Blender Git Commits

Blender Git "master" branch commits.

Page: 5184 / 5574

September 6, 2006, 17:32 (GMT)
Fix for new orco-tangent render option: then also 'orco' texture
coordinates should be calculated... it wouldn't work unless you assign
a texture to a Material using 'orco' map.
September 6, 2006, 13:15 (GMT)
Added tangent_v and tangent space modes to python material modes.
removed polyfill from Mathutils docs
September 6, 2006, 09:51 (GMT)
New feature: imporant missing option for use of Libraries: access to to the
file path where library is read from.

In Outliner, choose new view mode "Libraries". A ctrl+click on the library
name then allows to change the file name or path. Note that when you change
the file name, nothing is being re-read or re-linked. Only after saving the
.blend file and reading it back the new library is used.

This feature allows to cleanup library usage. You can make files relative,
or reorganize a project. Just keep in mind that you cannot use this feature
to fix .blend files that link to non-existing other files. That because the
lost data is actually not read at all, so cannot be saved either.

Currently, library errors are only printed in the console... quite
important to keep track of when using Libraries.

Implementation note: this Outliner view mode can become expanded to a full
"Database view", showing something similar as SHIFT+F4 databrowse does now.
September 5, 2006, 13:28 (GMT)
New stuff!

- Tangent vectors now can also be derived from orcos (No UV needed)
- Normalmaps now properly support tangent space as well
(Patch provided by Alfredo de Greef)

Full log is here:
http://www.blender3d.org/cms/New_Render_features.774.0.html
Revision d4616b5 by Ben Batt
September 5, 2006, 13:15 (GMT)

Redesigned the EdgeSplit modifier's splitting algorithm to be better
structured and more maintainable. The old algorithm could leave the mesh in an
inconsistent state during recursive calls, making it quite fragile. The new
algorithm keeps the mesh in a consistent state, and should be more robust.

This commit fixes the issues EdgeSplit was having with non-manifold meshes
(bug #4946, also reported by several other people). EdgeSplit now works
correctly with all the test files I have.

This commit also fixes the BLI_ghash_remove function to correctly decrement
gh->nentries (the number of entries in the hashtable) on a successful removal.
Revision a0547fb by Jiri Hnidek
September 5, 2006, 09:28 (GMT)


- bug fix: vertex and polygon layers needn't to exist in some situations
September 5, 2006, 08:38 (GMT)
Alignment of button "Auto tex space" broke with commit for vertex groups.
September 5, 2006, 08:36 (GMT)
* add missing WITH_BF_VERSE to config files for completeness. Reported by Emanuel Greisen.
September 5, 2006, 06:45 (GMT)
resolved invalid bounding box from the object by freeing a new meshes bounding box.

added back bound box constraint to obj import (many OBJs have values outside the defulat clipping range)

BPyRender.py was missing a flag assignment.
September 5, 2006, 04:16 (GMT)
fixed bug in contact manifold generation, concave and compound objects require point with deepest penetration.
Revision 289105b by Tom Musgrove
September 4, 2006, 21:33 (GMT)
==blender2cal3d update==

unneeded line in the script was keeping it from showing up in the menus
September 4, 2006, 14:43 (GMT)
Bug #4949

RVK sliders only worked up to 64 shape keys, above that internal memory
screwed up because it used a static array.
Should really be coded nicer once, until then I've moved the max to 256
and secured code that it doesn't draw sliders beyond 256.
September 4, 2006, 13:05 (GMT)
Bug #4958

Ipo Window, Shape keys, the colored 'select buttons' were off 1.
September 4, 2006, 12:48 (GMT)
Bug #4959

Ipo Window: hotkey for "Join" should be Cltr+J, no J.
September 4, 2006, 04:25 (GMT)
removing old obj importer
September 4, 2006, 04:23 (GMT)

rewrite of the obj importer,
The original obj importer was ok but it gradually got slower
as it had to support quirks of rare files.

This importer supports these quirks without bad workarounds and ~250 less lines.

* Moved from NMesh to Mesh
* Import smooth groups as hard edges
* Import Lines from sketchup (Thanks Wavk)
* Uses less memory
* faster (On a 70meg poser test model, benchmarked from 130sec to 41.2sec)

Not yet supported from the old importer-
* Scaling down to a bounding area
* Importing multiple obj's at once
* Using existing materials in the .blend
* Importing as a group instance.
September 3, 2006, 12:16 (GMT)
Animation department feature request: support for vertex groups in Lattices

In a quick glance: (temp image)
http://www.blender.org/bf/rt.png

Main reason is that Lattices are useful a lot for Armature deformation.
Lattices just provide much more precise and interesting control. However,
with only bone envelopes it's very hard to use.

Working with Lattice vertex groups is nearly identical to Mesh:
- on CTRL+P 'make parent' you can choose the deform option now
- In editmode, the buttons to control vertex groups are available
- In outliner you can select vertexgroups too
- Deforming Lattices with Armatures has all options as for Mesh now.

Note:
- No WeightPaint has been added yet. To compensate, the editmode
drawing for a Lattice with vertex group shows weight values for the active
vertex group.
- Lattice editmode doesn't undo/redo weight editing yet.
- Softbody for Lattice still uses own vertex weights

Implementation notes:
- derivedmesh weight_to_rgb() is now exported to drawobject.c
- been doing cleanups in code (order of includes, var declarations, etc)
- weightpaint button handling now is generic

I've checked on Brecht's proposal for Custom Element data;
http://mediawiki.blender.org/index.php/BlenderDev/CustomElementData
It could have been used, but that would mean the existing code for
vertexgroup handling and armature deform couldn't be re-used. I guess this
is really a later todo.
Revision 7970da3 by Chris Want
September 1, 2006, 22:00 (GMT)
'Better' cleaning for bullet (trickier to clean than most, since it is two
libraries split among many subdirectories).
September 1, 2006, 13:04 (GMT)
* add debug flag so debug symbols are actually created when doing a 'scons BF_DEBUG=1'
September 1, 2006, 07:06 (GMT)
* change Python version from 2.3 to 2.4, since it is a requirement for Blender anyway. Thanks to kalabalik for pointing out.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021