Revision ece00ff by Stephen Swaney May 22, 2005, 17:40 (GMT) |
Roll back changes from Big Mathutils Commit on 2005/05/20. |
Revision 910b0f2 by Martin Poirier May 22, 2005, 12:01 (GMT) |
Local constraint uses center mode again. This fixes a bug in the tracker, wasn't really a "bug", but anyway... |
Revision 2f3dbcc by Willian Padovani Germano May 22, 2005, 07:22 (GMT) |
BPython bug fixes: - bug #2033 reported by Ken Hughes: Vertices of mesh parented to lattice is scaled incorrectly: https://projects.blender.org/tracker/?func=detail&aid=2033&group_id=9&atid=125 - bug #2211 reported by German Alonso Tamayo (servivo): Add a vertex to a mesh with groups using a script and then edit that mesh hangs blender: https://projects.blender.org/tracker/index.php?func=detail&aid=2211&group_id=9&atid=125 (#2211's hang was already fixed with previous commit, but this way should work better) - doc updates (Ken reported missing info about Render slinks, thanks). |
Revision ae2acbf by Stefan Gartner May 22, 2005, 01:21 (GMT) |
late night commit: * build blenderplayer on linux/ppc * fix 'make clean' for darwin |
Revision e441c57 by JLuc Peuriere May 21, 2005, 21:52 (GMT) |
fix for bug #2588 objects with circular dependancies where not handled correctly when sorting bases. the fix is actually a workaround only and may evolve later also add changes to xcode project for recent commits |
Revision 33832f5 by Alfredo de Greef May 21, 2005, 20:49 (GMT) |
Part one of the final yafray commit. Totally updated blender shader in yafray, hopefully better matches blender results. Though ramps are now partially supported, they cannot work in all cases properly in yafray, and in fact are a bit useless probably as far as yafray is concerned. In fact the 'Result' ramp input mode is not supported at all, because it works on the total lighting result, and in a yafray shader this is not possible since it works per light. Also, since Blender and Yafray have totally different lighting models, the 'Energy' ramp input mode also won't generally give the same results as in Blender, since it works with light energy and in yafray this is different from Blender. Even worse, the only ramp shader that will work properly when used with GI is the 'Normal' ramp input mode. As contradictory as this might seem, at various stages of the GI process, lighting is not known, so properly getting light (ramp 'energy' mode) or shader information (ramp 'shader' mode, which depends on lighting) is not possible. Which all means that when the ramp is in 'energy' or 'shader' mode and using it with GI enabled, yafray can only 'see' the underlying material color, not the ramps, which results in a mix of the ramp colors (from direct light) with the material color (from indirect light). There is currently nothing that can be done about that. The supported texture mapping modes now includes raymir as well, transparency as far as texturing is concerned now works similar to Blender, with the exception that you still have to set alpha to a low value to get any transparency effect at all in yafray. So the Blender 'filter' parameter now also will affect yafray. All texture blending modes are now supported (same for ramps). 'Translu' and 'Amb' texture modulation are not supported. Texture interpolation can be switched off ('InterPol' switch in blender image texture button section). All Blender brdf models (aka 'shaders' for the Blender users) are now supported, and again, you won't necessarily get the same results as in Blender. The reason for that is partially of course the lighting differences, but also, not all Blender 'shader' implementations are actually correct, and copying those errors just for the sake of matching Blender results doesn't really seem like a good idea... Though this really is only the case for WardIso, less so for Minnaert and Blinn, which in yafray are more or less (but not totally) a copy of the Blender code. In any case, in practice those differences might not be too noticable at all (I hope). Continue to the next part... |
Revision 21d07f7 by Stephen Swaney May 21, 2005, 20:05 (GMT) |
Matrix_Determinant() was returning its input arg rather than the determinant. bugfix via LetterRip. |
Revision 73c162d by Stephen Swaney May 21, 2005, 04:20 (GMT) |
Ipo doc update. Contributed by Ken Hughes. |
