Blender Git Commits

Blender Git "master" branch commits.

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December 18, 2003, 01:37 (GMT)
Yay! Bevel is back in business. Thanks to intrr for pointing out the problem (flag check missing).
Revision 4b813c5 by guignot
December 17, 2003, 14:15 (GMT)
Modification of the function getCurvecurval suggested by Jiba. This function can take an integer argument (the position of the curve) or a string (the name of the curve)
Updated documentation in doc/Ipo.py
December 17, 2003, 04:27 (GMT)
Nathanael Law's fix to make numerical input more compatible with axis constraints.

I thought this was a nice addition, so I'm commiting it.

To Ton for easier changelog creation: When constraining to an axis, numerical input is limited (and will switch automaticly) to that axis.

Original e-mail
-------------------------------
I was playing with the axis constraints for grab and scale transforms
and I thought that the behavior was slightly illogical. Without axis
constraints, I think everything is great, but once a constraint is used
some irregularities show up. (Note, this is not a bug, it's more of a
possible improvement)

When you enter grab or scale mode, then constrain the transformation to
a
particular axis, then enter numeric entry mode by hitting a number or
'n', there is no reason for you to try and edit the numeric value of a
non-constrained axis which is the current behavior.

E.g. You grab an object and want to move it along the z-axis, so you
enter grab mode and either hit 'z' or the middle mouse button and you
move the mouse to get an idea of how it looks. You decide that you
want to use a value of +4.2 with numeric entry; now you have to enter
the following sequence: 'g', 'z', 'move mouse', 'tab', 'tab', '4.2',
'enter'. However, you're already constrained to the z-axis, so you
should not have to enter 'tab', 'tab'.

The included patch changes the behavior of grab and scale transforms so
that if you are constrained to an axis, and enter numeric entry mode
via
'n' or by hitting a number, you will immediately begin editing the
appropriate axis, and will not have to hit 'tab'.

This may not seem like a big improvement (because it's not), but I feel
that it improves the workflow of a commonly used task slightly and does
not negatively impact any other aspects of the program.

I welcome feedback on this idea.

--
- Nathanael Law <njlaw@xyrodian.com>
December 17, 2003, 04:16 (GMT)
Fix for the bevel wrapping face detection algorithm. Still some case where quad will wrap. From the test I did, this seems to happen most of the time with MAJORLY non-coplanar faces. Still trying to find a final fix that would work all the time.
December 16, 2003, 16:07 (GMT)
- shadeless rendering fixed!
error was due to new localized render result code... and of course only
shading and tracing was tested :)
December 16, 2003, 14:12 (GMT)
Another commit for raytracing, now with glass refraction & fresnel!
Changelog:

- enable refraction with button "Ray Transp" in Material buttons.
- set "Angular Index" value for amount of refraction.
- use the "Alpha" value to define transparency.
- remember to set a higher "Depth" too... glass can bounce quite some
more than expected.
- for correct refraction, 3D models MUST have normals pointing in the
right direction (consistently pointing outside).
- refraction 'sees' the thickness of glass based on what you model. So
make for realistic glass both sides of a surface.

- I needed to do some rewriting for correct mirroring/refraction,
especially to prevent specularity being blended away.
Solved this with localizing shading results in the rendercore.c.
Now specularity correctly is added, and reduces the 'mirror' value.
- Localizing more parts of the render code is being planned. The old
render heavily relies on struct Render and struct Osa to store globals.
For scanline render no problem, but recursive raytracing dislikes that.

- done test with gamma-corrected summation of colors during tracing, is
commented out still. But this will give more balanced reflections. Now
dark reflections that are reflected in a bright surface seem incorrect.

- Introduced 'Fresnel' effect for Mirror and Transparency. This
influences the amount of mirror/transparency based at viewing angle.
Next to a new Fresnel slider, also a 'falloff' button has been added to
define the way it spreads.
- Fresnel also works for Ztransp rendering

- created new Panel for Raytrace options
I have to evaluate still where it all should be logically located.
- material preview shows fake reflection and fake refraction as well.
Revision 356cf79 by Chris Want
December 16, 2003, 01:27 (GMT)
OK, My turn to break things ...

The maximum vertex count for a mesh has been raised from 65000 to
2000000000L (yep, 2 billion!).

Please test!

