Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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February 22, 2012, 16:08 (GMT)
bmesh python api change in internal behavior.

* Only have 1 python object per bmesh, vertex, edge, loop, face.
* Store pointers back to the python data in a custom data layer so as not to use more memory for normal editing operations (when pythons not running).
* Currently this data is created and freed along with the BMesh PyObject.
* Incidentally - this fixes comparisons for bmesh elements which wasnt working before.
February 22, 2012, 15:35 (GMT)
Style code cleanup and consistancy (mainly spaces around assignements, C++ comments to C, and misc spaces/tabs cleanup). No functional change.
February 22, 2012, 15:04 (GMT)
Cycles: improve the Oren-Nayar BSDF (roughness value for Diffuse), to avoid
undesired dark rings, and give more accurate lighting when the light is
behind the object. As a bonus, the code is simpler & faster.

Patch by Yasuhiro Fujii, detailed explanation here:
http://mimosa-pudica.net/improved-oren-nayar.html
February 22, 2012, 14:55 (GMT)
fix 2 small bugs
* Ctrl+Click extrude wasnt normalizing the quaternion (was printing warnings)
* bmesh bevel was supposed to add a float layer and remove, but removing passed the mask define of the customdata layer.
February 22, 2012, 14:19 (GMT)
Multi File Output Node:
* Some small UI tweaks, grey out image settings rather than hide and made it a bit more compact.
February 22, 2012, 13:15 (GMT)
Fix freeing of NULL pointer in array modifier.
February 22, 2012, 12:59 (GMT)
Fixed compilation error after recent node commit.
February 22, 2012, 12:54 (GMT)
add slice access to bmesh sequences.
eg:
verts = bm.verts[1:-7]
February 22, 2012, 12:28 (GMT)
BMesh-py attributes (readonly):
* is_valid (all types)
* is_wire (verts/edges)
* is_boundry (edge only)
* is_manifold (verts/edges)

also corrected own error, missed updating BMesh operator formatting char (broke erase only-faces)
Revision 3bae60d by Lukas Toenne
February 22, 2012, 12:24 (GMT)
Adds a new node type for saving multiple image files from a single node.

Unlike the existing file output node this node has an arbitrary number of
possible input slots. It has a base path string that can be set to a general
base folder. Every input socket then uses its name as an extension of the base
path for file organization. This can include further subfolders on top of the
base path. Example:

Base path: '/home/user/myproject'
Input 1: 'Compo'
Input 2: 'Diffuse/'
Input 3: 'details/Normals'

would create output files
in /home/user/myproject: Compo0001.png, Compo0002.png, ...
in /home/user/myproject/Diffuse: 0001.png, 0002.png, ... (no filename base
given)
in /home/user/myproject/details: Normals0001.png, Normals0002.png, ...

Most settings for the node can be found in the sidebar (NKEY). New input sockets
can be added with the "Add Input" button. There is a list of input sockets and
below that the details for each socket can be changed, including the sub-path
and filename. Sockets can be removed here as well. By default each socket uses
the render settings file output format, but each can use its own format if
necessary.

To my knowledge this is the first node making use of such dynamic sockets in
trunk. So this is also a design test, other nodes might use this in the future.

Adding operator buttons on top of a node is a bit unwieldy atm, because all node
operators generally work on selected and/or active node(s). The operator button
would therefore either have to make sure the node is activated before the
operator is called (block callback maybe?) OR it has to store the node name
(risky, weak reference). For now it is only used in the sidebar, where only the
active node's buttons are displayed.

Also adds a new struct_type value to bNodeSocket, in order to distinguish
different socket types with the same data type (file inputs are SOCK_RGBA color
sockets). Would be nicer to use data type only for actual data evaluation, but
used in too many places, this works ok for now.
February 22, 2012, 12:11 (GMT)
Fix #30290: Shape Keys not working as expected

New method of vertex shapekey propagation didn't restored coordinates in
me->mvert array which lead to unwanted deformation of basis mesh and
lead to issues like described in the report.
February 22, 2012, 12:04 (GMT)
bmesh py api add connectivity attributes - to access adjacent data.
February 22, 2012, 11:52 (GMT)
bmesh py api - function to remove vert/edge/faces
February 22, 2012, 11:31 (GMT)
bmesh python api - add BMEdge.verts, also had to add VERTS_OF_EDGE iterator in bmesh's api.
February 22, 2012, 10:41 (GMT)
bmesh py api - generalize bmesg sequences to use the iterator type and optionally another bmesh element.

This allows BMFace.verts to be added without defining a new sequence type.
February 22, 2012, 09:19 (GMT)
initial bmesh python api.

corrently allows to create and loop over verts/edges/faces, access selection and selection modes.

this is still WIP, access to face, edge verts is still missing, no access to UV's, no access to editing operations yet.

When the api is ready it will be documented by sphinx like mathutils, blf, aud.
February 22, 2012, 09:15 (GMT)
utility functions to convert between flags / sets, without depending on RNA API.
February 22, 2012, 09:13 (GMT)
correct exception - was using a TypeError when should be a ValueError.
February 22, 2012, 08:25 (GMT)
Fix #30276: mesh subdivision shorcut with maya preset

Added subdivisions shortcut for mesh editing mode to maya preset.
Not actually sure such shortcut present in Maya, but seems to be logical
to have it both object and edit modes.
February 22, 2012, 08:16 (GMT)
Made Maya keymap working again.
Keypam for midpoint knife cutting was disabled for a while due to
midpoint toggle was moved to a model keymap and i'm not sure how to
start operator with midpoint enabled by default.
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