Blender Git Commits

Blender Git "master" branch commits.

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January 3, 2006, 02:35 (GMT)

Moved Object.Join() into a function of an object.
eg.
ret_val = ob.join(objects)
Now it dosent depend on the current selection, or change the selection context.

Made respective join_* functions return 0 if the join was not mode, 1 when it workes.
January 2, 2006, 23:26 (GMT)
Small commit, hopefully the last Duplicate change.
Made pythons duplicate not redraw, documented adduplicate()
January 2, 2006, 21:04 (GMT)
Node render: a fix in threading, groups had a stack counter issue... :)
January 2, 2006, 20:24 (GMT)
Orange fix: Mixup in indices caused input-normal for Material Node go wrong
(caused by commit of 3 hours ago)
January 2, 2006, 19:09 (GMT)
Orange: enabled thread render for node trees.
Works with groups too! But, discovered a bug with texture nodes inside
of groups... will do that next.
January 2, 2006, 17:40 (GMT)
Orange; another node update for reviewing.

Material Nodes now have input sockets, to override the actual Material
settings. If socket has no input, you can also edit Material settings here.
(Color picker, number slider).

Of course a load of options will become available here, first bugfixing!
(Oh, and enable fix thread render)
January 2, 2006, 15:32 (GMT)
Orange; made Node types Texture and Geometry integrated in render. Means
the coordinate outputs now have correct dx/dy vectors for Image AA, and
texture delivers correct intensity, rgb, alpha and normal.

Note; we need a "Vector Mapping" node, to do 2d/3d mapping, like in the
Material "Map In" panel.
January 2, 2006, 13:08 (GMT)
Fake commit; just forgot to add this to the log;

A group node; named "Backlight"

http://www.blender.org/bf/g1.jpg
http://www.blender.org/bf/g2.jpg

And how it looks rendered:

http://www.blender.org/bf/g3.jpg (no Nodes)
http://www.blender.org/bf/g4.jpg (with Nodes)
January 2, 2006, 13:06 (GMT)
Orange: more noodle updates!

**** NEW: Group Nodes

Node trees usually become messy and confusing quickly, so we need
not only a way to collapse Nodes into single 'groups', but also a
way to re-use that data to create libraries of effects.

This has been done by making a new Library data type, the NodeTree.
Everything that has been grouped is stored here, and available for
re-use, appending or linking. These NodeTrees are fully generic,
i.e. can store shader trees, composit trees, and so on. The 'type'
value as stored in the NodeTree will keep track of internal type
definitions and execute/drawing callbacks. Needless to say, re-using
shader trees in a composit tree is a bit useless, and will be
prevented in the browsing code. :)

So; any NodeTree can become a "Goup Node" inside in a NodeTree. This
Group Node then works just like any Node.
To prevent the current code to become too complex, I've disabled
the possibility to insert Groups inside of Groups. That might be
enabled later, but is a real nasty piece of code to get OK.

Since Group Nodes are a dynamic Node type, a lot of work has been
done to ensure Node definitions can be dynamic too, but still allow
to be stored in files, and allow to be verified for type-definition
changes on reloading. This system needs a little bit maturing still,
so the Python gurus should better wait a little bit! (Also for me to
write the definite API docs for it).

What works now:

- Press CTRL+G to create a new Group. The grouping code checks for
impossible selections (like an unselected node between selected nodes).
Everthing that's selected then gets removed from the current tree, and
inserted in a new NodeTree library data block. A Group Node then is
added which links to this new NodeTree.

- Press ALT+G to ungroup. This will not delete the NodeTree library
data, but just duplicate the Group into the current tree.

- Press TAB, or click on the NodeTree icon to edit Groups. Note that
NodeTrees are instances, so editing one Group will also change the
other users.
This also means that when removing nodes in a Group (or hiding sockets
or changing internal links) this is immediately corrected for all users
of this Group, also in other Materials.

- While editing Groups, only the internal Nodes can be edited. A single
click outside of the Group boundary will close this 'edit mode'.

What needs to be done:

- SHIFT+A menu in toolbox style, also including a list of Groups
- Enable the single-user button in the Group Node
- Displaying all (visible) internal group UI elements in the Node Panel
- Enable Library linking and prevent editing of Groups then.


**** NEW: Socket Visibility control

Node types will be generated with a lot of possible inputs or outputs,
and drawing all sockets all the time isn't very useful then.

A new option in the Node header ('plus' icon) allows to either hide all
unused sockets (first keypress) or to reveil them (when there are hidden
sockets, the icon displays black, otherwise it's blended).

