Age | Commit message (Collapse) | Author |
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- added mainqenter to stubs.c so it can be used in blender/blenkernel/intern/blender.c's setup_app_data.
We can't run the onload scriptlink in setup_app_data because the visible areas won't have been updated and redrawn for the loaded .blend file until control returns to screenmain() in blender/src/editscreen.c. So an ONLOAD_SCRIPT event is entered in setup_app_data and caught in screenmain, where the onload script is then executed. All for a good looking demo mode ...
BPython:
- Added image.getBindCode() method, contributed by Andrew Corrigan (thanks!).
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- small additions and fixes to enable the demo mode;
- Added sleep() to Blender.sys and 17 new functions to Blender.Window module:
things to help demo script writing and as a bonus read / write access to Blender's input event queue;
- updates in docs, those interested please check Window.py in python/api2_2x/doc/ to read about the new Blender.Window functions.
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Demo mode should be working well now for (I) playing rt animation -- aka ALT+A -- and (II) rendering pics and anims and playing anims. I'll still add access to radiosity data and functions.
PS: Joseph Gilbert made (II) possible with the Scene.Render module he added for 2.32. He's been coding great things for bpython, so I'd like to take the chance to point that and thank him here.
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* Renamed the paint color picker panel to 'Paint' instead of 'Transform Properties'
* Minor label edits to the pivot icon menu
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instead of right.
This basically swaps left and right, in most window spaces
so you can choose between:
LMB: Cursor/time slider/paint - RMB: Select
or LMB: Select - RMB: Cursor/time slider/paint
Aimed at:
1. Newbies
2. 1 button mouse mac users
3. People like me who are sick of having to constantly keep putting their brains into different modes when
switching between other apps and Blender :)
Yes, the User Preferences window is a bit of a nightmare
now, a layout cleanup will be forthcoming soon...
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-- I'm committing this change I had discussed on the mailing list
about a month ago.
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glGenTexturesEXT(1, &bind); // produces bind == 0
while:
glGenTextures(1, &bind); // produces bind correctly.
(Ported from tuhopuu2)
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ago... samples where offsetted half a pixel, causing banding in render.
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3d Cursor, only Ob Centers
Median Point, only Ob Centers
They prevent rotation/scaling from effecting the scale/rotation of the objects and just effects their position.
This is handy for aligning objects if you constrain to an axis and scale, as well as other neato things :)
Intrr came up with the code and I hacked it into the GUI
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directories using 'mkdir -p' to avoid errors with fresh builds.
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- "Global Pivot": Maintains a global Pivot and Align mode setting for
all 3d views when enabled, instead of seperate settings per 3d view
- "Auto Perspective": Switch to ortho mode automatically on 1/3/7, and
to Perspective when the view is rotated with the mouse
- "Align mode": As suggested on the list, when enabled, transformations
on several objects only transform their locations, not their sizes or
rotations.
- Grid dotted when not 1:1
***ATTENTION***! The User Interface parts of these features have not been
committed, as I work on my own modified UI here. The three features need
toggle buttons to turn them on and off.
I used the following 3 buttons (first two features are in userprefs,
third as a 3d view setting):
uiDefButBitS(block, TOG, USER_AUTOPERSP, B_DRAWINFO, "Auto Persp",
(xpos+edgespace+(3*medprefbut)+(3*midspace)+smallprefbut+2),y3+10,smallprefbut,buth,
&(U.uiflag), 0, 0, 0, 0,
"Automatically switch between orthographic and perspective");
uiDefButBitS(block, TOG, USER_LOCKAROUND, B_DRAWINFO, "Global Pivot",
(xpos+edgespace+(4*midspace)+(4*medprefbut)),y3+10,smallprefbut,buth,
&(U.uiflag), 0, 0, 0, 0,
"Use global pivot setting for all 3d views");
uiDefIconButS(block, TOG|BIT|10, B_AROUND, ICON_ALIGN,
xco+=XIC,0,XIC,YIC,
&G.vd->flag, 0, 0, 0, 0, "Translate only (align)");
Someone needs to add these to the interface in an appropriate manner!
Thanks.
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worked OK for alpha coming from antialising (rendered) but failed to do
in other situations (alpha as blending, painted in gimp)
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yafray cvs code. Now given in screen coords (-1,+1)x(-1,+1)
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Fixed a bug where the projection axis for the initial solution was wrong,
causing the solution to collapse into one point.
