Age | Commit message (Collapse) | Author |
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existing ones that use edges (like when creases or fgons in use).
Added proper free and NULL for it to prevent crashing, rest is for py
team after release ;)
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I'm just binary flipped...
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- Mesh editmode, draw 'bleeding edges' works again for subsurf (not optimal)
- New draw method (again!) for armature-add-bone loop. Should work now! Is
also nice for cpu this version
- Draw screen edges (black lines inbetween windows) should not draw leftmost
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(palette)
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compiled in (datatoc) and doesn't need installation anymore.
Also reviewed weird path conventions for searching AA fonts;
- U.fontdir is only used as standard search path for fileselecting
- U.fontname stores only full path to AA font if used one
- If a font cannot be found, it always falls back to the compiled in one
- If .B.blend is saved with default font, U.fontname is not set
Also added a button in usermenu "restore default".
When this works as expected, I'll commit changes for installation too.
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Texture matrix bug in plugin code reported by Mel_Q.
Vertex colors, this was basically the same as the previous uv coord
splitting bug, for xml export, uv coord splitting was actually not quite
complete either (reported by richie).
Added:
Camera Ipo curves for DoF aperture and focal distance.
Aspect ratio set with AspX & AspY are now taken into account as well.
(needs yafray from cvs)
Bokeh parameters for DoF (also needs yafray from cvs).
'Bokeh' controls the shape of out of focus points when rendering
with depth of field enabled.
This is mostly visible on very out of focus highlights in the image.
There are currently seven types to choose from.:
'Disk1' is the default, the same as was used before.
'Disk2' is similar, but allows you to modify the shape further with the 'bias'
parameter, see below.
Triangle/Square/Pentagon/Hexagon, in addition to the bias control, you can
offset the rotation with the 'Rotation' parameter (in degrees).
'Ring', a weird ring shaped lens, no additional controls.
The 'bias' menu controls accentuation of the shape.
Three types available, uniform, center or edge, with uniform the default.
Although based on an actual phenomenon of real camera's, the current
code is bit of a hack and not physically based, and doesn't work all that
well yet (in yafray anyway). Since this is also mostly visible in the very
out of focus parts of the image, it usually also means that you need lots
of samples to get a reasonably smooth result.
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needed when starting player via drag & drop
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- Undo for editmode Font object
- Undo for posemode :)
(btw; it also means posemode remains active on file load)
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doing a transform. Solves bug reported by Brecht about this.
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now msg is less less scary and invisible if python is available.
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- ALT+U undo menu shows history for global undo as well
- Added undo pushes for buttons window more consistantly
- Added it & tested for ipowindow too
- Added it in outliner
- And quite some missing occasions for 3d window editing
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ghost was unaware of extra *<>* key on german keyboards on windows
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-- Alexander Szakaly reported and provided a patch for Material.c and NMesh.c to solve crash in material handling when there's no material.
-- Ton reported a crash with advancing a frame after creating a new script link. I couldn't reproduce the crash, but added a check in BPY_do_pyscript to make sure the passed ID pointer is valid.
Thanks both.
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Now, it just tests for read permissions.
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there, since the calcnormfloat of course requires a regular quad!
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Brecht; can you give it a good test :)
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size and rotation.
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Falloff= distance where influence becomes zero.
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On OSX, the SHIFT key release event got lost after a 'mouse pointer warp'.
Replaced the warp call in ghost, and updated the fly mode code to read
events better.
Nice positive side effect; using arrow keys to move while transform (e.g.
grab/rotate/scale) goes much much nicer now!
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data (eg for camera actuator)
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reject the test or request the penetration depth test as necessary. Previously we were doing the penetration depth test, as well as SOLID's intersection test.
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- themecolor for the 'bars' in NLA used signed char
- global undo, restore pointers for UI accidentally added user values for
oops and outliner, causing unused blocks to show used
- moved popup menus one pix up or down, it was overlapping the button
causing accidental selection of menus
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Deformed meshes (by armature for example) didn't get drawn correctly
for vertex paint, weightpaint, UV faceselect. Was OK in 2.34 :)
Additional to that I found out vertex paint doesn't correctly use the
'Area' option, when a mesh was deformed. That was an oldie.
Plus; made tooltips for 'Area' and 'Normals' in Paint Panel clear.
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Function "deselect vertex group" didn't use proper code for new edge/face
flags yet.
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- Added proper edgeflag test for knife
- Fixed error in 'make face' for cases I again didn't foresee (ordering
of vertices can be any, need to try 3 cases before rejecting)
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borkened this... )
- Improved rule for adding face (FKEY); it now checks first for existance
of 4 connected edges, if that exists a face is created anyway, otherwise
it does the convex test. Alexander correctly noted that for subsurfs
non-convex quads should be allowed anyway. Hope this rule satisfies it.
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- The function "convex()" in editmesh_lib() actually did not deliver
a proper test for convex at all. It was checking only if a quad could
be subdivided into 2 trias. Code for adding face (FKEY) used this
call in total confusing manner. That code was there in 1.40 already,
cannot find any clue what it was supposed todo... :)
Recoded convex() to deliver a proper test. FKEY will give warning on
attempt to make convex faces now.
- Added undo-free for editmode undo on file load
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Also added redraw events for object buttons, to show constraints when
selecting bones
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-- applied patch by Michael Reimpell that lets scripts registration info be either commented out or not (commented, it doesn't interfere with Python documentation tools. The patch also fixes potential overflows, thanks (and sorry for the confusion) again, Michael.
-- fixed NMesh_hasFaceUV, it was returning true for false and vice-versa. Reported by Jonas Petersen with patch, thanks.
-- added 'homedir' and 'uscriptsdir' to Blender.Get() to get Blender's home dir and the user defined scripts dir.
-- related to the above doc updates.
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Mesh editmode, 'add face' didn't do an undopush
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(prevents crash reported by sgefant!)
- Selection outline for Curve objects didnt draw right after leave
editmode
- outliner now default when first viewing Oops window (dangerous?)
- Zoom with ctrl+middlemouse works in Oops again
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Value 'dithering' in buttons can go to '2', for extra noise. 1.0 defaults
to exact 1.0/256.0 noise.
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trias to test in quad
PLus:
- Add undo-push after 'assign material' in curve editmode, plus redraw
to reflect material change
- Added tooltips for opengl light buttons in user presets
- Added correct buttons window redraw for armature selecting in
editmode
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In DisplayButtons, Panel "Output", a new slider "Dither" allows to add
random noise dither to rendered output. It works on sky as well as solid
and transparent. Note however that in OSA render, the Unified Render gives
much better results, since that render nicely delivers full scanlines of
high definition color. The old render mode isn't well suited for this
postprocess.
A dither value of '1.0' will exactly add maximum of 1.0/256.0 to the
pixels.
Potential improvements for next releases;
- regular patterns
- dither per color channel
- not only add, but also subtract dither
Also note that this gives best results for print work or stills. Animating it
gives slight visible noise. Also runlength compression wont really work, and
Jpeg needs to be given higher quality too.
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Reported was that padplus/padminus doesn't do a zoom in the NLA or Action
windows. Was missing since very beginning! :)
Found conflict with the new NLA strip move up/down, but using the pad
keys for that is a bit too inconsistant. I've now made it using the
PageUp/PageDown and normal plus/minus keys... Hos could check on this
though!
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