Blender Git Commits

Blender Git "master" branch commits.

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November 1, 2004, 15:21 (GMT)
Last new feature before release; patch provided by Goran Kocov.

In DisplayButtons, Panel "Output", a new slider "Dither" allows to add
random noise dither to rendered output. It works on sky as well as solid
and transparent. Note however that in OSA render, the Unified Render gives
much better results, since that render nicely delivers full scanlines of
high definition color. The old render mode isn't well suited for this
postprocess.

A dither value of '1.0' will exactly add maximum of 1.0/256.0 to the
pixels.

Potential improvements for next releases;
- regular patterns
- dither per color channel
- not only add, but also subtract dither

Also note that this gives best results for print work or stills. Animating it
gives slight visible noise. Also runlength compression wont really work, and
Jpeg needs to be given higher quality too.
Revision a731d22 by Kent Mein
November 1, 2004, 14:25 (GMT)


Needed to include <math.h> on solaris for some odd reason for their
c++.... so I ifdefed it.

Kent
Revision 4894785 by Kent Mein
November 1, 2004, 14:06 (GMT)


Cast 0 as unsigned int for sun's CC to get rid of this:
"BP_ProxyList.h", line 60: Error: Cannot use std::pair<BP_Proxy*, int> to initialize std::pair<BP_Proxy*, unsigned>.

Kent
November 1, 2004, 12:42 (GMT)
Fix for #1722

Reported was that padplus/padminus doesn't do a zoom in the NLA or Action
windows. Was missing since very beginning! :)
Found conflict with the new NLA strip move up/down, but using the pad
keys for that is a bit too inconsistant. I've now made it using the
PageUp/PageDown and normal plus/minus keys... Hos could check on this
though!
November 1, 2004, 12:11 (GMT)
Making Curve objects display smooth/solid was nice, but then the Surface
Objects should do that too, right? Bad testing... tsk! :)
November 1, 2004, 10:59 (GMT)
Select Menu patch, as provided by Campbell Barton, but recoded to make it
a nice separate function, reducing code size to half and keeping it
readable code :)

Functionality; while holding ALT on a mouse-select, a menu will pop up
displaying all Objects that can be potentially selected. Maximum 22
objects will be displayed. When only one object is found it selects it
automatically, otherwise it allows the user to select/activate by the
menu.
October 31, 2004, 21:45 (GMT)
Bugfix for #1717 http://projects.blender.org/tracker/index.php?func=detail&aid=1717&group_id=9&atid=125
Scaling with PET with numerical input used a three axis input while it only gave access to one.
Made it use and give access to only one as it should.
October 31, 2004, 21:11 (GMT)
- Bug #1714; editmode undo error when ESC after extrude (missing undopush)
- Curve Join now moves all curves to 2D (if its 2D)
- FGon extrude keeps FGon flags correctly
- After Append undo-push added
- In almost all Ipo editing commands; undo-push added
- Icons in outliner now all consistant grey
- Zoffs button had to 20 high (hmetal :)
October 31, 2004, 21:08 (GMT)
Updated blenderbuttons image
October 31, 2004, 20:18 (GMT)
Bug #1721

Crash reported on combo of append object, do global undo, and re-append
same object. Appears to be an open filehandle...
October 31, 2004, 17:46 (GMT)
Serious omission; select-all also selected hidden vertices/edge/faces
Bad me!
October 31, 2004, 14:52 (GMT)
Fix for #1713

Snap-to on 2D curves could move points out of 2d space...
October 31, 2004, 14:51 (GMT)
Fix for #1715

Old & annoying; error() menu doesnt work while rendering, and is still
called for many occsasions. Error also caused Blender window to screw up.

Now error() just prints during render.
October 31, 2004, 13:51 (GMT)
Just some nice updates in drawing (extruded) Curve objects;

- display of 'smooth' or 'solid' is correct now
- standard bevel and extrude displays in 'smooth' correctly now (with sharp
edges where you expect it)
October 31, 2004, 10:52 (GMT)
Three cosmetic changes;

- removed obsolete ">>" from several menu buttons
- removed convert to cardinal/bspline buttons, dont work you know :)
- made sure a HOME event on ActionWindow works on epty window too
October 31, 2004, 04:09 (GMT)
BPython -- a few fixes:

-- fixed bug #1689:
http://projects.blender.org/tracker/?func=detail&atid=125&aid=1689&group_id=9

Reported by Tom Musgrove (thanks), the problem was that Window.QHandle was not passing events to windows that had id's below the current active window. It was a stupid mistake (mine), the code was iterating from curarea instead of from the first area in the areabase list.

-- fixed bug #1568:
http://projects.blender.org/tracker/index.php?func=detail&aid=1568&group_id=9&atid=125

Stephen investigated the problem, reported by Gabriel Beloin, and left hints in the bug report, thanks :). I also implemented what he suggested, now Effect.Get('objname') returns a list with all objname's effects and as before, Get('objname, position') returns the effect at position 'position'. Ref doc already updated.

-- Allowed menu registration lines to appear commented out -- Python comments: '#', of course -- (suggested by Michael Reimpell) in scripts:
Some Python doc tools need the doc strings between triple double-quotes, so to avoid conflicts scripts writers can now comment out the registration code, it should work anyway. Michael also provided a patch for this a few days ago, too (thanks), but to keep changes at a minimum because of proximity to a release I didn't use it.
October 30, 2004, 22:53 (GMT)
ESC during scanfill (triangulate) delivers corrupted memory
(well, not on OSX to be noticed :). Discovered thanks to adding filling
of curves in Solid display, and bugreport of intrr that ESC in grabbing
curve gives weird corruption.
October 30, 2004, 21:18 (GMT)
Found critical error in using pulldowns and toolbox menus; after returning
from menu code, it left the main window active (for global draw), this
sometimes could screw up drawing calls after... as happens when a command
is executed that draws immediate.

Now the previous window is restored before a menu command is executed
October 30, 2004, 20:46 (GMT)
For solid display of curves in editmode; found fix (thnx intrr :) that
hopefully prevents weird results in grabber... error was that the
editNurb was not used for triangulating.

Also; added drawing the wire as extra in solid display editing curves...
that for unfilled curves as well.
October 30, 2004, 19:12 (GMT)
Fix for ALT+B loopselect, in Z-culling selection mode...
Order of drawing had to be flipped
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021