Blender Git Commits

Blender Git "master" branch commits.

Page: 5258 / 5574

February 22, 2006, 20:13 (GMT)
Composite fix: Blur node with option "Bokeh" didn't survive on very small
filtersizes (below 2 pixels). This because Bokeh actually does 2 peaks...

/ /
/ /

I've added some fixes in the filter calculus though, and made sure that
on size 1 at least the image gets copied straight away.
Also fixed error, Bokeh shifted image 1 pixel up.

Todo; make filters become real floats in size...
February 22, 2006, 18:35 (GMT)
"Select Random" in editmode for meshes did not do an undo_push... This was
pretty annoying so I fixed it.
February 22, 2006, 14:14 (GMT)
Fixes small problem with my last commit and MSVC compilers, originally pointed
out on commiters ML here:
http://projects.blender.org/pipermail/bf-committers/2006-February/013677.html
February 22, 2006, 13:18 (GMT)
Added lighten/darken paint modes, works in vertex paint mode and weight paint mode.
Usefull for painting in areas with ~0.5 values without overwriting existing 1.0 weights.
February 22, 2006, 06:58 (GMT)
added 'disable sleeping' option for rigidbodies. + bugfix of out of sync wheels for vehicle
February 22, 2006, 02:17 (GMT)
[Two Sections here; First is the log that *should* have been included
to my previous commit (whoops). The second part covers the changes I
have made to the code since then (all related to merge tools code).]

# Part One: Complete Log for Commit from 2/13/06

-> Upgraded merge tools.

The new merge tools add several options to blenders Merge submenu,
accessed via the WKEY whilst in Editmode for meshes. The new options
depend on current mode:

- Vertex mode: "At First" and "At Last"

When choosing "At First" or "At last" it will merge all selected
vertices at the first or last selected vertex.

(Note: Blender now keeps track of the last and first verts selected in
editMode (G.editMesh->lastvert and G.editMesh->firstvert
pointers. This meant additions were made to the undomesh code in
editmesh.c as well).

- Edge mode: "Collapse Edges"

When choosing this option, Blender examines the current set of
selected edges and groups them according whether or not they are
topologically connected. It then goes through each group and merges
them one by one to a single point.

- Face Mode: "Collapse Faces"

Works the same as "Collapse Edges", only works on groups of
topologically connected faces.

-> Inclusive selection mode conversion.

This feature extends the ability of blenders selection mode
conversions. Currently when you change selection modes from a "lower
order" mode to a "higher order" one (vertex->edge, vertex->face or
edge->face) blender only selects elements in the new mode whose
elements were completely selected in the previous mode.

This patch does not change blenders default behavior but offers
implicit selection mode conversion as an alternative. To access it,
hold either the left or right CTRL keys and click on a selection mode
in the view 3d selection mode header buttons. This can be accessed via
the CTRL-TAB selection mode switching as well, simply hold CTRL while
clicking the mode you want or entering its number on the keypad.

In some programs, such as Wings and Mirai, it has been demonstrated
that it can also be very useful to exploit selection mode switching to
implicitly select previously unselected elements as well. For instance
switching selection mode from vertex to edges will select all edges
currently associated with the currently selected vertices. The same
behavior is applied to switching between vertex->face and
edge->face. By exploiting this sort of selection conversion complex
selection sets can be built quicker.

Furthermore I modified blenders UndoMesh code to make selection mode
switching "undo coherent". Aside from its relevance to inclusive
selection mode conversion, this really counts as a "bug" in my
mind. Previously selection mode switch could cause the selection state
of the mesh to be invalid when certain modeling operations were
undone. An example of this would be "edge subdivide-> switch to face
mode-> undo"; you end up with edges selected while still in face mode!


# Part Two: Log for this Commit

-> Code Cleanup

As per Ton's request I reformatted all my code, changed variable names
and eliminated my use of "LinkNode" structs and replaced them with
"ListBase" instead. There should be no warnings while compiling now
either.

-> Remove doubles bug

Fixed small problem in removedoublesflag() in editmesh_tools.c that
caused editface structs to get their UV's scrambled. Vertex colors
might not be safe though? Need to investigate later.

-> Small bug in in the the code for merge last/first

It could cause a crash when exiting editmode, switching meshes, then
entering editmode again. "lastvert" and "firstvert" pointers are now
set to NULL whenever exiting editmode now (see load_editmesh() in
editmesh.c). I will find a better solution to this *soon*...

-> All merge tools now UV aware (optional)

The default behavior is to leave UVs alone, but if you hold CTRL while
clicking on the menu entry, UV's are merged. This works fine in most
situations, although some investigation into how to best handle
merging of UVs at the border of UV islands needs to be done.

This last item brings up a point about the current state of the
interface: several functions accessed through the WKEY menu now use
the CTRL modifier to change how they behave (This convention has been
in place for a while, see subdivide for example). Unfortunately there
is no way to communicate the way modifier keys change the behavior of
certain functions to the user. This makes such options invisible for
all intents and purposes...
February 21, 2006, 22:42 (GMT)
Fix for very old annoyance; when an object is deformed far away from its
object center, it doesn't generate displaylist (or derivedmesh). This
error showed especially on loading files, and you had to advance frame,
zoom out or press Numpad-9 to see stuff.
February 21, 2006, 22:11 (GMT)
Fix for crashing border select in FaceSelect mode. This was part of the
exr & floatbuffer merge of january 9... faulty code I didn't check.
Revision 96a21d5 by Chris Want
February 21, 2006, 21:24 (GMT)
Making blender compile with Makefiles if WITH_OPENEXR is false.
Revision 957832e by Chris Want
February 21, 2006, 20:45 (GMT)
Trying to get the bullet re-org to work with Makefiles.
February 21, 2006, 15:49 (GMT)
Tracked a redrawing crash down to drawtext.c - was doing ... % 0 causeing a devide by zero, just check for a zero value.
February 21, 2006, 14:24 (GMT)
==SCons==
* accidently left WITH_BF_STATICOPENGL enabled for non-linux. tsktsk.
February 21, 2006, 12:41 (GMT)
Bug in Composite AddAlpha node. The option premul added alpha wrong.
February 21, 2006, 12:36 (GMT)
==SCons==
* when WITH_BF_STATICOPENGL=1 on Linux Blender will be statically linked
against GL libraries. NOTE: I used values that worked on my machine -
platform managers and people who have better knowledge about this, please
modify config/linux2-config.py accordingly.
February 21, 2006, 10:47 (GMT)
Carefully went over all scanline updating while rendering, to ensure only
updates are allowed to draw when a part is within a scanline rendering
loop. Might solve threads issues with opengl...
February 21, 2006, 07:33 (GMT)
included WheelInfo headerfile rather then forward declare (gcc stl container needs actual class information)
February 21, 2006, 07:08 (GMT)
exposed a few more tuning paramters
February 21, 2006, 06:08 (GMT)
added vehicle specific files + updated scons file (Makefile/projectfiles need updating)
February 21, 2006, 06:08 (GMT)
enabled vehicle/updated scons file (Makefile/projectfiles needs updating)
February 21, 2006, 05:57 (GMT)
updated scons file, case-sensititivy problem fixed
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021