighting: only supported for AAO at the moment (and is still
too approximate), and also is always added. A factor is available to
specify how much is added, though value 1.0 is correct.
Also:
* Material ambient value now defaults to 1.0.
* Added Environment, Indirect and Emit pass.
* "Both" blending method is no longer available.
* Attenuation, sampling parameters are still shared, some could be split
up, though if they are different this would affect performance.
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properly yet, also did conversion ik min/max limits.
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problem is that where_is_object is being called from multiple threads
but is not thread-safe, added a note about this problem, this commit
only solves the crash. Also remove the pushdata/popdata mechanism
that was being used here, using this kind of system is bound to give
problems with threading.
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texture menu.
Part of this fix (loading files with brushes/textures) will only apply for new files saved after this commit
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Most likely will not compile for others, I'd appreciate any build errors
and missing files reports (I can never seem to get everything committed
and all the build systems working without help).
Porting over the sculpt/multires tools was a breeze,
thanks goes to brecht for a design that didn't exclude
ngons and was easy to port.
Note that I've not tested externally-backed multires
file support yet. Also, I still need to write version
patch code for some cases.
Some notes:
* Like trunk, topological changes don't update multires right,
so e.g. subdivide will duplicate multires data on the new faces,
instead of subdividing it.
* If you set the debug value (ctrl-alt-d) to 1 it'll turn on
my experiments in speeding up sculpting on higher-res multires
meshes (but note it makes partial redraw not completely accurate).
* There's a bug where you have to go through editmode to get out
of sculpt mode, not sure if I inherited or created this myself.
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