Made packing denser (by reducing the padding between face groups).
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Added the missing anti-aliasing pixel filter size and threshold parameters for manual AA control (disable 'Auto AA' button).
Added support for yafray raytraced depth-of-field.
Added extra panel for Camera in edit window to edit dof paramaters.
The actual focus point will be drawn as a cross when camera 'ShowLimits' is enabled, similar to the aqsis code in tuhopuu.
Note to users: raytraced DoF is very slow, for best results, the default AA parameters are not good enough, especially with higher aperture values (more blur).
So for best results, disable 'Auto AA' and set the AA parameters yourself.
It works best with multi-pass AA ('AA passes' > 1) and a reasonable 'AA samples' value, something in the range 8 - 25 or even higher.
Currently the post-process DoF is not available in yafray, alternatives are being worked on.
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http://www.loria.fr/~levy/Galleries/LSCM/index.html
http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf
Implementation Least Squares Conformal Maps parameterization, based on
chapter 2 of:
Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares
Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002,
July 2002.
Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define
where a mesh will be cut when executing LSCM unwrapping. Seams can be marked
and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark
the selected edges as seams.
Select Linked in Face Select Mode now only selects linked faces if no seams
separate them. So if seams are defined, this will now select the 'face group'
defined by the seams. Hotkey is still LKEY.
LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local
angles). Based on seams, the selected faces will be 'cut'. If multiple
'face groups' are selected, they will be unwrapped separately and packed in
the image rectangle in the UV Editor. Packing uses a simple and fast
algorithm, only designed to avoid having overlapping faces.
LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel.
Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then
executed, these UV's will stay in place, allowing to tweak the solution.
PKEY and ALT+PKEY will respectively pin and unpin selected UV's.
Face Select Mode Drawing Changes:
- Draw Seams option to enable disable drawing of seams
- Draw Faces option to enable drawing of selected faces in transparent purple
- Draw Hidden Edges option to enable drawing of edges of hidden faces
- Draw Edges option to enable drawing of edges of visible faces
The colors for these seams, faces and edges are themeable.
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http://crd.lbl.gov/~xiaoye/SuperLU/
This is a library to solve sparse matrix systems (type A*x=B). It is able
to solve large systems very FAST. Only the necessary parts of the library
are included to limit file size and compilation time. This means the example
files, fortran interface, test files, matlab interface, cblas library,
complex number part and build system have been left out. All (gcc) warnings
have been fixed too.
This library will be used for LSCM UV unwrapping. With this library, LSCM
unwrapping can be calculated in a split second, making the unwrapping proces
much more interactive.
Added OpenNL (Open Numerical Libary):
http://www.loria.fr/~levy/OpenNL/
OpenNL is a library to easily construct and solve sparse linear systems. We
use a stripped down version, as an interface to SuperLU.
This library was kindly given to use by Bruno Levy.
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in picker.
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When using xml export, yafray will now render the alpha channel as well when 'RGBA' button in blender is enabled (Plugin does this automatically).
In plugin code, fixed smooth shading bug for non-mesh objects.
Relative paths for textures are now recognized (plugin & xml).
Fixed problem with duplicate objects (plugin & xml).
Really old bug, sun position is now correct (plugin & xml).
World background now can also be a regular image texture (jpeg & tga), but for now always assumes spheremapping, which is not the same as Blender either. In yafray the texture is assumed to be a full 360 (panorama type) map.
convertBlenderScene.c cleanup, the identity transform 'hack' is removed.
THIS AFFECTS ALL EXTERNAL RENDERERS (Aqsis and others) WHICH RELY ON THE RENDERDATA OUTPUT, VERTICES AND LAMPCOORDINATES/VECTORS NOW NEED TO BE TRANSFORMED BACK TO WORLD COORDINATES. See yafray plugin/export code.
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shown at http://www.blender3d.org/cms/Installation_Policy.352.0.html
Still TODO: update NSIS installer script to suit the change.
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transformation (from vertex -> world space), used defines for vecadd and
vecsub, and intersects quads more efficient.
Result is about 2 times faster.
- Added draw mode for empty used as forcefield
- added defines VECADD and VECSUB
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drawing vertices... on OSX this works 100%, also in zbuffer mode and with
transparent faces.
