Revision c54e20a by Ton Roosendaal September 6, 2006, 17:32 (GMT) |
Fix for new orco-tangent render option: then also 'orco' texture coordinates should be calculated... it wouldn't work unless you assign a texture to a Material using 'orco' map. |
Revision 0fa174f by Campbell Barton September 6, 2006, 13:15 (GMT) |
Added tangent_v and tangent space modes to python material modes. removed polyfill from Mathutils docs |
Revision 02baf30 by Ton Roosendaal September 6, 2006, 09:51 (GMT) |
New feature: imporant missing option for use of Libraries: access to to the file path where library is read from. In Outliner, choose new view mode "Libraries". A ctrl+click on the library name then allows to change the file name or path. Note that when you change the file name, nothing is being re-read or re-linked. Only after saving the .blend file and reading it back the new library is used. This feature allows to cleanup library usage. You can make files relative, or reorganize a project. Just keep in mind that you cannot use this feature to fix .blend files that link to non-existing other files. That because the lost data is actually not read at all, so cannot be saved either. Currently, library errors are only printed in the console... quite important to keep track of when using Libraries. Implementation note: this Outliner view mode can become expanded to a full "Database view", showing something similar as SHIFT+F4 databrowse does now. |
Revision 6f47e5f by Ton Roosendaal September 5, 2006, 13:28 (GMT) |
New stuff! - Tangent vectors now can also be derived from orcos (No UV needed) - Normalmaps now properly support tangent space as well (Patch provided by Alfredo de Greef) Full log is here: http://www.blender3d.org/cms/New_Render_features.774.0.html |
September 5, 2006, 13:15 (GMT) |
Redesigned the EdgeSplit modifier's splitting algorithm to be better structured and more maintainable. The old algorithm could leave the mesh in an inconsistent state during recursive calls, making it quite fragile. The new algorithm keeps the mesh in a consistent state, and should be more robust. This commit fixes the issues EdgeSplit was having with non-manifold meshes (bug #4946, also reported by several other people). EdgeSplit now works correctly with all the test files I have. This commit also fixes the BLI_ghash_remove function to correctly decrement gh->nentries (the number of entries in the hashtable) on a successful removal. |
Revision a0547fb by Jiri Hnidek September 5, 2006, 09:28 (GMT) |
- bug fix: vertex and polygon layers needn't to exist in some situations |
Revision cf76410 by Ton Roosendaal September 5, 2006, 08:38 (GMT) |
Alignment of button "Auto tex space" broke with commit for vertex groups. |
Revision 278b242 by Nathan Letwory September 5, 2006, 08:36 (GMT) |
* add missing WITH_BF_VERSE to config files for completeness. Reported by Emanuel Greisen. |
Revision f17e9a6 by Campbell Barton September 5, 2006, 06:45 (GMT) |
resolved invalid bounding box from the object by freeing a new meshes bounding box. added back bound box constraint to obj import (many OBJs have values outside the defulat clipping range) BPyRender.py was missing a flag assignment. |
Revision ed064df by Erwin Coumans September 5, 2006, 04:16 (GMT) |
fixed bug in contact manifold generation, concave and compound objects require point with deepest penetration. |
Revision 289105b by Tom Musgrove September 4, 2006, 21:33 (GMT) |
==blender2cal3d update== unneeded line in the script was keeping it from showing up in the menus |
Revision 6f4f436 by Ton Roosendaal September 4, 2006, 14:43 (GMT) |
Bug #4949 RVK sliders only worked up to 64 shape keys, above that internal memory screwed up because it used a static array. Should really be coded nicer once, until then I've moved the max to 256 and secured code that it doesn't draw sliders beyond 256. |
Revision 7a3f95f by Ton Roosendaal September 4, 2006, 13:05 (GMT) |
Bug #4958 Ipo Window, Shape keys, the colored 'select buttons' were off 1. |
Revision 46f384a by Ton Roosendaal September 4, 2006, 12:48 (GMT) |
Bug #4959 Ipo Window: hotkey for "Join" should be Cltr+J, no J. |
Revision a2b0bca by Campbell Barton September 4, 2006, 04:25 (GMT) |
removing old obj importer |
Revision ebde667 by Campbell Barton September 4, 2006, 04:23 (GMT) |
rewrite of the obj importer, The original obj importer was ok but it gradually got slower as it had to support quirks of rare files. This importer supports these quirks without bad workarounds and ~250 less lines. * Moved from NMesh to Mesh * Import smooth groups as hard edges * Import Lines from sketchup (Thanks Wavk) * Uses less memory * faster (On a 70meg poser test model, benchmarked from 130sec to 41.2sec) Not yet supported from the old importer- * Scaling down to a bounding area * Importing multiple obj's at once * Using existing materials in the .blend * Importing as a group instance. |
Revision 4603f45 by Ton Roosendaal September 3, 2006, 12:16 (GMT) |
Animation department feature request: support for vertex groups in Lattices In a quick glance: (temp image) http://www.blender.org/bf/rt.png Main reason is that Lattices are useful a lot for Armature deformation. Lattices just provide much more precise and interesting control. However, with only bone envelopes it's very hard to use. Working with Lattice vertex groups is nearly identical to Mesh: - on CTRL+P 'make parent' you can choose the deform option now - In editmode, the buttons to control vertex groups are available - In outliner you can select vertexgroups too - Deforming Lattices with Armatures has all options as for Mesh now. Note: - No WeightPaint has been added yet. To compensate, the editmode drawing for a Lattice with vertex group shows weight values for the active vertex group. - Lattice editmode doesn't undo/redo weight editing yet. - Softbody for Lattice still uses own vertex weights Implementation notes: - derivedmesh weight_to_rgb() is now exported to drawobject.c - been doing cleanups in code (order of includes, var declarations, etc) - weightpaint button handling now is generic I've checked on Brecht's proposal for Custom Element data; http://mediawiki.blender.org/index.php/BlenderDev/CustomElementData It could have been used, but that would mean the existing code for vertexgroup handling and armature deform couldn't be re-used. I guess this is really a later todo. |
Revision 7970da3 by Chris Want September 1, 2006, 22:00 (GMT) |
'Better' cleaning for bullet (trickier to clean than most, since it is two libraries split among many subdirectories). |
Revision 5d40740 by Nathan Letwory September 1, 2006, 13:04 (GMT) |
* add debug flag so debug symbols are actually created when doing a 'scons BF_DEBUG=1' |
Revision ff730aa by Nathan Letwory September 1, 2006, 07:06 (GMT) |
* change Python version from 2.3 to 2.4, since it is a requirement for Blender anyway. Thanks to kalabalik for pointing out. |
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