Blender Git Commits

Blender Git "master" branch commits.

Page: 5417 / 5574

December 1, 2004, 08:35 (GMT)
.scr patch (from Raymond Penners)

- The patch only alters files in: blender/source/gameengine/GamePlayer/ghost

- Any blenderplayer.exe (with the patch applied) can be renamed into
something.scr, and it will behave as a Windows screen saver.
(Right-click the .scr file, and select "Install". Then, it will appear
in the screen saver properties dialog part of the display settings,
including small preview et al).

- The screen saving functionality does not affect the executable when
it is NOT named .scr

- The screen saver automatically exits when the mouse/keyboard is
moved/pressed. There is no more need to wrap blenderplayer.exe into a
bat file and use python quit controllers, or whatever else is
suggested at http://download.blender.org/documentation/oldsite/oldsite.blender3d.org/181_Blender%20news%20haloParty.html

- It has been currently been tested to work Windows XP
December 1, 2004, 04:49 (GMT)
Scripts:
-- Campbell Barton updated some of his contributions, thanks!
November 30, 2004, 22:46 (GMT)
Bugfix #1915

In unified render, AO with option "Sky" could give black dots, caused by
an overflow due to division by zero (was clipped away in normal render).
November 30, 2004, 22:32 (GMT)
- Bug fix #1913
Lasso select on objects didnt work with multiple views, due to lack of
calculation of screencoords.

- Bug fix #1914
Hooks didn't update 'parent' when snapping to grid a Hook. Solved it for
snap to cursor too.
Revision e7bd591 by Kent Mein
November 30, 2004, 19:10 (GMT)


Removed an unused variable and the autoconf config.h stuff.
(was hunting down why audio isn't working on solaris and figured
I'd clean up the warning)

Kent
November 30, 2004, 13:06 (GMT)
On report from IRC: expand/shrink selection (CTRL + numpad-plus/minus) did
not work with edge/face selection modes correctly yet.
November 30, 2004, 02:27 (GMT)
Scripts:
- Fixes by Jean-Michel Soler: mod_ai2obj.py, mod_svg2obj.py;
- Fixes by Campbell Barton: obj_import.py;
- Small fix to mod_meshtools.py (fixes bug #1605: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1605&group_id=9);
- Updates by Jean-Baptiste (Jiba) to his blender2cal3d.py;
- Updates to all his import / export scripts (added doc data) by Anthony D'Agostino;
- Update to off_import: support for uv data, by Arne Schmitz.

BPython:
- Removed Object.get and .getSelected (deprecated long ago, we use .Get and .GetSelected) -- fixes #1861: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1861&group_id=9
- Applied patch by Michael Reimpell: quat.c - fix for wrong initialization with newQuaternionObject; Mathutils documentation improvements.
- Stani reported a wrong return msg in IpoCurve.Get (that is unimplemented).

Thanks to all coders mentioned above!
November 29, 2004, 20:36 (GMT)
fix for #1590, possible fix for #1849 (to be confirmed)
OpenAl is subtly different on each platform. Os X need the alutinit/exit stuff
November 29, 2004, 12:57 (GMT)
Fixed fgon issues;

- removed rule restricting to co-planar fgons; isn't useful anyway. Now
allows to fgonize the entire surface of a tube :)
- Hide/Reveil fgons cleared fgon flags
- Reveil ended with wrong selection status for verts/edges... solved with
correctly using EM_select_edge and EM_select_face
November 29, 2004, 12:15 (GMT)
Bug reported by Wavez;

Leftmouse select option doesn't work with "Emulate 3 button mouse" option.
The latter maps middle mouse to ALT+leftmouse, frustrating loop select for
example.

Add tooltip to say this, made option to disable automatic on load (version
check) and made buttons redraw to show option being disabled.

Note; wrapping middle mouse to ALT+RMB will frustrate 1 button mices... the
current code for leftmouse-select is a hack at best, better do this good
when we have proper event handlers system.
November 29, 2004, 05:33 (GMT)
bug #1897: Added check to make sure plugin actually loaded correctly.
November 28, 2004, 23:11 (GMT)
Ack, previous commit (4 hr ago) cancelled out recalculating lookop tables
for Gaussian filter.
November 28, 2004, 22:29 (GMT)
Improved rule for selecting objects in solid view, the old method skipped
selection when clicked object was already active (didnt deselect others,
nor select active when it was not selected).
November 28, 2004, 19:48 (GMT)
Fixed something that annoyed me for ages;

In Object mode, Solid drawing, selection was just always not what you
wanted, the rules for wireframe (cycling) can't be used then.

New rule is;
- it always selects the frontmost visible item (wires in solid too), unless
- frontmost is active already, then it picks the 2nd
- mouse didnt move 2 pixels while selecting, then it starts cycling

Works nice :)
November 28, 2004, 18:35 (GMT)
Bug fix #1903

Bug in Nurb Surface orco, causing illegal pointer to be set, and crash.
Another oldie, pre-2.25!
November 28, 2004, 18:14 (GMT)
Fix for #1902

For composting sky behind alpha, a gamma corrected alpha_under was used,
but Blender didnt make the gamma tables unless OSA was set.
Old bug!

Changed; while rendering with "Backbuf" that doesn't exist, blender still
renders, but without backfbuf now. It used to stop render and return, with
only a print in console... confusing.
November 28, 2004, 14:28 (GMT)
Fix for unified rendering;

Gaussian sampling/rendering now supported too!
Also corrected gamma corrected adding of colors, which gives better alpha
and blending with sky than normal render does. The latter I could check
once too...
November 28, 2004, 12:14 (GMT)
cleaning commit
shut the warnings GCC was producing for Os X
November 28, 2004, 11:32 (GMT)
Not really bug, but fix for report in tracker;

Added more support for lasso select; it now does:
- UV FaceSelect
- Editmode curve, surface, lattice

Missing: MBall and Armature; these make use of opengl selection still.
November 28, 2004, 10:31 (GMT)
Bug fix #1842, "black scanlines appear in render on windows".

Thanks to Brecht & Valgrind, found 2 cases for unitialized variables in
the render code. Both were for 2D texture input (Window and Sticky) which
didn't initalize a the third coordinate. Goes fine for 2D textures, but not
for 3d ones :)
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021