Code is simple enough for a linuxer to further test!
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don't have them larger than 1, since vertices are drawn with it.
It is solved by patching code with minimal confusement. So you can get
automatic patched glPoints with:
bglBegin(GL_POINTS);
bglVertex3fv(vector);
bglEnd();
In glutil.c the wrapper can be found, that checks for maximum Pointsize,
and bypasses it to a glBitmap then.
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Now you can have multiple buttons windows open, for example one showing
only a larger material preview, and have it updated correctly. Nice for
setups where you can keep preview shown while scrolling buttons.
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- Transform properties 3d win, while Vertex/Texture paint is on
- Paint panel in UV window
Note; both use the same GVP struct to store current color in. Also the
function used now to add picker isn't complete... might need further
thinking over. Consult me when you like them in more places.
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<http://www.blender3d.org/cms/Installation_Policy.352.0.html>
- Within those confines 'ERROR: File ".Blanguages" not found' won't show up
again (all such bugs in tracker have already been closed, #745 for reference)
And intrr, if it does, 'cp -a .blender ~' already :P
Of course, this issue should not be fixed on a per file basis (.Blanguages,
.bfont.ttf), but instead return the .blender dir location. Duplicating .blender
finding logic everywhere, sigh.
< jesterKinky> that's what I meant. for now this is ok to continue with, and then in a later stage correct it all in one bigger effort
< jesterKinky> and since you point code at policy url we all can get reminded of how it was supposed to go when cleaning it.
< LarstiQ> jesterKinky: yes, I meant to do a "grrrr, this is the last time I'm not fixing the underlying issue"
< LarstiQ> all your lazy coders are belong to me
< jesterKinky> set us up the superficial bugfix
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Note; whether or not edges are created is derived from original Mesh, the
one still residing in obedit->data while modeling.
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to normal mousepointer while in editmode.
Was in code since 2.25...
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of me to do it as two at first, but it was the first thing that came to mind. Fixed now, so it will calculate much faster.
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each frame it affected.
Cleaned the GUI for effectors: Widen the panel and the buttons. Made the button text more conformed.
Added vortex field for particles. Particles swirl around z-axis of the object. Little hackish, could be made better.
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weird values to be set after entering a value. Nicely solved now.
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joining newly created (Added) Mesh with others...
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Edges in Mesh
- adds automatic when you use creases. For other situations; call the
void make_edges(Mesh *me) in mesh.c. Of course, once in editmode the
edges are automatically recreated.
- in F9 buttons you can add/remove edges too
- both for Mesh and DisplistMesh, so it speeds up drawing quite some in
wireframe
- render for edges can't work... edges have no material nor tface nor col..
so here still the faces are rendered in wire
Creases in Subsurf
- based on the code by Chris McFarlen
- main changes is that now edges are used, saving quite some data in file
- use SHIFT+E in editmode to set edges-sharpness. values go from 0-1
- in F9 buttons you can set draw-crease mode. It draws now blended from
wire color to edge-select color (as provided in Theme)
Known issue: setting sharpness on 1 cube (subdiv 2) gives weird results
with some values... Chris, can you check?
Further; code cleanups, changing 0 in NULL when needed, no warnings, etc etc
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* removed 32 channel limit (can now have 50, or of you know what number to change, 999 ;)
* added new IPOs: mirror fresnel and fac, transparency fresnel and fac, and glow factor transparent materials (add)
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log(xo, 2) to log(xo)/log(2).
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committed that was originally a sequence plugin from sirdude.
The changes from the original include the ability to add a blurred edge with a selectable width to the wipe and to rotate the effect.
Has these sweep types included already
-single
-double
-iris
These still need to be coded
-box
-cross
-clock
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- fixed tooltip drawing in color picker
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- click on palette didn't update button values
- the bottom 'palette' button now restores to old color
- H values scroll allways, also with black or white
Todo still:
- save in file (btw, i changed default colors to my pref :)
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Gimp has for example.
The previous picker is still as code there... ongoing experiments.
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from" buttons.
Now a click in palette is default: update the active color.
If you want to store in palette: hold CTRL while click.
This isn't optimal either, but at least better.
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to end of the function to handle the exit requirements.
(returns where added for patch that makes NUM buttons into textbut on a
click in center)
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