Blender Git Commits

Blender Git "master" branch commits.

Page: 5174 / 5574

October 19, 2006, 23:21 (GMT)
added TwoSide to texface specials menu
added a menu for texface copy - Ctrl+C in Face Mode
October 19, 2006, 22:01 (GMT)
more softbody goodies:
SB collision targets may be picked up from modifier stack
works fine with static targets having subsurf and/or array mofifiers
see-->
http://www.wund.homepage.t-online.de/hidden/Mstack.blend
http://www.wund.homepage.t-online.de/hidden/Mstack_II.blend

however when calulating the SB object dynamics the vertices of the
'deform only' m-stack result are used

so SB <-> SB may look strange
subsuf modifier is applied to SB object after doing SB dynamics
(that is: colliding mesh is subsurfed, SB is not )
subsurfed SB cubes colliding
link --> http://www.wund.homepage.t-online.de/hidden/ColSelfMod.blend

or may give unwanted results
subsuf and array modifier is applied to SB object after doing SB dynamics
link --> http://www.wund.homepage.t-online.de/hidden/ColSelfMod_nobug.blend

last, modifiers that change vertex locations in time (like waves)
suffer from not beeing seen at needed time resolution
(SBs see colliders static in a frame)
well but that's beyond the limits of the current dep-graph use
and needs to be resolved on design level

anyhoo have fun
BM
October 19, 2006, 21:56 (GMT)
Fix from Bob Holcomb, some materials could be floating point value, I have only had this from Cararra generated 3ds files.
October 19, 2006, 12:35 (GMT)
==SCons==

* Source Browser support. When BF_DEBUG=1 .bsc-files will be created in BF_BUILDDIR. .pdb-files are in the root source dir
October 19, 2006, 05:06 (GMT)
* Verse username for blender avatar can be set in userprefs (System&OpenGL). The name defaults to the old form.
October 18, 2006, 06:06 (GMT)
-> Triangle to Quad bugfix

Last minute bugfixing for last commit introduced a brand new bug causing
Crashes, whoops! Fixed now.
October 18, 2006, 05:45 (GMT)
Patch 5105 by Joshua Leung (Aligorith), slightly modified by me

* Add WITH_BF_YAFRAY, which per default is 'true', so no visible changes for developers (and users).

Set WITH_BF_YAFRAY to 'false', and you'll save some major compile time :) Also handy if you're strapped for memory and compilation fails on yafray compilation due
to this.

- this commit also has a few whitespace changes and
- made BF_NO_ELBEEM a proper BoolOption. This will be renamed to WITH_BF_ELBEEM in the near future...
October 18, 2006, 05:18 (GMT)
-> Improved Triangle to Quad conversion

Alt-J behavior has been replaced by a port of the Tri2Quad python script
currently in CVS. This method has many advantages over the old behavior.
A simple illustration of how the new method is superior to the old can be
made by triangulating a suzzane and converting it back to quads.

http://www.umsl.edu/~gcbq44/t2q2a.jpg
http://www.umsl.edu/~gcbq44/t2q2b.jpg

The algorithm works by considering all possible triangle pairings and then
weighting them according to how appropriate it would be to join. These pairs
are then quick-sorted and those with the highest weighting factor are combined.
The function is quite fast even for dense meshes and usually involves no
noticeable wait-time for completion. For instance the following imported
model took less than 2 seconds to convert on my 1.3ghz PPC powerbook:

http://www.umsl.edu/~gcbq44/mimitri.jpg
http://www.umsl.edu/~gcbq44/mimiquad.jpg

It should be noted by the user that this method also discards face pairs
where the two triangles:

-do not share the same material
-do not share the same UV image (texface)
-do not share a compatible set of UV coordinates
-do not share a compatible set of vertex colors
-will form a concave quad or create a non-planar face

Additionally if the edge shared by the pair is marked 'sharp' the pair
will be discarded from the quicksort. In this way the user can gain great
control over the conversion process if they desire as this imported VRML
model of a sneaker illustrates:

http://www.umsl.edu/~gcbq44/t2qa.jpg
http://www.umsl.edu/~gcbq44/t2qb.jpg

For the future it would be nice if some of the options for the conversion
process, such as angle tolerance, could be made configurable in the UI.
However it is unclear at this time which options should be made configurable
and where to put them. Feedback on this is appreciated.

Special Thanks goes to Joe Eager for the two macros he contributed to this code
and to Campbell Barton for writing the script this was based on!
October 17, 2006, 22:03 (GMT)
made a nice new softbody II panel on UI to keep things usable (logic wise)
- failed on final alinignment issues may be matt can give a helping hand ? :)
October 16, 2006, 15:28 (GMT)
* fix totblock error when quiting blender with sessions open
* add "Disconnect"-menu when RMB on verse server that is connected in
outliner
Revision 6468b17 by Jiri Hnidek
October 16, 2006, 14:14 (GMT)


- I forgot one ifdef in last commit, I'm sorry
October 16, 2006, 11:31 (GMT)
Bugfix #5090

Duplicating a Library-linked Mesh with Library-linked texture Images forgot
to set the texture Image link flag to LIB_EXTERN (LIB_INDIRECT means the ID
is not saved in file).

Error was that a the duplicated Mesh lost texture.
October 16, 2006, 10:54 (GMT)
* remove -Wextra from makefile to make older compilers happy
* updated v_connection with version from Verse CVS for better unhandled unhandled-packet printing
October 15, 2006, 14:00 (GMT)
a Malifico request, Blender.Library now supports loading relative libraries.

Blender.Library.Open('//someblend.blend')

the // at teh start of the path mean that the file will be loaded relaive to the existing blend files path.
October 15, 2006, 11:50 (GMT)
Another shadowbuffer goodie: the "Halfway trick"

http://www.blender3d.org/cms/Shadow_buffer__Halfway.786.0.html

Simply said: by using the average of the nearest and 2nd nearest Z value
in Shadowbuffers you can reduce bias errors very well.
For backwards compatibility it is a new buffer type though.
October 15, 2006, 08:43 (GMT)
added shadAlpha access to materials in python
Revision 05ee7d9 by Tom Musgrove
October 14, 2006, 23:27 (GMT)
=translate hoek to angle=

renamed the dutch variable hoek to angle globally arithb.c changes done by Matt Plough
October 14, 2006, 19:03 (GMT)
softbodies again
unnesting aerodynamics from edge collision
cleaning up softbody.c
that is:
removing old todos in comments
adding some new :)
October 14, 2006, 15:26 (GMT)
Irregular shadow bug: mixing up zmin and zmax in optimize caused larger
faces to miss casting shadow.
October 14, 2006, 13:50 (GMT)
Missing initialization of 'shadow alpha' in new materials. Caused by not
copying this file from my laptop I used to code it... :)
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021