Hidden sockets in Nodes also are not exported to a Group, so this way
you can control what options (in/outputs) exactly are available.

To be done:
- a way to hide individual sockets, like with a RMB click on it.

**** NEW: Nodes now render!

This is still quite primitive, more on a level to replace the (now
obsolete and disabled) Material Layers.

What needs to be done:

- make the "Geometry" node work properly, also for AA textures
- make the Texture Node work (does very little at the moment)
- give Material Nodes all inputs as needed (like Map-to Panel)
- find a way to export more data from a Material Node, like the
shadow value, or light intensity only, etc

Very important also to separate from the Material Buttons the
"global" options, like "Ztransp" or "Wire" or "Halo". These can not
be set for each Material-Node individually.

Also note that the Preview Render (Buttons window) now renders a bit
differently. This was a horrid piece of antique code, using a totally
incompatible way of rendering. Target is to fully re-use internal
render code for previews.

OK... that's it mostly. Now test!
January 2, 2006, 10:40 (GMT)
Changed adduplicate() to take the dupflags as an argument. so faking the Alt Key isnt needed anymore in Blender or python.
Changed Pythons Object.Duplicate() to take keyword parms to enable duplication of spesific data.
Eg- Object.Duplicate(mesh=1) # to duplicate mesh data also.
January 1, 2006, 16:37 (GMT)
Orange <-> bf-blender conflict, with 2.40 saved files the version-patch to
initialize the (soon obsolete) material layers was skipped, causing it all
to be rendered black.
Revision 362c8ba by Ken Hughes
January 1, 2006, 16:28 (GMT)


Bugfix #3652: material.setSpecCol() only accepted a tuple, not separate
parameters as it used to (prior to my tp_getset update). Fixed this and
other similar situations.
Revision aa8c1a0 by Ken Hughes
January 1, 2006, 15:54 (GMT)


Created local function check_NMeshLists(), which performs checking on
NMesh lists before trying to build a new mesh (used by mesh.PutRaw() and
mesh.update()). It was possible to put junk into the NMesh lists, resulting
in some messed-up meshes.
Revision 5029a44 by Ken Hughes
January 1, 2006, 15:50 (GMT)


Bug fix #3671: Blender.Beztriple.New() did not accept sequences as parameters,
even though its error messages suggested it did. Thanks to Yann for the
patch (I also added the ability to accept parameters without requiring
them to be in a tuple). Also documented the New() function.
Revision 3634128 by Ken Hughes
January 1, 2006, 15:43 (GMT)


Two bug fixes for mesh.faces.extend() method; fix a error checking for
duplicate faces in the input list, and also extend texture faces if they are
enabled.
Revision 9b419bb by Ken Hughes
January 1, 2006, 15:41 (GMT)


Fix boolean modifier crash; if boolean code cannot do the operation on the
meshes, print an error dialog and delete the modifier object.
January 1, 2006, 00:20 (GMT)
Some rigidbody dynamics fixes (scaling again) to make Happy 2006 domino simulation to work.

See http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=happy_2006_blend.zip
For the baked dominos. Thanks to Tom M (LetterRip) for the blend.
December 31, 2005, 21:59 (GMT)
more game engine bug-fixes, hooked up 'formfactor' as inertia tensor tweaker, friction/restitution, more scaling related fixes.
December 31, 2005, 07:20 (GMT)
Fixed several bugs: python refcounting related and Bullet related (basic add/remove object support, bounding volume hierarchy). Added a few files, updated the Bullet scons. Vc6/7 Bullet projectfiles need to add a couple of files: 'Bullet/CollisionShapes/BvhTriangleMeshShape.cpp',
'Bullet/CollisionShapes/ConvexTriangleCallback.cpp',
'Bullet/CollisionShapes/EmptyShape.cpp',
'Bullet/CollisionShapes/OptimizedBvh.cpp',
'Bullet/CollisionShapes/TriangleCallback.cpp',
'Bullet/CollisionShapes/TriangleIndexVertexArray.cpp',
'Bullet/NarrowPhaseCollision/ManifoldContactAddResult.cpp'.
Sorry, no armatures fix yet.
December 30, 2005, 16:50 (GMT)
Orange: Small tweaks in Node drawing;

- theme colors now are different... the specific colors are only drawn in
the headers of nodes, making the backdrop color constant. Allows for much
more outstanding colors this way, without distracting from previews.

- soft shadow now is drawn pixel-sized, so doesn't scale up or down.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021