Revision 6fcae7b by Campbell Barton October 19, 2006, 23:21 (GMT) |
added TwoSide to texface specials menu added a menu for texface copy - Ctrl+C in Face Mode |
Revision 57f01fd by Jens Ole Wund(bjornmose) October 19, 2006, 22:01 (GMT) |
more softbody goodies: SB collision targets may be picked up from modifier stack works fine with static targets having subsurf and/or array mofifiers see--> http://www.wund.homepage.t-online.de/hidden/Mstack.blend http://www.wund.homepage.t-online.de/hidden/Mstack_II.blend however when calulating the SB object dynamics the vertices of the 'deform only' m-stack result are used so SB <-> SB may look strange subsuf modifier is applied to SB object after doing SB dynamics (that is: colliding mesh is subsurfed, SB is not ) subsurfed SB cubes colliding link --> http://www.wund.homepage.t-online.de/hidden/ColSelfMod.blend or may give unwanted results subsuf and array modifier is applied to SB object after doing SB dynamics link --> http://www.wund.homepage.t-online.de/hidden/ColSelfMod_nobug.blend last, modifiers that change vertex locations in time (like waves) suffer from not beeing seen at needed time resolution (SBs see colliders static in a frame) well but that's beyond the limits of the current dep-graph use and needs to be resolved on design level anyhoo have fun BM |
Revision 1730b7b by Campbell Barton October 19, 2006, 21:56 (GMT) |
Fix from Bob Holcomb, some materials could be floating point value, I have only had this from Cararra generated 3ds files. |
Revision d1066fc by Nathan Letwory October 19, 2006, 12:35 (GMT) |
==SCons== * Source Browser support. When BF_DEBUG=1 .bsc-files will be created in BF_BUILDDIR. .pdb-files are in the root source dir |
Revision ba4f678 by Nathan Letwory October 19, 2006, 05:06 (GMT) |
* Verse username for blender avatar can be set in userprefs (System&OpenGL). The name defaults to the old form. |
Revision e259923 by Geoffrey Bantle October 18, 2006, 06:06 (GMT) |
-> Triangle to Quad bugfix Last minute bugfixing for last commit introduced a brand new bug causing Crashes, whoops! Fixed now. |
Revision 88446ee by Nathan Letwory October 18, 2006, 05:45 (GMT) |
Patch 5105 by Joshua Leung (Aligorith), slightly modified by me * Add WITH_BF_YAFRAY, which per default is 'true', so no visible changes for developers (and users). Set WITH_BF_YAFRAY to 'false', and you'll save some major compile time :) Also handy if you're strapped for memory and compilation fails on yafray compilation due to this. - this commit also has a few whitespace changes and - made BF_NO_ELBEEM a proper BoolOption. This will be renamed to WITH_BF_ELBEEM in the near future... |
Revision 134e562 by Geoffrey Bantle October 18, 2006, 05:18 (GMT) |
-> Improved Triangle to Quad conversion Alt-J behavior has been replaced by a port of the Tri2Quad python script currently in CVS. This method has many advantages over the old behavior. A simple illustration of how the new method is superior to the old can be made by triangulating a suzzane and converting it back to quads. http://www.umsl.edu/~gcbq44/t2q2a.jpg http://www.umsl.edu/~gcbq44/t2q2b.jpg The algorithm works by considering all possible triangle pairings and then weighting them according to how appropriate it would be to join. These pairs are then quick-sorted and those with the highest weighting factor are combined. The function is quite fast even for dense meshes and usually involves no noticeable wait-time for completion. For instance the following imported model took less than 2 seconds to convert on my 1.3ghz PPC powerbook: http://www.umsl.edu/~gcbq44/mimitri.jpg http://www.umsl.edu/~gcbq44/mimiquad.jpg It should be noted by the user that this method also discards face pairs where the two triangles: -do not share the same material -do not share the same UV image (texface) -do not share a compatible set of UV coordinates -do not share a compatible set of vertex colors -will form a concave quad or create a non-planar face Additionally if the edge shared by the pair is marked 'sharp' the pair will be discarded from the quicksort. In this way the user can gain great control over the conversion process if they desire as this imported VRML model of a sneaker illustrates: http://www.umsl.edu/~gcbq44/t2qa.jpg http://www.umsl.edu/~gcbq44/t2qb.jpg For the future it would be nice if some of the options for the conversion process, such as angle tolerance, could be made configurable in the UI. However it is unclear at this time which options should be made configurable and where to put them. Feedback on this is appreciated. Special Thanks goes to Joe Eager for the two macros he contributed to this code and to Campbell Barton for writing the script this was based on! |
Revision f0fbffc by Jens Ole Wund(bjornmose) October 17, 2006, 22:03 (GMT) |
made a nice new softbody II panel on UI to keep things usable (logic wise) - failed on final alinignment issues may be matt can give a helping hand ? :) |
Revision 282b0d5 by Nathan Letwory October 16, 2006, 15:28 (GMT) |
* fix totblock error when quiting blender with sessions open * add "Disconnect"-menu when RMB on verse server that is connected in outliner |
Revision 6468b17 by Jiri Hnidek October 16, 2006, 14:14 (GMT) |
- I forgot one ifdef in last commit, I'm sorry |
Revision 239b08b by Ton Roosendaal October 16, 2006, 11:31 (GMT) |
Bugfix #5090 Duplicating a Library-linked Mesh with Library-linked texture Images forgot to set the texture Image link flag to LIB_EXTERN (LIB_INDIRECT means the ID is not saved in file). Error was that a the duplicated Mesh lost texture. |
Revision 980608a by Nathan Letwory October 16, 2006, 10:54 (GMT) |
* remove -Wextra from makefile to make older compilers happy * updated v_connection with version from Verse CVS for better unhandled unhandled-packet printing |
Revision 045e143 by Campbell Barton October 15, 2006, 14:00 (GMT) |
a Malifico request, Blender.Library now supports loading relative libraries. Blender.Library.Open('//someblend.blend') the // at teh start of the path mean that the file will be loaded relaive to the existing blend files path. |
Revision 9fa438b by Ton Roosendaal October 15, 2006, 11:50 (GMT) |
Another shadowbuffer goodie: the "Halfway trick" http://www.blender3d.org/cms/Shadow_buffer__Halfway.786.0.html Simply said: by using the average of the nearest and 2nd nearest Z value in Shadowbuffers you can reduce bias errors very well. For backwards compatibility it is a new buffer type though. |
Revision 3b0adf0 by Campbell Barton October 15, 2006, 08:43 (GMT) |
added shadAlpha access to materials in python |
Revision 05ee7d9 by Tom Musgrove October 14, 2006, 23:27 (GMT) |
=translate hoek to angle= renamed the dutch variable hoek to angle globally arithb.c changes done by Matt Plough |
Revision 03be45c by Jens Ole Wund(bjornmose) October 14, 2006, 19:03 (GMT) |
softbodies again unnesting aerodynamics from edge collision cleaning up softbody.c that is: removing old todos in comments adding some new :) |
Revision bc10cf3 by Ton Roosendaal October 14, 2006, 15:26 (GMT) |
Irregular shadow bug: mixing up zmin and zmax in optimize caused larger faces to miss casting shadow. |
Revision 11b4d14 by Ton Roosendaal October 14, 2006, 13:50 (GMT) |
Missing initialization of 'shadow alpha' in new materials. Caused by not copying this file from my laptop I used to code it... :) |
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