Age | Commit message (Collapse) | Author |
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version 1.58 assumes the usage of the BUILD_DATE macro. When this macro is not defined the extern declarations cause the linker to fail.
As a sidenote there is no 'winbuildinfo.c' file that the BUILD_DATE macro assumes is present on win32 systems....
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When the 'reference shape key' (drawn yellow) was not the first key, the
channels as drawn in IpoWindow didn't match the actual shape keys.
This was caused by an exception in code that skips drawing the reference
shape when 'relative' was used.
Now I've added a rule that the first shape in a list always becomes the
reference, that way you can also edit it. To keep backwards compatibility,
this is only activated on translating the shape key lines.
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Finally after 5 months! :)
Patch was already approved, but needed testing on existing files & time...
Description is here:
http://mediawiki.blender.org/index.php/BlenderDev/Transmissivity
In short: patch adds filtering based on thickness of material, and support
for internal reflection (resulting in better looking glass).
Thanks!
(Only note; appearance of glass render now differs... is acceptable, but for
the factor to control transmissivity a scaling factor could be added in UI,
the length of a ray is a relative thing...)
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Objects with a Pose, but which is not an armature, crashes on duplicating.
Now have to find out how it can happen even... only Armatures uses poses.
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compared to square epsilons), and more collision sensor work + deactivation issues
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Patch #4044 patch to change the step when changing frame with up or down arrow keys.
This adds a per Scene setting to specify the number of frames skipped by the up and down arrow.
This setting can be changed in the Timeline header and in the Anim/Playback section of the Scene settings.
Upon loading a file without that setting or creating a new scene, it is set to 10
Also fixed the Start and End frame buttons in the Scene buttons to do a proper refresh.
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implicit declarations, redundant redeclarations, missing initializers,
nested externs and other cruft.
Cleaned up includes and moved extern _Type decls from Types.h into
Types.c since that is the only place where they are needed now.
Did not touch Ipo.[ch] since work is on-going there.
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NLA and Action window sometimes suffered from very weird scaled display,
caused by making the subwindow very small. Was a missing check for small
sizes.
Also in this commit removal of debug print N_T left in for ipos.
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to dynamic transferred yet)
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fixes in shaders from Charlie.
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real getType() definition and made getType() into the setter. All that
confusion from a single character!
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was found. Restore warm fuzzy msg. Text is now
Looking for installed Python version XXX
followed by either
Got it!
or
'import site' failed; use -v for traceback
No installed Python found.
Only built-in modules are available. Some scripts may not run.
Continuing happily.
And while we are at it, clean up a couple of compiler warnings.
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Using "International Fonts" (silly name, it's pixmap fonts) the special
characters (values above 127) were disregarded completely.
This was caused with the extremely confusing unicode conversion call, which
actually only was needed when translations were set.
Disabling the unicode conversion then gives correct text drawing. However,
I suspect that this code will give issues for translations too... that I
cannot judge nor fix.
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Crash fix for deleting all vertices in a Mesh when this Mesh had a
Vertex parent.
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When using non-relative Shape keys, the lock option (live updates) in the
IpoWindow didn't work after one of the keylines was selected.
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Zero-sized bones in an Armature didn't result in a stable rest position.
This caused bones to rotate to random positions on each editmode exit.
This commit will automatically remove such bones on exit editmode now, and
adds a warning print for it. I've tried to code exception handling for
zero-sized bones, but this is just too hard to get stable. Better to define
by default that Bones always should have a length.
Typically zero-sized bones only get added by accident, for example while
ctrl+clicking new bones.
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penetration depth estimate.
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Bug #3779: In camera view with center cursor (on camera), it's impossible to use translations.
Initgrabz didn't account for negative zero values (nor near zero values). Works now.
Of course, this is just a safety to give back the appearance of working, since the cursor is on the point of convergence, there's no way to properly calibrate anything.
Word of advice: Always check where the transform center is.
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Bug #3733
Constraining on a perpendicular axis was broken on (half - 1) cases.
Silly oversight on my side which didn't turn out in the test case (moving camera in and out) and only appeared in front view (not side nor top) because of positive reasons.
Frankly, I still think translating an object perpendicular to the viewport is a bit silly, but now, at least, people can be silly in a predictable fashion.
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committed to be default, but should react to the button in scene panels.
