Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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July 4, 2004, 19:57 (GMT)
- py docs update
- getMatrix(), properties for object class, some examples
July 3, 2004, 22:01 (GMT)
* ensure winblender.res gets build too.
July 3, 2004, 18:39 (GMT)
Made static particles working with a deformed Mesh, both for Lattice as
for Armature. Note: only works for subsurfed Mesh now!

Change in drawobject.c: Halo option on subsurf Mesh now draws points.
but using the original vertices...
July 3, 2004, 17:28 (GMT)
Interface:
- added submenu "Scripts" in both View3D->Object and Mesh menus.
Put them on top (it's better to follow some guideline, so users don't have to search for "Scripts" submenu in a different position in each menu), feel free to change.
- added button 'previous win' to SpaceScript, makes accessing buttons win, for example, much faster. Maybe all spaces could have this button.

BPython:
- added Window.EditMode(), to check, enter and leave edit mode. Scripts that change mesh data need this to leave edit mode before making changes to the active (G.obedit) mesh, of course.
- updated script bevel_center to use the above function and also popup an error msg if the active obj is not a mesh.
- doc updates, minor fixes.

Forgot to mention in my previous commit that I also updated the "-P" command-line option (for running script files) to be able to run already loaded Blender Texts, too. So, if you have a script called 'Text' in foo.blend, you can run it with blender foo.blend -P Text .
July 3, 2004, 14:18 (GMT)
Three in one:

- textures: added support for new mixers (div, diff etc) to work on the
other map-to channels too, like ref or spec
Also it works on lamp and world textures
- brought back uncommented line of code that was removed by leon, to have
particle motion based on textures
- recoded the glPylonOffset hack to be nice function, this for future
testing.
July 3, 2004, 05:17 (GMT)
New scripts:
- hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms);
- bevel_center by Loic Berthe, suggested for inclusion by jms;
- doc_browser, by Daniel Dunbar (Zr)

Thanks to them for the new contributions!

(I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'. Opinions?)

BPython related:
- Added scriptlink methods to object, lamp, camera and world.
- Object: added object.makeTrack and object.clearTrack (old track method).
- sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither.
- doc updates and fixes.
- made ONLOAD event work. G.f's SCENESCRIPT bit was being zeroed in set_app_data.
- Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...)
- Draw: added mouse wheel events.
- Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A). Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate".

The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode. It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender. Loading after the program is up has no such problems. When I finish I'll post examples of demo mode scripts.
July 2, 2004, 22:29 (GMT)
Added new operators for "MapTo" panel as suggested & partially coded by
Kent Mein. So next to the mix, mult, add, sub we have now:

- Div: divides by texture color
- Screen: is like Mult, but works opposite (makes lighter)
- Diff: the difference between texture color and material
- Light: if texture is lighter it shows (per component)
- Dark: if texture is darker it shows (per component)

Next step: add this for specular and mirror, and the other channels...
I commit it now because it also fixes error in previous commit.
July 2, 2004, 20:49 (GMT)
Fixed rendering of image textures with alpha... it gave ugly dark outlines.
Please note the following:

- pictures need to be saved as 'premul' sky render if you want to use it
in Blender as texture
- but for alpha-over in sequencer it has to be 'key alpha'...

This inconsistancy needs to be solved.. for example as option for both
texture as sequencer.
July 2, 2004, 13:51 (GMT)
Added new exported render calls in stubs... so player compiles again!
July 2, 2004, 12:44 (GMT)
Bug #1411

"inserting keys in editmode didnt work on newly created Meshes"

Found out the error was in code committed by Hos in december, when
he added feature to copy newly added vertices (or remove) when editing
vertex keys. In his commit he already noted "please test" :)

Error was that newly created meshes didn't give a correct first key. For keys
to work in 2.32 and 2.33 you have to leave editmode at least once, or
insert keys outside of editmode.

The fix was fairly simple, just checking for an empty first key.
July 1, 2004, 18:06 (GMT)
Forgot to add code for copying/paste functionality Materials. With new
ColorBand data added in Material that needs to be tackled corectly.
July 1, 2004, 16:15 (GMT)
Report #1401

Division by zero in calculating render coords... only happens for
Wire material AND having face-less edges. Then the normal is zero, and
some calculations can't happen correctly.

(error in rendercore.c, other files committed was because of removed and
cleaned up enters)
Revision 7fc5114 by Matt Ebb
July 1, 2004, 09:31 (GMT)
Corrected a misleading confirmation message when deleting a bone ("Erase selected bone", not "Erase selected armature")
June 30, 2004, 21:59 (GMT)
Fixed draw error in panels, the header was overdrawn with panel background.
Only visible when panels are not transparent.
June 30, 2004, 18:54 (GMT)
NEW: Ramp shades for diffuse and specular

http://www.blender3d.org/cms/Ramp_Shaders.348.0.html

Material color and specular now can be defined by a Colorband. The actual
color then is defined during shading based on:
- shade value (like dotproduct)
- energy value (dot product plus light)
- normal
- result of all shading (useful for adding stuff in the end)

Special request from [A]ndy! :)
June 30, 2004, 13:41 (GMT)
Switch to using floats instead of shorts for normal data - they're supposed to be faster.
Also use shorts instead of ints for the index data, since index arrays are limited anyhow.
Revision 09d3007 by Kent Mein
June 29, 2004, 20:34 (GMT)

Two stupid fixes for warnings:

First one was for drawview.c I gave some types to things that didn't have them
example
-static void view3d_panel_background(cntrl) // VIEW3D_HANDLER_BACKGROUND
+static void view3d_panel_background(short cntrl) // VIEW3D_HANDLER_BACKGR

For edit.c I added a newline to the end of the file.

Weee

Kent
Revision 7000beb by Jiri Hnidek
June 29, 2004, 17:10 (GMT)


- added octal tree node optimalization of MetaBall polygonisation
polygonization of 512 MetaBalls:
- version 2.33a: 76 s
- current cvs version 8 s

- button "Never" is added in button window: Metaballs are polygonized only during render time (it is useful for particle animation) http://e-learning.vslib.cz/hnidek/misc/bowl_metaballs.blend
June 28, 2004, 11:14 (GMT)
Metaball normals were flipped again... thanks jiri for pointing me to it...
June 27, 2004, 20:10 (GMT)
Finally, fixed the evil dll problem. It works now
on my win32 box with my tests without crashing.
But be aware! There may be more of them watching
us, waiting for a moment of distraction, nobody
is safe.
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