Chris
Revision e4d63d5 by Chris Want
December 16, 2003, 01:15 (GMT)
The final piece to make blender build with the new python stuff
using the Makefiles (an #include was #excluded). Thanks
for doing the rest of it, Willian!
December 16, 2003, 00:17 (GMT)
Trying again to fix build problems with traditional makefiles.

I took a look at how other BPY_* functions were working in blenkernel/
and got to bad level calls (ah, so this is what that is for...).
As a test, I added BPY_clear_script to the "stubs", argh. If this works,
I'm curious: are these bad level calls needed only by some targets (irix)
because of peculiarities in compiler linkage?

Thanks again, Chris, if this doesn't work, I'll move or copy the function to
script.c, probably, also adding Python.h to it.
December 15, 2003, 18:18 (GMT)
Chris reported build errors w/ traditional makefiles.
This commit moves the 2 undefined references to BPY_interface.c and
changes things a little, hopefully fixing the problem. I had to add a new dir,
source/blender/include/ to auto*'s Makefile.am in source/blender/python/.

Thanks Chris for the report, and Jiri, for adding a missing declaration.
Revision 436bb96 by Jiri Hnidek
December 15, 2003, 16:06 (GMT)

- added declaration SpaceType *spacescript_get_type (void);
December 15, 2003, 14:18 (GMT)
- fix for particle duplicators:
when an object has an Ipo, the timing for each duplicated Object is
corrected for the lifetime of particle. Looks great!
Remark: this won't work for object location (is at particle) or for
particle type 'Vect' which gives a rotation already. But now you can
scale an object small, and let it grow over time.
December 15, 2003, 04:38 (GMT)
BEVEL FOR MESH **** LONG LOG WARNING ****

The interesting part:

Bevelling functions for meshes.
Accessible through the Wkey menu.
You then have to enter the recursivity level (Warning, don't use 3 on a big mesh) and interactivly set the bevel width by moving the mouse. It draws the new faces in yellow. Ctrl constraint to 0.1 multiples, Shift switches to low gear, Space to type a value directly.
Support for selective bevelling isn't really working yet, so be sure to select all the vertices beforehand.


The less interesting part:

Code done by intrr (logical stuff, how the algorithm works) and me (math stuff and the interactive bevel width code).

The splitting and bevelling algorithm is not yet fully optimized, and the face shrinking math still doesn't like too big bevel width values. So this will have to be cleaned too.

Selective bevel is on the list next.

If you have any questions about how the code works, send the questions regarding the logic of the method to intrr and math questions to me.


This is very much testing code (or should I say teasing code), so please don't flood me with bug reports. (This excludes OFFICIAL Blender developpers who were there at the meeting and pretty much know what the limitations of the code is and what it should do.)
December 15, 2003, 03:24 (GMT)
Projectfiles fixes for new script space code thingy
December 15, 2003, 03:13 (GMT)
Some fix for local axis translation in edit mode. Sorry, I've fixed that weeks ago but never commit, so I really don't remember what the actual bug was. :o(

It wasn't from the bugtracker though.
Revision 67dab4a by Matt Ebb
December 14, 2003, 13:25 (GMT)
Updated some pulldown menus to be more consistent within themselves, and with the new guildelines.
December 14, 2003, 01:18 (GMT)
BPython - first step for better integration of Python in Blender:
- add a new space: Space Script
- add a new dna struct: Script
- add these two properly everywhere they are meant to

It's not a tiny commit, but most of it is ground work for what is still to be done.
Right now the benefits should be: freeing the Text Editor to be used in a window even while a script w/ gui in "on" and letting more than one currently running script w/ gui be accessible from each window

Some files are added, so some build systems (not autotools) will need updates
Revision 6653af7 by guignot
December 13, 2003, 17:15 (GMT)
support for curve objects.(the code was ready, but commented out)
modified functions : New and Object_shareFrom
Revision 0a9f635 by Roel Spruit
December 13, 2003, 13:41 (GMT)
I'm not quite awake yet. commiting wrong things all over the place... part3 of a simple commit, see my previous 2 commits...
Revision 29f6869 by Roel Spruit
December 13, 2003, 13:04 (GMT)
Merge at center and at cursor update vertex-counter in the header.....
I will try to remember this stuff for my new stuff :)
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