Blender Git Commits

Blender Git "master" branch commits.

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September 19, 2011, 22:49 (GMT)
Fix for default values in Freestyle settings. Now some Freestyle options with
invalid values are fixed when .blend files are loaded. This will be necessary
after the branch has been merged into the trunk, so that old .blend file dated
before the merge are properly initialized for Freestyle to work.
September 19, 2011, 22:40 (GMT)
Added new line style options for sketchy chaining of feature edges.

The default chaining option is now called "Natural", while the new chaining options
are "Sketchy: Topology Preserved" and "Sketchy: Topology broken". The latter two
options allow for generating chains of feature edges with a sketchy multiple touch.
The "Sketchy: Topology Preserved" option takes account of the topology of objects
in the view map, while the "Sketchy: Topology broken" ignores the edge topology.
The "rounds" option specifies the number of rounds in sketchy strokes.
September 19, 2011, 19:55 (GMT)
TexFace to Material Settings big patch

Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes

1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)

2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.

2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?

2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct (Campbell and Brecht proposal).

3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.

3.2) "Texture Face" Shading mode (in the Render panel) is now called �??Single Texture�?, it needs a material for special settings (e.g. Billboard, Alpha Sort, �?�).

3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the �??Face Orientation�? property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It�??s no longer possible to share materials between faces that do not share the same game properties.

4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.

Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
September 19, 2011, 17:53 (GMT)
style changes & use faster looping on vertex weights, also loop on face verts in more places rather then having code for 3-4 verts.
Revision 439f0ef by gsr b3d
September 19, 2011, 17:27 (GMT)
SVN maintenance.
September 19, 2011, 16:41 (GMT)
remove unused arg & some style edits on radish merge, also reverted odd change that somehow got in to cmake preset.
Revision 535668e by Jason Hays
September 19, 2011, 16:13 (GMT)
September 19, 2011, 15:47 (GMT)
Merging r40345 through r40365 from trunk into soc-2011-garlic

Revision 2cbf475 by Jason Hays
September 19, 2011, 15:36 (GMT)
Merged 40338-40364
September 19, 2011, 15:28 (GMT)
i18n: more clean-up
September 19, 2011, 15:18 (GMT)
attempt to fix windows/scons issue I caused in a recent commit.
September 19, 2011, 15:13 (GMT)
edits to argument parsing for Euler.rotate_axis, also corrected some exception messages and minor style edits.
Revision 94016ed by Jason Hays
September 19, 2011, 15:11 (GMT)
vgroup_validmap needed to be assigned when locks were active.
September 19, 2011, 15:10 (GMT)
i18n: code cleanup and fixing unneeded translation (when partial translation is used only)
September 19, 2011, 14:29 (GMT)
add back mathutils Matrix() * Vector(), this is row_vector multiplication.
some minor changes to exception messages.
September 19, 2011, 14:20 (GMT)
September 19, 2011, 14:09 (GMT)
Blenfont: fix use incorrect clear of ascii glyph cache, leading to crash
when toggling use antialising user preference. Also fix some other use of
uninitialized memory found by valgrind.

September 19, 2011, 14:00 (GMT)
/release/scripts: Removed final points in UI strings and messages.
September 19, 2011, 13:23 (GMT)
/blender/makesrna: Removed final points in UI strings and messages.
Plus a few splits of very long lines�?�
September 19, 2011, 13:12 (GMT)
Sequencer: switching to preview mode works fine again
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