Blender Git Commits

Blender Git "master" branch commits.

Page: 4638 / 5574

July 21, 2009, 19:44 (GMT)
Fixed a refcount bug concerning ChainPredicateIterator.
July 21, 2009, 19:08 (GMT)
Basic object transform animation export:
- just writes all curves from action linked to an object
- linear interpolation
July 21, 2009, 18:29 (GMT)
2.5:

* Fix armature drawing crash with materials.
* Mixed texture/material preview was doing wrong gamma correction.
* Use *f math functions for AAO.

July 21, 2009, 18:23 (GMT)
2.5:

* Windows fixes for texture filter & bump patches, thanks
Jean-Michel Soler for noting.

* Added sqrtf/sinf/fabsf/... fallback #ifdefs in BLI_arithb.h,
those should be safe to use now. Replacing the double for the
float version throughout the code can be done once, but would
need proper testing.

July 21, 2009, 15:52 (GMT)
py console wasnt working since r21743
July 21, 2009, 14:28 (GMT)
2.5: fix crash on load when saving with a filebrowser open.

July 21, 2009, 14:11 (GMT)
RNA

* Wrapped RenderResult, RenderLayer, RenderPass.
* Update RNA_access.h with new structs.

July 21, 2009, 13:46 (GMT)
2.5: Bump Mapping

Patch by Alfredo de Greef. Considerably improves the quality of bump
mapping, and texture filtering for displacement and warp too. Mainly
this is achieved by getting the texture derivatives just right in
various cases, many thanks to Alfredo for figuring this one out, works
great.


This is enabled by default now, but disabled still for existing
textures to preserve backwards compatibility. Can be enabled with
the "New Bump" option in the material texture slot in the outliner.

Also, I made the range for the normal factor a bit smaller since this
gives stronger effects, but note that you can still type in larger
values than the slider allows.

Revision d19bb6f by Joshua Leung
July 21, 2009, 13:20 (GMT)
Silencing warnings (mingw + scons) about undefined stuff...
July 21, 2009, 13:20 (GMT)
2.5: Texture Filtering

Patch by Alfredo de Greef with high quality image texture filters.
This adds 3 new filters:

* SAT: Summed Area Tables. This is like mipmaps, but using somewhat
more memory avoids some artifacts.
* EWA: Ellipitical Weighted Average, anisotropic filter.
* FELINE: Fast elliptical lines for anisotropic texture mapping.

The one change I made to this was to try to fix an alpha/premul
problem, hopefully I didn't break anything, it looks compatible
with the existing filter now for me.

Revision ea0b015 by Joshua Leung
July 21, 2009, 13:12 (GMT)
2.5 - Copy/Paste Operators for Armatures

* Buttons in header now use operators too. The paste-flipped button needs attention though, since the flipped argument isn't set yet

* Assigned Ctrl-C, Ctrl-V, and Ctrl-Shift-V to Copy/Paste/Paste-Flipped respectively for now.

* Auto-Keying for this doesn't work again yet. On todo for later...

---

* Also, new armatures now get the flag to show custom bone colours enabled by default.
July 21, 2009, 12:57 (GMT)
2.5: Texture Buttons

* World and Lamp previews now working here too.
* Experiment with list template, showing only icons. Unfortunately
texture icon render crashes combined with preview render so it
shows all icons the same.
* Influence panels updated, with slider for each option. The values
are still linked though, will fix that later.
* Image texture controls a bit more complete, still WIP.
* Color ramp back.

Revision 7284eb6 by Joshua Leung
July 21, 2009, 12:38 (GMT)
2.5 - More work on Bone Groups

* Added a new UI Template for the 3-colour picker used to visualise + select the custom colours for a bone group.

* Finished wrapping the colour properties for Bone Groups in RNA. Although changing the colour-set used will change the displayed/cached colours, changing the colours via the colour wells will not change the colour set to 'custom' (as per 2.4x) yet. This needs a nice solution...

