Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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Revision c691b2b by Joseph Eagar
July 24, 2009, 07:39 (GMT)
edge and loop select work in uv editor again.
Revision dbd5c5b by Joshua Leung
July 24, 2009, 06:51 (GMT)
2.5 - Animation Tweaks (KeyingSets/NLA)

* Insert Keyframes menu now only displays the 'active keyingset' entry when there are some KeyingSets.

* Moved the validation code for auto-blending/extend modes to NLA editor code, and included calls for this in many of the editing tools for NLA strips.

* Removed obsolete 'ID_IPO' entries from RNA-ID wrapping (these were commented out anyway).
Revision 0f4fd4f by Joshua Leung
July 24, 2009, 06:08 (GMT)
NLA - Auto-Blending + 'Smarter' Extend Behaviour

* Auto-blending (blend in/out values get determined based on 'overlaps' of strips) now occurs after transforming strips. Where islands (continuous chains of strips) occur, only the ones on the ends of the islands will get or contribute to auto-blending.

* Extend modes (other than 'nothing') now get automatically determined (after transforms) so that moving strips will no-longer cause problems.

* Added a new option to hide influence curves in NLA. Also, made the line widths for these curves narrower, since the old setting was too ugly.

* Pose copy/paste buffer now gets freed on exit
July 23, 2009, 22:45 (GMT)
blender wasn't building on my system because of this, cant this use notifiers?
July 23, 2009, 21:50 (GMT)
2.5: Render/Game Engine

An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.

* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.

July 23, 2009, 21:35 (GMT)
2.5: Top Menu

* Clean up File menu, added back recover last session op.
* .blend compress now behaves a bit different, previously
it would only respect the user preference. Now it saves
existing files the same way they are saved, and new files
following the user preference. The save operator has a
Compress toggle in the file browser left panels now.

* Add menu working again, some fixes to make these operators
work outside the 3d view were needed.
* Timeline menu removed, its contents will be moved to the
timeline header menus.
* Game menu can now start game, changed the start game op
to choose another 3d view if none is available.
* Render menu has a few items now.
* Help menu contains a few links again.

July 23, 2009, 20:50 (GMT)
2.5: UI

* Fix issue where it would automatically scroll when collapsing panels.
* Fix panel dragging not taking zoom level into account.
* Fix enum menu having too small default width in headers.
* Fix tooltips not showing shortcuts etc. if there was not tooltip
defined for the button.
* Fix some refresh issues with color ramps.

* Add a bit more space between columns in the layout engine.
* Make scrollers darker so they are less distracting, and highlight
instead of reverse shading when dragging.

July 23, 2009, 20:40 (GMT)
2.5: Various

* Buttons header: made tab buttons bigger, remove view menu,
replaced by RMB menu in main region.
* Timeline header: tweak button placement and alignment, added
a play reverse icon.
* Window type chooser menu: removed audio and scripts windows,
change console and logic icons.
* Node space: disable the channel region until it is used.

July 23, 2009, 15:57 (GMT)
API:
- freeing strings returned by RNA struct functions in RNA_parameter_list_free

Unit tests:
- check that BKE_export_image actually creates a file. This test is becoming dangerous: it creates and deletes files under /tmp.

Having written this complicated test function I now realize it's much easier to write tests in a scripted language, which gives more
freedom in expressions and need not be compiled.
July 23, 2009, 14:35 (GMT)
Various layout tweaks. Improved game buttons, made minor adjustments to lamp, scene and fluids.
Revision f3f89eb by Matt Ebb
July 23, 2009, 14:20 (GMT)
cmake updates for compiling with prebuilt py 3.1 on osx
July 23, 2009, 13:48 (GMT)
pyrna,
calling rna functions with the wrong argument type would raise an error like..
expected a string type

Added an error prefix so now the message is..
TypeError: UILayout.item_enumO(): error with argument 3, "value" - expected a string type

July 23, 2009, 12:55 (GMT)
API:
- replaced BKE_copy_images with BKE_export_image, now it handles only one image at a time, this is better since for exporters it is
easier to export one image at a time writing new image path to a file
- exposing BKE_export_image in RNA as Image.export, interestingly, RNA allowed me to define a function with PROP_STRING return type
although it doesn't free memory, will fix that in the next commit
- removed bpy.util.copy_images

Unit tests:
- re-wrote a test for BKE_export_image, it's more compact now
- moved unit tests to the creator module to avoid another executable, now running tests with `blender --test`
- as before, unit tests are built only if WITH_BF_UNIT_TEST is non 0
July 23, 2009, 12:31 (GMT)
autocomplete wasn't working
July 23, 2009, 11:48 (GMT)
If <geometry> is instaciated through <controller>, it will be imported.
Revision 17a9b3e by Janne Karhu
July 23, 2009, 00:19 (GMT)
External cache

Particle point cache can now be loaded from external files.
- Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier.
- External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback.
- External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where:
* "identifier" is a freely choseable name.
* "frame" is the cached frame number.
** Six digits padded with zeros!, for example "000024".
* "index" can be used to tell caches with the same identifier apart.
** Two digits starting from zero.
** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1.
- Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members:
* 3 floats: particle's location vector
* 3 floats: particle's velocity vector (per second)
* 4 floats: particle's rotation quaternion
* 3 floats: particle's angular velocity vector (per second)
* 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name)
- Cache files don't have to exist for each frame.
* Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported).
- Cache file formats with extended (or reduced even) data members are in future plans for easier usage.
- Current code only does particles, don't yet know if it's applicable to cloth or sb.
- Known issue: endianness can't yet be handled in any way.

Other changes:

New hard limits for many particle parameters. Some examples:
- Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode.
* Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system.
- Maximum amount of children: 100k children/particle (1T childparticles here we come :D)
- Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards)
- Path draw steps: 10 (power of 2 remember)
- Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
July 22, 2009, 23:27 (GMT)
Second attempt for properly releasing temporary objects and their data
blocks in BlenderStrokeRenderer::~BlenderStrokeRenderer().
Revision afbc555 by Joseph Eagar
July 22, 2009, 22:35 (GMT)
bmeshafied uv unwrapping ops. for lcsm (unwrap), which only takes triangles, I used scanfill to tesselate ngons, which mostly works. scanfill however doesn't always generate nice enough tesselations for lcsm to work properly; the solution is to write a version of beauty fill (which basically turns an arbritrary triangulation into a constrained delauney triangulation) for scanfill, and use it to clean up the tesselations.
Revision b6db4f8 by gsr b3d
July 22, 2009, 22:12 (GMT)
Change to avoid trigraph confusions.
July 22, 2009, 19:50 (GMT)
less verbose subtyping Py/C API code, use PyObject_CallFunction which supports packing the function args into a string.
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