Age | Commit message (Collapse) | Author |
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Thanks Auralis for finding it!
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- Jean-Michel Soler updated the svg to obj module used by Paths
Importer (thanks!)
- user request: added option to control whether user prefers per face
(uv face select "TwoSided" toggle) or per mesh ("Double Sided") single /
double face info in ac3d exporter.
BPY:
- Blender_ShowHelp() was now crashing Blender when called for the
second time, due to EXPP_dict_set_item_str decrementing the reference
count of an object passed as argument to Blender_ShowHelp() (so not
owned by that function).
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Sequencer render bug: if you use the same Scene as current Scene as a strip
(yes yes!) then ANIM didn't work. Render single frame worked.
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More Sequence render fixes:
- on load of .blend file, with Sequencer invoking a sequence render, the
header window matrix was not set, giving "Insane icon" prints
- option "Do Sequence" had no re-display call in end
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ESC wasn't supported for sequence-based rendering yet.
Solved it with correctly initializing the sequence render with all
render callbacks, including render updates (which it didn't do yet).
Cleanup:
- Bug in ghostwinlay code: the get_mbut() function reads from the window
struct if a mouse is pressed. However, when you press the mouse in the
sequencer, which causes a render, this value was hanging because then
the active window was a render window.
- The new render display options (image window) didn't work for sequence
render OK. There was a recursion even, because a sequence draw command
calls a render, which in turn now calls redraws.
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rendering now is full 32 bits. This gives drawing issues in some cards,
like ATIs.
Copied the function used for renderwindow to glutil.c, and used now in the
image window.
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Animated groups, being linked and dupli-grouped in other file, didn't
correctly calculate particles inside the group.
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Bugfix #4347: deleting vertex 0 incorrectly deleted all triangle face, since
check for v4==0 wasn't being done.
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The buttons uiBlock was stored in a Node, for retrieval of node buttons,
however that won't work when multiple windows show same Nodes.
Now implemented more correct unique Block names (as all over in UI), and
use that name to retrieve buttons with API call uiGetBlock().
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Node Shaders: the code checking for all required texture coordinates did
not test Groups inside a tree, so textures didn't render properly always.
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(support was there already halfway, needed to add button and an anim check)
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the MTex (mapping for texture) always had a texture... which should be
tested of course. My bad!
(Thanks Plumi studio for report!)
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- removed "Unified" button, replaced with "HD" preset for 1920x1080 output
- removed the unused "Pass" options
- removed the unused "Strands" render-layer option
Because the internal render pipe supports this already; added two more
render-layer options:
- "Sky", to enable/disable sky render in a layer (this was part of "Solid"
before, not so correct... to ensure previously saved files work, the
"Sky" option is set by default when "Solid" was set. The version patching
will do this temporally always, until we've bumped up version to 2.42
- "Edge", to enable/disable edge render in a layer. Nice for compositing.
Also in this commit: fixed warnings for exported functions for the new
Node Editor pull-down menus.
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http://projects.blender.org/tracker/index.php?func=detail&aid=4200&group_id=9&atid=127
It adds platform depenant prefix to function calls
(extern on non windows platforms more complicated on windows)
So that windows plugins can reference functions inside of blender.
there is a small TODO still...
Make release should build the helper library required under windows and modify
how they build the plugins:
dlltool --input-def plugin.DEF --output-lib libblenerplugin.a --dllname blender.exe
and the pulgins should be made with:
gcc -c (pluginname).c
gcc -shared -o (pluginname).dll (pluginname).o libblenderplugin.a
Kent
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Code to allow "Env" material to mask out ztransp gave bad AA on edges of
solid faces, when transparant was behind it.
Recoded "Env" to use index -1 in the polygon index buffer, and restored
code that caused the bad AA.
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as tabs of the format panel (was annoying how the format panel
would jump far to the right after selecting format' Thanks ao2
for noticing.
Note: as self-appointed code weenie, I should point out that the
ffmpeg code has a lot of tab/space indenting mixed in nasty
ways -- this should be fixed.
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NOTE: stucci didn't return 'intensity' since blender 1.0, something that
alsways caused headaches all over (all other textures do per definition).
But, allowing stucci to return 'intensity' would break old files.
To make it work for preview, I had to solve this once. Done with a version
patch, so old files (including current 2.41!) won't read with color channel
active for Stucci textures.