* Fixed context-related bugs with the Assign/Remove operators for bone groups. These were using context-iterators for selected posechannels, but that was only defined/valid for the 3d view (but not for the buttons window), hence a failure in that case.
July 21, 2009, 12:19 (GMT)
2.5

Overlooked WM event.val usage without checking proper #defines.
My previous commit made all input not work on any modifier key press.

July 21, 2009, 12:13 (GMT)
Merge with 2.5 -r 21619:21756.
Revision 0b79b8f by Joseph Eagar
July 21, 2009, 11:48 (GMT)
finished first pass at bmeshafying uvedit_ops.c. not everything works yet, loop select for example crashes.
July 21, 2009, 11:03 (GMT)
2.5

Modal keymaps.

I've tried to make it as simple as possible, yet still using sufficient facilities to enable self-documenting UIs, saving/reading in files, and proper Python support.

The simplicity is: the 'modal keymap' just checks an event, uses event matching similarly to other keymap matching, and if there's a match it changes the event type, and sets the event value to what the modal keymap has defined. The event values are being defined using EnumPropertyItem structs, so the UI will be able to show all options in self-documenting way.
This system also allows to still handle hardcoded own events.

Tech doc:

1) define keymap
- Create map with unique name, WM_modalkeymap_add()
- Give map property definitions (EnumPropertyItem *)
This only for UI, so user can get information on available options

2) items
- WM_modalkeymap_add_item(): give it an enum value for events

3) activate
- In keymap definition code, assign the modal keymap to operatortype
WM_modalkeymap_assign()

4) event manager
- The event handler will check for modal keymap, if so:
- If the modal map has a match:
- Sets event->type to EVT_MODAL_MAP
- Sets event->val to the enum value

5) modal handler
- If event type is EVT_MODAL_MAP:
- Check event->val, handle it
- Other events can just be handled still

Two examples added in the code:

editors/transform/transform.c: transform_modal_keymap()
editors/screen/screen_ops.c: keymap_modal_set()

Also: to support 'key release' the define KM_RELEASE now is officially
used in event manager, this is not '0', so don't check key events with
the old convention if(event->val) but use if(event->val==KM_PRESS)



July 21, 2009, 10:40 (GMT)
2.5: python module name for import had trailing "."

Revision 6d07452 by Joshua Leung
July 21, 2009, 10:18 (GMT)
2.5 - Restoring Bone Groups

* Added Bone Groups UI to 'Armature' context buttons for now. Later, it may be more convenient to have these with bones instead?

* Added operators for the operations that can be performed on these groups. Moved the core adding/removing functions to blenkernel so that they can be used elsewhere in future if need be.

* Properly wrapped bone groups in RNA. Copied the way that Vertex Groups are wrapped, since they share some similarities. Setting colours for bone groups still needs more work though.
July 21, 2009, 10:13 (GMT)
Make linux/scons default to python 3.1 rather then the version scons runs with.
for a while py2.x will work but eventually be dropped when most OS's support it, so Id recommend upgrading.

The following instructions are only needed if you don't use python3.1 installed in the default location.
For releases users wont have to worry about this.


# in python3.1 source dir, build and install into your own dir, /opt/py31 is just an example.
./configure --prefix="/opt/py31"; make; make install

# In the scons user-config.py...
BF_PYTHON = "/opt/py31"

# ... now build ...
#
# Blender now needs 2 things to run. ./lib/libpython3.1.so and the python modules.

# Symlink (or copy) python modules, blender sets this path for modules on startup if it is found.
ln -s /opt/py31/lib/python3.1 ~/.blender/python

# Currently static linking is not working without hacks because of limitations in scons.
# for releases we can workaround, but for now its easier to set an environment variable.
# To start blender so it can find libpython3.1.so make this into a shell script to save yourself typing it in all the time.
export LD_LIBRARY_PATH="/opt/py31/lib/"
./blender

By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021