Revision 0945b86 by Joseph Gilbert May 20, 2005, 20:52 (GMT) |
O_BINARY define for unix compilers |
Revision 244a1a7 by Ton Roosendaal May 20, 2005, 20:44 (GMT) |
Bug fix #2591 Dependency issue... could solve it by calling an extra where_is_object when a displaylist is made for vertex-parenting on deformed objects. |
Revision 7586eb2 by Joseph Gilbert May 20, 2005, 19:28 (GMT) |
-rewrite and bugfixes ---------------------------------- Here's my changelog: -fixed Rand() so that it doesn't seed everytime and should generate better random numbers - changed a few error return types to something more appropriate - clean up of uninitialized variables & removal of unneccessary objects - NMesh returns wrapped vectors now - World returns wrapped matrices now - Object.getEuler() and Object.getBoundingBox() return Wrapped data when data is present - Object.getMatrix() returns wrapped data if it's worldspace, 'localspace' returns a new matrix - Vector, Euler, Mat, Quat, call all now internally wrap object without destroying internal datablocks - Removed memory allocation (unneeded) from all methods - Vector's resize methods are only applicable to new vectors not wrapped data. - Matrix(), Quat(), Euler(), Vector() now accepts ANY sequence list, including tuples, list, or a self object to copy - matrices accept multiple sequences - Fixed Slerp() so that it now works correctly values are clamped between 0 and 1 - Euler.rotate does internal rotation now - Slice assignment now works better for all types - Vector * Vector and Quat * Quat are defined and return the DOT product - Mat * Vec and Vec * Mat are defined now - Moved #includes to .c file from headers. Also fixed prototypes in mathutils - Added new helper functions for incref'ing to genutils - Major cleanup of header files includes - include Mathutils.h for access to math types - matrix.toQuat() and .toEuler() now fixed take appropriate matrix sizes - Matrix() with no parameters now returns an identity matrix by default not a zero matrix - printf() now prints with 6 digits instead of 4 - printf() now prints output with object descriptor - Matrices now support [x][y] assignment (e.g. matrix[x][y] = 5.4) - Matrix[index] = value now expectes a sequence not an integer. This will now set a ROW of the matrix through a sequence. index cannot go above the row size of the matrix. - slice operations on matrices work with sequences now (rows of the matrix) example: mymatrix[0:2] returns a list of 2 wrapped vectors with access to the matrix data. - slice assignment will no longer modify the data if the assignment operation fails - fixed error in matrix * scalar multiplication - euler.toMatrix(), toQuat() no longer causes "creep" from repeated use - Wrapped data will generate wrapped objects when toEuler(), toQuat(), toMatrix() is used - Quats can be created with angle/axis, axis/angle - 4x4 matrices can be multiplied by 3D vectors (by popular demand :)) - vec *quat / quat * vec is now defined - vec.magnitude alias for vec.length - all self, internal methods return a pointer to self now so you can do print vector.internalmethod() or vector.internalmethod().nextmethod() (no more print matrix.inverse() returning 'none') - these methods have been deprecated (still functioning but suggested to use the corrected functionality): * CopyVec() - replaced by Vector() functionality * CopyMat() - replaced by Matrix() functionality * CopyQuat() - replace by Quaternion() functionality * CopyEuler() - replaced by Euler() functionality * RotateEuler() - replaced by Euler.rotate() funtionality * MatMultVec() - replaced by matrix * vector * VecMultMat() - replaced by vector * matrix - New struct containers references to python object data or internally allocated blender data for wrapping * Explaination here: math structs now function as a 'simple wrapper' or a 'py_object' - data that is created on the fly will now be a 'py_object' with its memory managed by python * otherwise if the data is returned by blender's G.main then the math object is a 'simple wrapper' and data can be accessed directly from the struct just like other python objects. |
Revision d99f64b by Ton Roosendaal May 20, 2005, 18:16 (GMT) |
