Blender Git Commits

Blender Git "master" branch commits.

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Revision 09e64c6 by Joshua Leung
June 21, 2009, 00:17 (GMT)
2.5 - Fixed error with Constraint Buttons

Incorrectly declared icon was resulting in very verbose warning output in the console...
Revision 19c246c by Joshua Leung
June 21, 2009, 00:01 (GMT)
NLA SoC: Merge from 2.5

21021 to 21042
June 20, 2009, 21:53 (GMT)
June 20, 2009, 20:29 (GMT)
2.5/Sculpt:

Added a clay brush. It behaves like a combination of the flatten and draw brushes.

Credit to Fredrik Hannson for the original patch (#18666)

June 20, 2009, 20:08 (GMT)
* Object.create_dupli_list, Object.free_dupli_list tweaking
* Defined custom "get" function for DupliObject.object

Accessing Object.dupli_list[N].object produces a crash.
June 20, 2009, 16:48 (GMT)
Merge from 2.5 r20991 through r21037
June 20, 2009, 16:32 (GMT)
* Added Main.add_object(type, name)
* Added optional params to Object.create_render_mesh(apply_matrix, custom_matrix)
apply_matrix is a boolean, True to transform mesh by ob->obmat or custom_matrix if given
* Fix subtle error in Object.create_dupli_list
* Make RNA struct funcs static, hopefully didn't miss any

Ignore export_obj-2.5.py changes for now ;)

June 20, 2009, 16:08 (GMT)
PLY export, use the file selector and added operator options
June 20, 2009, 15:06 (GMT)
RNA: added MeshVertex.normal.

June 20, 2009, 14:55 (GMT)
Context

Python dir(context) now gives the items from the data context
too, modified context callbacks to also return a list of items
in the context.

June 20, 2009, 14:53 (GMT)
2.5: fix for crash in BLI_dynstr_appendf, each vsnprintf call
apparently needs its own va_start/va_end.

June 20, 2009, 14:01 (GMT)
updated the ply exporter to use the blender 2.5 python api

Note's
* exports the mesh without modifiers or transformations applied
* supports UV's vertex colors
* no support for normals yet (missing from data api)
* registers an operator called EXPORT_OT_ply
* no file selector yet. can only fun from python currently
bpy.ops.EXPORT_OT_ply(filename="/tmp/test.ply")
* removed double lookups on the vertex dict, build face verts to write allong the way.

June 20, 2009, 13:55 (GMT)
moving the existing ply exporter into io before updating (to get a useful diff)
June 20, 2009, 13:53 (GMT)
RNA Fixes
* Python apis iterator didnt work, for example [f for f in mesh.faces] # failed.
* Python apis collection.items(), collections without names now return (index,value) pairs, better then returning nothing.
* bpy.ui and bpy.props modules were incorrectly named
* Mesh vertex colors red/blue needed to be swapped on getting/setting.
* Mesh vertex colors were not clamped.

Revision 6ff4a72 by Joshua Leung
June 20, 2009, 11:44 (GMT)
NLA SoC: Conversion fixes - Curve 'Speed' Curves + Constraints

These fixes get the 'pathJumper.blend' file from our testing suite workable in 2.5 (with a few minor tweaks still needed *)

Changes required:
- Added a 'ctime' var to curve structs for storing the value that used to be obtained by specially evaluating the 'speed' curve when evaluating objects parented to the curve. This can now be animated as a 'proper' var as per normal.
- Added a special hack for detecting constraint blocks, as the old method resulted in paths for Objects instead...

(*) Issues:
- Unfortunately, the paths still don't work out of the box. For some reason, the constraint names in the paths are spelt incorrectly - "Ar" and "Br" instead of "Ap" and "Bp". I'm not sure where this problem is coming from, but changing the paths manually in the Datablocks viewer fixes this error...
- I noticed that in the buttons view, only 1st of the constraints gets shown. This seems a bit like some of the intermittent problems I've had with some arrays/lists not expanding properly in Datablocks view.
Revision ef7860e by Joshua Leung
June 20, 2009, 09:36 (GMT)
NLA SoC: Conversions for old NLA-data to the new system

Old NLA-data now gets mostly ported converted over to the new system, with strips and their respective Actions being handled correctly in the test cases I've got.

The conversion procedure now tries to fit multiple strips into since tracks as it is assumed that quite a few old setups tried to do. However, some old setups may be adversely affected by this (i.e. if they depend on a certain order of holding adds for example).

For now, there are no complete replacements for the NLA-Modifier/Auto-Walking stuff yet, so that info is currently just ignored (but correctly freed). The current plan here is to get Armature-level pose-offset system + F-Modifiers where appropriate. This should be one of the major causes of file breakage now...

Also, I've yet to restore some patching for group instancing NLA stuff, since more trickery here is required. This is probably the second major cause of file breakage...
Revision 3b2ec94 by Matt Ebb
June 20, 2009, 06:41 (GMT)
Voxel data & volume light cache

* Added support for additional file types in the voxel data texture. I added
support for 8 bit raw files, but most notably for image sequences.

Image sequences generate the voxel grid by stacking layers of image slices on top
of each other to generate the voxels in the Z axis - the number of slices in the
sequence is the resolution of the voxel grid's Z axis.

i.e. http://mke3.net/blender/devel/rendering/volumetrics/skull_layers.jpg

The image sequence option is particularly useful for loading medical data into
Blender. 3d medical data such as MRIs or CT scans are often stored as DICOM
format image sequences. It's not in Blender's scope to support the DICOM format,
but there are plenty of utilities such as ImageMagick, Photoshop or OsiriX that
can easily convert DICOM files to formats that Blender supports, such as PNG or JPEG.

Here are some example renderings using these file formats to load medical data:
http://vimeo.com/5242961
http://vimeo.com/5242989
http://vimeo.com/5243228

Currently the 8 bit raw and image sequence formats only support the 'still'
rendering feature.

* Changed the default texture placement to be centred around 0.5,0.5,0.5, rather
than within the 0.0,1.0 cube. This is more consistent with image textures, and it
also means you can easily add a voxel data texture to a default cube without
having to mess around with mapping.

* Added some more extrapolation modes such as Repeat and Extend rather than just clipping

http://mke3.net/blender/devel/rendering/volumetrics/bradybunch.jpg

* Changed the voxel data storage to use MEM_Mapalloc (memory mapped disk cache)
rather than storing in ram, to help cut down memory usage.

* Refactored and cleaned up the code a lot. Now the access and interpolation code
is separated into a separate voxel library inside blenlib. This is now properly
shared between voxel data texture and light cache (previously there was some
duplicated code).

* Made volume light cache support non-cubic voxel grids. Now the resolution
specified in the material properties is used for the longest edge of the volume
object's bounding box, and the shorter edges are proportional (similar to how
resolution is calculated for fluid sim domains).

This is *much* more memory efficient for squashed volume regions like clouds
layer bounding boxes, allowing you to raise the resolution considerably while
still keeping memory usage acceptable.
June 20, 2009, 06:06 (GMT)
game logic UI script, physics could be broken up into more panels.
June 20, 2009, 05:52 (GMT)
- tweak Object.create_render_mesh params
- svn merge -r 20124:20998
https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender/release/scripts/export_obj.py
export_obj-2.5.py to make sure I don't miss new OBJ exporter features ;)

June 20, 2009, 05:16 (GMT)
typo in logic buttons
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021