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May 4, 2006, 00:59 (GMT)
Multiple armatures<>mesh objects now work with name flipping.
previously would only work if the armature was the first in the meshes modifier list,
in that case the armature would be name flipped but the mesh would not)
Revision e5ccb87 by Ken Hughes
May 3, 2006, 17:15 (GMT)


Bugfix #4169: unlinking an empty object using scene.unlink() wasn't checking
for ob->data == NULL, causing segfault.
May 3, 2006, 13:20 (GMT)
Bugfix for Node editing;

When multiple output nodes exist (Material), the active Output flag could
get copied and wasn't reset properly. Now the depenendency sorting code
ensures only 1 output node is the active output for execution.
Revision 9874d5c by Ken Hughes
May 2, 2006, 17:44 (GMT)


===Python API===
Added activeGroup attribute to Mesh API, to get/set active vertex group for
meshes.
Revision 88f225f by Kent Mein
May 2, 2006, 14:35 (GMT)


Added some comments on what vec in BezTriple contains.
(Provided by harkyman)

I also added comments explaining what the Blank lines with #
where for above a couple of structures.
(compiler ignores them and they specifiy to makesdna that that structure
can be ignored)

Kent
May 2, 2006, 13:22 (GMT)
==Sequencer==
- Added early-out optimisation to add-effect (the case, where fac == 0)
- Bugfixes:
* hddaudio: ffmpeg does not seek always to the correct frame,
if the SEEK_BACKWARD flag is used. Now we account for this and
seek a little bit further... (hack, urghs)
* hddaudio: on long timelines, the new seek code didn't work
(forgot a long long cast)
* the audio mixdown code now also calculates meta-strip IPOs
May 2, 2006, 11:26 (GMT)
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.

from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127

Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.

To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.

Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.

Add A Comment: Notepad
May 2, 2006, 10:43 (GMT)
editmesh's seperate was crashing because the em->selected wasnt being flushed along with the seperated data.
easy 1 liner, seperate now clears the selection order linkedList.

Watch out for places where removing verts might not remove the selection order data.
May 2, 2006, 07:55 (GMT)
added a glDisable(GL_DEPTH_TEST); before the UI drawing because face select and wp mode were drawing mesh data over the UI.
May 2, 2006, 02:42 (GMT)
As mentioned in the pydrivers commit, I had to change the order in
exit_usiblender() to finalize Python before main library data was freed.
This solved a somewhat specific sigsegv with pydrivers, but as Ken
Hughes found out (thanks!) caused one with scripts that called Blender.Exit().

Now running scripts (G.main->script) are freed in BPY_end_python()
itself (so before the rest of the library data is freed), before
Py_Finalize(). Works fine in all my tests so far.

The file script.c should become obsolete with this change (I added a
comment about it there). If all is indeed fine, it will be removed
later.
Revision 30f4f3e by Ken Hughes
May 1, 2006, 21:15 (GMT)


===Python API===
Remove references in epydoc to deleted NMesh modes SUBSURF and OPTIMAL.
Revision 02506b1 by Ken Hughes
May 1, 2006, 05:28 (GMT)


===Python API===
Make EXPP_setBitfield() PyObject_IsTrue() to evaluate parameter, so
boolean-type attribute setters will accept wider range of true/false inputs.
April 30, 2006, 22:10 (GMT)

Small update for pydrivers: force reloading the pydrivers.py Blender
text module when user edits the input text box of any pydriver
(Transform Properties panel, Ipo window).

It's enough to click in and out of a single pydriver's text input box
for the module reloading and also re-evaluation of all pydrivers
available. Maybe this "refreshing" should also be available from a
menu, let's see.

Note for Python fans:

Definitions and redefinitions in a reloaded module are properly handled
in Python, but previously defined data in the module doesn't disappear.
So if you define a function "f" inside a module, import it, then change
the function's name to "g" and reload the module, both "f" and "g" will
be available. This is considered a feature, check reload's documentation:
http://docs.python.org/lib/built-in-funcs.html#l2h-59
April 30, 2006, 16:22 (GMT)

Pydrivers: Ipo Drivers controlled by Python expressions

wiki with info: http://mediawiki.blender.org/index.php/BlenderDev/PyDrivers

(there are two sample .blends in the patch tracker entry, last link in
the wiki page)

Notes:

In usiblender.c I just made Python exit before the main library gets
freed. I found a situation with pydrivers where py's gc tried to del
objects on exit and their ID's were not valid anymore (so sigsegv).

Ton needs to check the depsgraph part.

For now pydrivers can reference their own object, something normal
ipodrivers can't. This seems to work fine and is quite useful, but if
tests prove the restriction is necessary, we just need to uncomment a
piece of code in EXPP_interface.c, marked with "XXX".

Thanks Ton for the ipodrivers code and adding the hooks for the py part
and Martin for the "Button Python Evaluation" patch from which I started
this one.

Anyone interested, please check the wiki, the .blends (they have
README's) and tell me about any issue.
Revision 3b84767 by Ken Hughes
April 29, 2006, 14:24 (GMT)


===Python API===
Remove "EXPP_MOD_" from descriptions in Settings dictionary.
April 29, 2006, 11:37 (GMT)
Bugfix #4139

Included a patch from Jacques Beaurain. On pressing "Play" the position of
the playback window didn't use same code as for pressing "Render".
Revision fce1ff5 by Ken Hughes
April 28, 2006, 20:32 (GMT)


===Python API===
Bugfix: call to EXPP_ReturnPyObjError() was discarding value
April 28, 2006, 17:35 (GMT)
- Charlie fixed some bugs related to copying armature-constraint data (these are different from Bullet rigidbody constraints like the hinge, and point 2 point!)
- fixed a crashing bug related to objects without meshes (tried to get material info from it)
April 28, 2006, 11:41 (GMT)
* Added optional X Zero snapping with tolerence limit.
* optionaly work with more then 1 mesh.
April 28, 2006, 07:31 (GMT)
msvc6 .. adding mofifiers for happy PY complie
still no GE and still std::std::string in El'Beem
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