Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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December 12, 2005, 20:12 (GMT)
*Armature api documentation
December 12, 2005, 19:06 (GMT)
Bugfix #3544

First two vertices of a hair strand were not transformed OK, causing weird
results with especially thicker hair, or very short ones.
December 12, 2005, 18:46 (GMT)
- Armature/Bone API for python
* this resolves a number of outstanding issues with the armature api and gets this ready for release
- add/remove bones possible
- rolls work correctly now!
- ik'ing to parent should work
- flags for tip/root/bone selection
- etc.
December 12, 2005, 18:35 (GMT)
bugfix: #3420 Indent/Unindent in text editor not undoable

contributed by Mr. TextEditor - themyers. Thanks!
December 12, 2005, 16:29 (GMT)
NLA editor, adding actions wasn't possible when amount of actions was over
30, the databrowse option didnt work.

Made popup menu to go to 60 now, in 3 collums max. Databrowse works too
now.

Next commit; check all other databrowsers for it.
December 12, 2005, 11:57 (GMT)
Rewrote TimeLine_getFramesMarked func with better coding
.
December 12, 2005, 09:18 (GMT)
Debug commit;

If a group duplicator uses a group with no users, it draws in red. Needed
because this seems to happen in unknown cases...
December 12, 2005, 03:02 (GMT)


Fix confusing (too early) waitcursor when selecting rand fac for fractal
subdivide.
December 11, 2005, 23:04 (GMT)
Sunday merger of orange branch with bf-blender
December 11, 2005, 22:54 (GMT)
Fix #1 to resolve corrupted NLA files with lib-linked groups.

- If a library became unreadable, with a print like:
ERROR: can't find lib //../../../../../../..//jorma_light.blend
Then set the F10 "rt" button to 111. :)
That will read files with a stripping routine to fix it.

- For lost actions in strips: press Lkey in NLA editor, this is the new
"re-link action" option. To get it work, dont forget to fill in the
proper Armature in NKey panel.

The real fix, for the code that corrupted relative paths, will be
part of the bf-blender branch merging, which follows.
December 11, 2005, 22:03 (GMT)
Fix: reading library files with option "Relative Paths" set, whilst library
was read already AND relative, caused the path for libraries to corrupt...

Error caused big headaches in studio Orange... :)
December 11, 2005, 18:01 (GMT)
Added depsgraph update call on 'add group'.
December 11, 2005, 14:28 (GMT)
Orange: made duplicators work for dynamic particle systems. Meaning; a
particle generator can be duplicated.

Note that the particles are only generated once, on the original, and just
get duplicated.
For static particles it worked already OK.

Added note for previous grouping commit; group-duplicators should support
fully all animation systems, including modifiers and particles.
December 11, 2005, 13:37 (GMT)
Orange: Removed old duplicator stuff from renderconverter.c...
December 11, 2005, 13:23 (GMT)
Big commit with work on Groups & Libraries:

-> Any Group Duplicate now can get local timing and local NLA override. This
enables to control the entire animation system of the Group.

Two methods for this have been implemented.
1) The quick way: just give the duplicator a "Startframe" offset.
2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
to override NLA/action of any Grouped Object.

For "Group NLA" to work, an ActionStrip needs to know which Object in a
group it controls. On adding a strip, the code checks if an Action was
already used by an Object in the Group, and assigns it automatic to that
Object.
You can also set this in the Nkey "Properties" panel for the strip.

Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
the active Object. (It used to check where mouse was). This allows to add
NLA strips to Objects that didn't have actions/nla yet.

Important note: In Blender, duplicates are fully procedural and generated
on the fly for each redraw. This means that redraw speed equals to stepping
through frames, when using animated Duplicated Groups.

-> Recoded entire duplicator system

The old method was antique and clumsy, using globals and full temporal
copies of Object. The new system is nicer in control, faster, and since it
doesn't use temporal object copies anymore, it works better with Derived
Mesh and DisplayList and rendering.

By centralizing the code for duplicating, more options can be easier added.
Features to note:

- Duplicates now draw selected/unselected based on its Duplicator setting.
- Same goes for the drawtype (wire, solid, selection outline, etc)
- Duplicated Groups can be normally selected too

Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
listing of all groups, allowing to add Group instances immediate.

-> Library System

- SHIFT+F4 data browse now shows the entire path for linked data
- Outliner draws Library Icons to denote linked data
- Outliner operation added: "Make Local" for library data.
- Outliner now also draws Groups in regular view, allowing to unlink too.

-> Fixes

- depsgraph missed signal update for bone-parented Objects
- on reading file, the entire database was tagged to "recalc" fully,
causing unnecessary slowdown on reading.

Might have missed stuff... :)
December 11, 2005, 04:20 (GMT)

Added some details in the Mathutils documentation.
Revision 76e7905 by Ken Hughes
December 10, 2005, 19:36 (GMT)


-- Bugfix #3573: Deleting a scriptlink when some other scriptlinks were no
longer linked to a script would cause a crash. We now delete all
scriptlinks which are not linked.
Revision 080eb9b by Ken Hughes
December 9, 2005, 23:19 (GMT)


-- Bugfix #3564: Texture.getImage() always returned None for Env maps, even if
an image was assigned.
December 9, 2005, 17:22 (GMT)
Bugfix #3526

Division with zero caused wrong pixels to be rendered with Ortho camera.
December 9, 2005, 15:14 (GMT)
Orange; WIP commit for inclusion of "Tangent" vector in rendering.
This first implementation only supports it for Meshes with UV maps, and
only tangents in V direction.

Tangent diffuse:
http://www.blender.org/bf/0001_0080.avi
Tangent spec, diffuse, and bump:
http://www.blender.org/bf/20001_0080.avi

NOTE: since UV coordinates are still very badly subsurfed, this won't work
well for subsurf meshes... on the todo.

On the todo;
- generate tangents for meshes without UV (with some options)
- use tangents from Curve/Surface
- add the Ashkimin shader from tracker

-----

Important bugfix; curves didn't render anymore since yesterday. :)
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021