(Preview.blend I saved as a 2.42 file btw!)
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Change to displayMode attribute to support the new render window options, and
correct description in the documentation.
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as texture to UV Face. Crashes in render, because memory then is undefined.
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By default it is disabled (depth 0.0), so rendering is as usual.
The meaning of "depth" and "falloff" will be extensively shown in the
release log pages. Coming soon!
(Patch provided by Ed Halley)
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The code added to ensure Image textures in nodes use the correct mapping
settings (UV, repeat, etc) crashed when editing non-osa cases.
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The (SHIFT+F4) databrowser showed the library file (added some months
ago) which didn't work for extremely long directory names well.
I've recoded it, so it now only shows the .blend name, not entire path.
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things! :)
Anyhoo, commits yesterday for preview panel fixes in Compositor broke the
new fullscreen render output feature. The damn curarea again yes!
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Pressing ALT+W (save videoscape) in editmode gave error menu, but then the
Specials menu. Had to add a 'return 0'. Year zero bug...
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of the menu organisation, consolidating the redundant 'Generators' with 'Input'.
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queue 'external'. Happened for example in Node editor.
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some 2d scroll pointers
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needs to be clipped.
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- changed preview type of halo materials
- halo materials are also shown with alpha=255 like in preview window
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- STUPID mistake from me in setting the waitcursor...
- icons for UI got freed, without checking if it existed (crash in end)
- call to close mainwindow didn't check if window existed
note:
I usually test the "blender -b" case, which should start blender,
initialize all, free all, and print "blender quit" to signal all is fine.
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When Edge render was choosen, the zbuffer values were altered, causing a
halo render to go wrong.
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files for it :)
- on load, the rendering was done twice
- changing area size didn't correct the render
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metaball is selected. Wrong recreating of existing Bounding box was reason
of crashes.
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sees a reference to size, as it pertains to a 3D object, please let
me know.
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commenting and cleaned up the wave allignment.
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Help->System->Benchmark (the Tkey benchmark) returned timings even if
user cancelled the pupmenu. Was just missing a check
for -1 in toets.c -- wonder how old this one was... Reported by Wim Van
Hoydonck.
Scripts:
- Updated Jean-Michel's hotkeys script for Blender 2.42.
- Followed Pieter Visser's suggestion and added version info to the menu
names of the older collada scripts (v1.3.1).
Thanks guys!
Note for builders: nevermind if you already compiled 2.42RC1, these
updates are not critical at all and can be left for the release or RC2.
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the 'size' was only used as 'radius' for a rigid body with 'sphere' shapel. It has no effect on box, convex, cylinder and other shapes.
Don't worry, this is unrelated to recent Size -> Scale renaming.
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until a better solution is found
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- restored type choice compatiblity (plane, sphere, cube) with 2.41 release (sorry, will break saved files with CVS... my fault, should
have known.)
- removed lamp choices (lights now are different per preview, no fixed
choices).
- added checkered plane behind the plane preview. nicer for halos.
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Files saved with new cloth modifier patch crash in cvs blender. (#define
for cloth is 13 even!). This was caused by lack of upward compatibility
for non existing modifiers.
Also added giant warning in code for the ENUM for modifier types.
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Mixdown option (blending sequence audio strips) didn't write proper WAV.
- file length in header chunk was too short (potential crasher)
- endian switch code used swab(), which wasn't defined to work when src and
target is identical
- cleaned up some code too... like removing timecursor() for core loop.
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New "Dimension" button: when using TAB to cycle over buttons, the dimension
event was sent multiple times, accumulating scaling. The code was also not
prepared to handle multiple changes at one event.
Also: added object_get_boundbox(Object *ob) in BKE_object.h, so the code
now really supports most primitives in Blender.
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Moved .up() and .down() methods from Constraint API to Constraint sequence
API (also renamed them to moveUp() and moveDown() ). Again, methods which
modify the "parent" structure didn't seem consistent.
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Moved .up() and .down() methods from Modifier API to Modifier sequence
API (also renamed them to moveUp() and moveDown() ). Locating methods
which modify the "parent" structure in objects didn't seem consistent.
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Particles: option "even" failed when faces where all exactly same sized,
then it sometimes skipped entire faces.
Just the regular <1.0 that had to be <=1.0
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Hope our sky guru can come with something cooler for next release!
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