Manipulators now draw on location of optimal subsurf vertices. Looks nicer, but be aware that these locations are 'virtual', derived from the actual Mesh Cage vertices you don't see. Normal transform (and actual transform with Manipulators) remains on the original vertices, which also shows with dashed line towards pivot on scale/rotate. |
Revision bc62536 by Ton Roosendaal May 20, 2005, 16:01 (GMT) |
Different drawing code for darkened part in TimeLine window, to indicate the start/end frame. It uses a GL_BLEND which doesnt work nice for darker backdrops. Now it uses ThemeColorShade() which does it OK. |
Revision b7cc5b7 by Nathan Letwory May 20, 2005, 12:37 (GMT) |
* Check path for NULL. Fixes potential crash on non-win32 systems at startup, but also future passes of null. |
Revision 1071d4a by Nathan Letwory May 20, 2005, 12:18 (GMT) |
This commit fixes two related issues: 1: * when a blendfile gets loaded, paths are corrected with OS specific slashes (see blender.c) * made available BLI_char_switch(char *string, char from, char to) * made available BLI_clean(char *string);. This function should be called whenever you're doing path stuff, so paths are correctly saved, and thus avoiding other path functions stopping to work 2: * relative paths work now in sequencer too (due to slash mess that didn't work all too well). |
Revision f8ae055 by Stephen Swaney May 20, 2005, 12:16 (GMT) |
corrections and missing ipo channels for Camera, World, Material and Lamp. Contributions from Ken Hughes. |
Revision 83792fa by Ton Roosendaal May 20, 2005, 12:15 (GMT) |
Two softbody thingies; - fixed error in option "Enable Goal" which didn't work with Vertex groups assigned - renamed some buttons & fixed tooltips. A doc online will be there soon |
Revision 32fd7ad by Ton Roosendaal May 20, 2005, 10:27 (GMT) |
Fix for TimeLine "Play" with sound-sync set. Added check for audiostream_pos() - which should return current frame corrected for audio playback - to be at least 1 frame larger than current frame. It caused in some situations even a backwards playback! |
Revision 5862e1a by Ton Roosendaal May 20, 2005, 09:35 (GMT) |
Bugfix reported by Basse; adding a new strip in Sequencer didn't initialize the sequence "Mult" value properly when the "Properties" Panel was open. That resulted in images displaying black... |
Revision 8f080e0 by Willian Padovani Germano May 20, 2005, 05:14 (GMT) |
BPython: bug fixes / patches from trackers (excuse me for not committing earlier) Patches by Ken Hughes (thanks for all bug fixes!): 1) Setting a scene's MapOld and MapNew values in python does nothing: bug #2566 submitted by Dominic Agoro-Ombaka (dmao): https://projects.blender.org/tracker/?func=detail&aid=2566&group_id=9&atid=125 patch #2571: https://projects.blender.org/tracker/index.php?func=detail&aid=2571&group_id=9&atid=127 2) Calling the file selector after setting the progress bar crashes Blender: bug #2418 submitted by Alessandro Garosi (brandano): https://projects.blender.org/tracker/?func=detail&aid=2418&group_id=9&atid=125 patch #2568: https://projects.blender.org/tracker/index.php?func=detail&aid=2568&group_id=9&atid=127 3) Menus always generate same event when canceled: bug #2429 submitted by Campbell Barton: https://projects.blender.org/tracker/?func=detail&aid=2429&group_id=9&atid=125 patch #2579: https://projects.blender.org/tracker/?func=detail&aid=2579&group_id=9&atid=127 4) Add a vertex to a mesh with groups using a script and then edit that mesh hangs blender: bug #2211 reported by German Alonso Tamayo (servivo): https://projects.blender.org/tracker/index.php?func=detail&aid=2211&group_id=9&atid=125 patch #2580 #https://projects.blender.org/tracker/index.php?func=detail&aid=2580&group_id=9&atid=127 About bug #2033, I'm still looking at it, committing a small fix now. ===== Patches by Campbell Barton (thanks!): #2482: BGL pydocs fix broken links https://projects.blender.org/tracker/index.php?func=detail&aid=2482&group_id=9&atid=127 #2426: Large text in Draw.Text and Draw.GetStreingWidth https://projects.blender.org/tracker/index.php?func=detail&aid=2462&group_id=9&atid=127 #2521: scene.getActiveObject() https://projects.blender.org/tracker/index.php?func=detail&aid=2521&group_id=9&atid=127 #2523: NMesh.GetNames() https://projects.blender.org/tracker/index.php?func=detail&aid=2523&group_id=9&atid=127 - docs also updated |
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