Revision f3cede8 by Nathan Letwory March 12, 2006, 15:23 (GMT) |
==SCons== * first part of cineon fix commit - after next commit it'll compile also with SCons |
Revision 0e44aa6 by Ton Roosendaal March 12, 2006, 14:51 (GMT) |
Half fix for colorpicker: after using sliders, the redraw callback was too late... moved it one line up. :) Still unknown; why doesn't HSV color field not redraw? |
Revision de0262e by Ton Roosendaal March 12, 2006, 14:11 (GMT) |
New: Import/Export of Cineon and DPX image files. The first is Kodak's standard for film scanning, 10 bits/channel and logarithmic. DPX is derived from Cineon as the ANSI/SMPTE industry standard. DPX supports 16 bits color/channel, linear as well as logarithmic. Code has been gratefully copied from CinePaint and was integrated in Blender by Joe Eagar. According to CinePaint's dev Robin Rowe the DPX code defaults to log colorspace. Can't find in the code clues yet how to enable/disable that. However, tests with write/read of DPX seems to show no visible loss by log conversion code. Might be because it uses the entire 16 bit range... CinePaint dpx files have been succesfully imported in a Quantel IQ HD/2K finishing/grading set without problem, so for now I guess we can use it! :) Changes in code: added tests for image magic numbers before entering the actual reading code. Prevents error prints, and makes it faster too. (Note; this because Blender doesn't check for extensions, but calls reading functions on every file until one accepts it. :) |
Revision bd151b3 by Ton Roosendaal March 12, 2006, 13:03 (GMT) |
Pressing Tkey in empty action window crashed... bad pointer handling. |
Revision 8a8c70c by Ton Roosendaal March 12, 2006, 11:51 (GMT) |
A couple of render improvements; - Bug fix: the upper tile in a collumn for Panorama render didn't put the mainthread to sleep properly. Now panorama renders 25% faster if you had set Y-Parts to 4. - Enabling Compositing in Scene for first time now adds a "Composite" node too, so render output gets applied. - An attempt to render with "Do Composite" without "Composite" node will throw an error and stops rendering. In background mode it will just not render at all, and print errors. - Errors that prevent rendering now give a popup menu again. - Having MBlur or Fields option on will now normally render, but with an error print in console (not done yet...) |
Revision 4e4cd94 by Ton Roosendaal March 11, 2006, 23:10 (GMT) |
Added security to vectorbuffer code... before it gets used, it checks for leftover initialized max-speed values, and clears it. Also gives a giant print then... I want to know when it happens, and howto redo! (error print = "tsk tsk! PASS_VECTOR_MAX left in buffer...") |
Revision bad09bd by Ton Roosendaal March 11, 2006, 21:46 (GMT) |
And now the studio is rendering panoramas... finding out that vectorblur also could use correction for it. The current perspective projected blur would look in 180 degree view like this: http://www.blender.org/bf/p2.jpg (circle of planes rotating around camera) After some fight with my rusty highschool gonio I got it fixed; nice cylindrical projected speedvectors: http://www.blender.org/bf/p1.jpg |
Revision 58daa8a by Brecht Van Lommel March 11, 2006, 21:09 (GMT) |
==UV Editor== Ctrl+RMB in local sticky mode now selects as if in sticky mode. This used to work only in non-sticky mode, but now with local sticky as default, it's nice to have this functionality working there also. |
Revision 6b6511b by Ton Roosendaal March 11, 2006, 18:51 (GMT) |
Fix for messy commits in attempt to fix groups wire colors... - if you add new theme colors, you need to initialize them correctly and add that in the usiblender.c version patching for saved themes - the code for detecting group membership was highly confusing - group colors were even used for non-groups Further; I didnt add group theme colors yet, that's not a bug. It's a todo item I preferred to tackle with having a decent wirecolor system once. |
Revision f7cccc3 by Ken Hughes March 11, 2006, 18:18 (GMT) |
Bugfix #3995: NMesh.GetRawFromObject() would segfault sometimes if object was in editmode, due to undefined derivedmesh data. |
Revision 5c2805f by Brecht Van Lommel March 11, 2006, 17:15 (GMT) |
Fix for bug #3739: Drawing of multiple materials in texture mode, if there is no texface, didn't use correct materials. |
Revision f9b1eb5 by Brecht Van Lommel March 11, 2006, 16:39 (GMT) |
Fix for bug #3997: Rotating UV coordinates with snapping was image aspect ratio 'corrected' for non square images. Only snapping for translation should be affected by the aspect ratio. |
Revision 7d5be54 by Brecht Van Lommel March 11, 2006, 16:13 (GMT) |
Fix for bug #3802: Display problems with modifiers and uv face select The bug reported here was already fixed some weeks ago, but there were more issues. Modifier display in face select and paint modes was never properly finished. This fixes some small drawing update glitches, and only allows modifiers that preserve a mapping to the original mesh to be applied. Otherwise selection and painting isn't even possible. |
Revision 5f550b4 by Ken Hughes March 11, 2006, 16:00 (GMT) |
===Python API=== A bug fix and an enhancement: * fixed bug when adding or deleting faces from a mesh which has vertexColors; mesh->mcol was not being updated * changed edges.extend() and faces.extend() to accept integer vertex indices in addition to MVerts; this should make scripts simpler and in general make things run faster |
Revision f36e5fc by JLuc Peuriere March 11, 2006, 13:33 (GMT) |
changes in darwin config.py to reflect Nathan changes & better defaults. Important note : for gcc3 linking you may have to remove -fexceptions from LINKFLAGS but this is mandatory for gcc4 |
Revision 595b415 by Nathan Letwory March 11, 2006, 13:15 (GMT) |
==SCons== * a comma was missing from a list :S |
Revision 85ac48c by Ton Roosendaal March 11, 2006, 12:34 (GMT) |
With the commit last week to have curve bevels nice circular (when no front/back is selected), the UV coordinates for curves should also be corrected. This commit re-uses the same code as for Nurbs, to make sure UV coordinates wrap around nicely. BUT! I've noticed that Daniel's commit of august in this code actually broke this UV correction... in his craze to cleanup old code, he missed the actual functionality. Meaning that in 2.40 and 2.41, "UV orco" texture coordinates wrap around ugly in Nurbs Surfaces, something that was fixed in NaN days. Got no time for tracker now... but I'm sure it's in there! :) |
Revision 7e85761 by Tom Musgrove March 11, 2006, 10:51 (GMT) |
==scripts== removing obsolete and redundant scripts from the repository |
Revision 9af7201 by Tom Musgrove March 11, 2006, 10:45 (GMT) |
==scripts== updated directx8 exporter by Ben Omari |
Revision dd21005 by Tom Musgrove March 11, 2006, 03:23 (GMT) |
==oops== on reading the function looks like it is instead meant to select isolated edges and verts - doh! so changing back to previous... |
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