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Background image in 3d window didn't react on "reload image" options in
UV WIndow or Buttons Window.
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Using stride-bone in an NLA, on a path without speed Ipo, didn't correct
the case when an action starts on a non-zero value.
Patch provided by Roland Hess. Thanks!
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When you disable a texture channel using Displacement in a Material, the
initialize code and renderconvert code still though this was active.
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Removed the haha-fun "eekadoodle" error, which was popping up for each
faulty face (could be 1000s), and renamed it to give a proper message:
"This Mesh has old style edgecodes, please put it in the bugtracker!"
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Using the new "Add constraint" hotkey (CTRL+ALT+C) or the option in the
pulldown menu, didn't set a proper flag in Curve object when a "Follow
Path" constraint was choosen.
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Restored animated background picture, using a bad call actually, but thats
clearly noted in comments in code. Is remainder work for cleaning up the
whole render api. :)
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Wire render normals were exactly opposite to the normals for solid faces.
This caused displacement to work inverse too. Flipped them.
(Note; for shading normals are corrected to point towards viewer)
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Ipo Driver on a curve-path speed Ipo was not assigned yet to dependency
graph, so it appeared as if it didnt work.
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Missing depsgraph update tag in Object made dxf import seem as if it
didn't import anything.
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Reading DXF curves can result in corrupted edges (with 2 identical
vertex indices). Probably thats OK for autocad or so.. but it made
Blender crash on entering editmode.
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comments, C style
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The issue was that particle emittors were still transformed by the object
matrix itself. That was solved in the previous commit, but there was
still an error in correctly evaluating dependencies for the object...
Current commit uses depsgraph to recalculate all objects that influence
the emittor.
The depsgraph code doesn't like particles much (because it uses baking).
Current construct is still weak, is on the list to solve nice.
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"Full OSA" render used wrong subsample pattern for accumulating passrender
info. Was only noticable for the 'normal' pass, for example on raytraced
images. Image looked as if it had a wireframe render.
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Raymirror didn't use proper texture-space 'osa vectors' for sky texture,
causing extremely blurred reflections of sky.
Error was actually a mixup of arguments for sky render...
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When using CTRL+L for materials, you can end up with non-existing material
indices in faces. The drawing code then was still happily drawing the old
situation (or something random, its a static array).
This commit checks the maximum amount of materials on an object, and draws
the last available material for a non-existing index. It uses an ugly
global yes, but this code is bad anyway. :)
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Sequencer:
Typo in code committed by Peter; which made range for Glow button negative,
causing malloc errors and glow to not work at all.
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Dynamic particles sometimes didn't properly use global coordinates.
Meaning they were transformed by an Object, for example when it has
animation constraints.
Error caused by attempt to get duplicators to work for particles. Will
need re-evaluation this.. for now restored old functionality, with
exception of dupli-groups.
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Particle strands with a width set (like 10 pixels), and with extreme
bending of strands (like a very course subdivision), could create non-flat
quads. For speed reasons, the quad-to-triangle splitting was turned off
for hair, but in this case that should be done nevertheless.
Solves another Dandruff issue for furry bunnies!
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Rendering with 'Wire' material, and with Autosmooth set, made wire faces
get a zero'ed normal. Added exception handling code fir wire.
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oblivious of each other, so setting/clearing the face edit mode select status
did not set/clear the corresponding vertex select statuses. This patch makes
a change of any select status recalculate the selection state of all edges an
faces. One unresolved issue is what effect this should have on the recent
edge mesh's stored selection. Currently changing the selection state will
delete store selection info, but it may be desirable to emulate the stored
selection (but I need to discuss how this should work in more depth with
Geoffrey Bantle).
As an added bonus (while I was messing with this), I added a "sel" attribute
to edges so they are the same as faces and vert.
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meshes, and actually fix the bug that caused the crash. The fluidsim result
doesn't preserve a mapping to the original mesh, so it shouldn't be displayed
in face select mode.
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check so it dosent happen.
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Outliner, Group view, operation menu "unlink group" also set the group user
counter to zero, which it should not do.
Note; the definition of this command is to make sure no users exist of this
group, but the group itself can still be there with objects.
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Missing redraw in menu to choose 'metric' for Voronoi texture.
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to leave carbon framework in bad state.
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