Blender Git Commits

Blender Git "master" branch commits.

Page: 5498 / 5574

January 5, 2004, 00:06 (GMT)
- Revert to NaN makefiles
January 4, 2004, 22:10 (GMT)

Basic initial yafray integration by Eeshlo.

Materials are exported the best we can do by now. It will look almost as in
blender except for the missing procedural textures and some minor issues.
You have to tweak normal modulation amount to get the desired result cause
is not the same in yafray.

We added a panel in render space to adjust some yafray settings (GI and so)

Also we export transparency and reflection using new raytracing settings,
but that will be changed and improved soon.

Remember that you have to set YFexport path in user defaults and yafray must
be on path (version 0.0.6)

We added the "yafray" button to activate all this stuff in the render window.
Panel and settings are only shown when checked.

So now when activated the code calls yafray export instead of the internal
renderer and finally the resulting image is loaded back into render window's
buffer. So animation is also possible and results can be saved using blender
usual scheme.
January 4, 2004, 21:42 (GMT)
Forgot to add some lines and cleanup in the makesdna/intern/SConscript file.
The makesdna tool is SDL 'aware', but I forgot to pass some crucial flags to
the build command.
While working in that file, did some cleanup to make it more consistent with
the other SConscript files.
January 4, 2004, 21:32 (GMT)
- oren nayar call didnt return float value... but still worked on my
system, and gcc refuses to see it as warning. weirdos!
this caused previewrender to show black for oren nayar.
January 4, 2004, 21:11 (GMT)
SCons build system files added.
You'll need SCons (www.scons.org) to build.
Platforms currently working:
* Linux (me)
- options for quicktime, openal and international disabled
- uses the system libs and include files for building - no option to build
with the precompiled libraries yet.
* Windows (jesterKing)
- builds with quicktime (optional)
- builds with openal (optional)
- builds with international support (optional)
- Use the DOS box to build
- builds with precompiled libraries
* Irix (Hos)
- Uses default Irix compiler
- Not all optimization levels correct yet
- options for quicktime, openal and international disabled
- builds with precompiled libraries
* Cygwin (me)
- has a problem in the linking stage
- uses free build tools (gcc)
- options for quicktime, openal and international disabled
- uses the system libs and include files for building - no option to build
with the precompiled libraries yet.
* MacOS (sgefant)
- builds with quicktime (optional)
- options for openal and international disabled
- builds a nice bundle
- builds with precompiled libraries

Thanks to IanWill for a bugfix in the Linux build.
Note: This is a work in progress. A lot still has to be done - for example the
optional parts are only to be enabled by directly setting 'true' or
'false' in the SConstruct file. This needs to be moved to a user config
file. Also, the .o/.obj files are stored in the source tree. This needs
to be fixed as well.
The game engine is not yet built.
Revision 2572db0 by Chris Want
January 4, 2004, 17:11 (GMT)
Fixed a problem where duplicating bones with a freshly created
armature would segfault (access to a non-existent pose).
January 4, 2004, 13:27 (GMT)
- changed calculus for area light to use double precision. Using float
already gave noise with area size of 0.1.
Limited buttons to minimum value of 0.01 for area light. For people
who want smaller they can scale it down in 3d, effectively reducing
the energy then as well.
Revision bf541a5 by Chris Want
January 4, 2004, 07:47 (GMT)
Returning the copy/paste/'paste flip' buttons to the 3D window header
while in pose mode.
Revision 2c4e3d4 by Chris Want
January 4, 2004, 06:11 (GMT)
Adding a call to countall() to the select non-manifold, select more,
and select less features.
Revision 9f00955 by Chris Want
January 4, 2004, 03:39 (GMT)
A few related bug-fixes/refinements

* A patch to make sure that constraints on bones that point to
external objects are evaluated correctly (and that the bones that
depend on these bones are evaluated correctly, etc, ad nauseum).
This addresses some of intrr's issues (the blender-related ones,
that is).

* Make sure that deformed displists are updated when the user
manipulates any of the constraint buttons.

* Added a nice little function, ik_chain_looper(), that executes a
callback for every bone in an IK chain.
January 3, 2004, 22:05 (GMT)
- removed dead reference to UserStruct, causing problems in some builds.
Revision e835de4 by Matt Ebb
January 3, 2004, 13:44 (GMT)
Woops! Forgot an #include, and rude old GCC didn't even let me know.
Revision 5596d88 by Matt Ebb
January 3, 2004, 13:36 (GMT)
* Small tweaks to improve button positioning in the headers
Revision b4c2362 by Matt Ebb
January 3, 2004, 13:35 (GMT)
* Preliminary UV/Image header menus

Again, there are still a couple of commented out items that will continued to be worked on. Committed for testing, etc.

Also forgot to mention in the previous commit, thanks to Monkeyboi for some help gathering items for the UV/Image, Action, NLA menus.
Revision 6669831 by Matt Ebb
January 3, 2004, 13:13 (GMT)
* Preliminary NLA header menus

A couple of items are still commented out in the code, that still need to be implemented. I'm committing this now, so people can test/help ;)
Revision c9a7e4b by Matt Ebb
January 3, 2004, 09:22 (GMT)
* Ported mesh editmode 'select random' from tuhopuu by popular request

Description:
Mesh editmode header/toolbox: Select -> Random...

Randomly selects a user-set percentage of vertices, adding to the current selection.

* Modified some menu entries to be consistent with the guidelines doc.

* Added 'Align Active Camera to View' in 3D View menu
January 3, 2004, 06:52 (GMT)
- constline was overwriting stack (this patch brought to you by VC7's
nifty runtime stack corruption detection).
Revision 8ae5f17 by Chris Want
January 3, 2004, 06:50 (GMT)
Duplicating bones in edit mode now also duplicates the constraints
associated with that bone ... if the constraint subtarget bone is
also duplicated the new constraint points to this new bone as it's
subtarget.
Revision d2787f1 by Chris Want
January 3, 2004, 06:27 (GMT)
When a bone is renamed, all constraints that point to it are
updated with the new name.
Revision 9f0123d by Chris Want
January 3, 2004, 06:01 (GMT)
Three new selection techniques in mesh edit mode, two of which are
controversial:

* "Select non-manifold geometry" via ctrl-alt-shift-M, or through
the menu or toolbox. Great for troubleshooting weirdness on a
subsurf, or for preparing a mesh for decimation or for rapid
prototyping.

* "Select more" via ctrl-PADPLUS, or through the menu or toolbox.
If a selected vert shares an edge with an unselected vert, the
unselected one gets selected too. Similar to PADPLUS in wings3d.
This is controversial because maybe it would be more useful to
select all of the verts that share a face (instead of just an
edge) with a selected vert -- what do *you* think?

* "Select less" via ctrl-PADMINUS, or through the menu or toolbox.
If a selected vert shares an edge with an unselected vert, the
selected one gets unselected too. Similar to PADMINUS in wings3d.
Also, selected non-manifold geometry becomes unselected. This is
controversial because of the non-manifold stuff ... is it needed?
What do *you* think?
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021