Revision 57a7dfe by Wouter van Heyst January 5, 2004, 00:06 (GMT) |
- Revert to NaN makefiles |
Revision eff07b8 by Alejandro Conty Estevez January 4, 2004, 22:10 (GMT) |
Basic initial yafray integration by Eeshlo. Materials are exported the best we can do by now. It will look almost as in blender except for the missing procedural textures and some minor issues. You have to tweak normal modulation amount to get the desired result cause is not the same in yafray. We added a panel in render space to adjust some yafray settings (GI and so) Also we export transparency and reflection using new raytracing settings, but that will be changed and improved soon. Remember that you have to set YFexport path in user defaults and yafray must be on path (version 0.0.6) We added the "yafray" button to activate all this stuff in the render window. Panel and settings are only shown when checked. So now when activated the code calls yafray export instead of the internal renderer and finally the resulting image is loaded back into render window's buffer. So animation is also possible and results can be saved using blender usual scheme. |
Revision 29d23bf by Michel Selten January 4, 2004, 21:42 (GMT) |
Forgot to add some lines and cleanup in the makesdna/intern/SConscript file. The makesdna tool is SDL 'aware', but I forgot to pass some crucial flags to the build command. While working in that file, did some cleanup to make it more consistent with the other SConscript files. |
Revision dbce416 by Ton Roosendaal January 4, 2004, 21:32 (GMT) |
- oren nayar call didnt return float value... but still worked on my system, and gcc refuses to see it as warning. weirdos! this caused previewrender to show black for oren nayar. |
Revision d3e1fc8 by Michel Selten January 4, 2004, 21:11 (GMT) |
SCons build system files added. You'll need SCons (www.scons.org) to build. Platforms currently working: * Linux (me) - options for quicktime, openal and international disabled - uses the system libs and include files for building - no option to build with the precompiled libraries yet. * Windows (jesterKing) - builds with quicktime (optional) - builds with openal (optional) - builds with international support (optional) - Use the DOS box to build - builds with precompiled libraries * Irix (Hos) - Uses default Irix compiler - Not all optimization levels correct yet - options for quicktime, openal and international disabled - builds with precompiled libraries * Cygwin (me) - has a problem in the linking stage - uses free build tools (gcc) - options for quicktime, openal and international disabled - uses the system libs and include files for building - no option to build with the precompiled libraries yet. * MacOS (sgefant) - builds with quicktime (optional) - options for openal and international disabled - builds a nice bundle - builds with precompiled libraries Thanks to IanWill for a bugfix in the Linux build. Note: This is a work in progress. A lot still has to be done - for example the optional parts are only to be enabled by directly setting 'true' or 'false' in the SConstruct file. This needs to be moved to a user config file. Also, the .o/.obj files are stored in the source tree. This needs to be fixed as well. The game engine is not yet built. |
Revision 2572db0 by Chris Want January 4, 2004, 17:11 (GMT) |
Fixed a problem where duplicating bones with a freshly created armature would segfault (access to a non-existent pose). |
Revision 03fe244 by Ton Roosendaal January 4, 2004, 13:27 (GMT) |
- changed calculus for area light to use double precision. Using float already gave noise with area size of 0.1. Limited buttons to minimum value of 0.01 for area light. For people who want smaller they can scale it down in 3d, effectively reducing the energy then as well. |
Revision bf541a5 by Chris Want January 4, 2004, 07:47 (GMT) |
Returning the copy/paste/'paste flip' buttons to the 3D window header while in pose mode. |
Revision 2c4e3d4 by Chris Want January 4, 2004, 06:11 (GMT) |
Adding a call to countall() to the select non-manifold, select more, and select less features. |
Revision 9f00955 by Chris Want January 4, 2004, 03:39 (GMT) |
A few related bug-fixes/refinements * A patch to make sure that constraints on bones that point to external objects are evaluated correctly (and that the bones that depend on these bones are evaluated correctly, etc, ad nauseum). This addresses some of intrr's issues (the blender-related ones, that is). * Make sure that deformed displists are updated when the user manipulates any of the constraint buttons. * Added a nice little function, ik_chain_looper(), that executes a callback for every bone in an IK chain. |
Revision f6d24b4 by Daniel Dunbar January 3, 2004, 22:05 (GMT) |
- removed dead reference to UserStruct, causing problems in some builds. |
January 3, 2004, 13:44 (GMT) |
Woops! Forgot an #include, and rude old GCC didn't even let me know. |
January 3, 2004, 13:36 (GMT) |
* Small tweaks to improve button positioning in the headers |
January 3, 2004, 13:35 (GMT) |
* Preliminary UV/Image header menus Again, there are still a couple of commented out items that will continued to be worked on. Committed for testing, etc. Also forgot to mention in the previous commit, thanks to Monkeyboi for some help gathering items for the UV/Image, Action, NLA menus. |
January 3, 2004, 13:13 (GMT) |
* Preliminary NLA header menus A couple of items are still commented out in the code, that still need to be implemented. I'm committing this now, so people can test/help ;) |
January 3, 2004, 09:22 (GMT) |
* Ported mesh editmode 'select random' from tuhopuu by popular request Description: Mesh editmode header/toolbox: Select -> Random... Randomly selects a user-set percentage of vertices, adding to the current selection. * Modified some menu entries to be consistent with the guidelines doc. * Added 'Align Active Camera to View' in 3D View menu |
Revision cf8b43a by Daniel Dunbar January 3, 2004, 06:52 (GMT) |
- constline was overwriting stack (this patch brought to you by VC7's nifty runtime stack corruption detection). |
Revision 8ae5f17 by Chris Want January 3, 2004, 06:50 (GMT) |
Duplicating bones in edit mode now also duplicates the constraints associated with that bone ... if the constraint subtarget bone is also duplicated the new constraint points to this new bone as it's subtarget. |
Revision d2787f1 by Chris Want January 3, 2004, 06:27 (GMT) |
When a bone is renamed, all constraints that point to it are updated with the new name. |
Revision 9f0123d by Chris Want January 3, 2004, 06:01 (GMT) |
Three new selection techniques in mesh edit mode, two of which are controversial: * "Select non-manifold geometry" via ctrl-alt-shift-M, or through the menu or toolbox. Great for troubleshooting weirdness on a subsurf, or for preparing a mesh for decimation or for rapid prototyping. * "Select more" via ctrl-PADPLUS, or through the menu or toolbox. If a selected vert shares an edge with an unselected vert, the unselected one gets selected too. Similar to PADPLUS in wings3d. This is controversial because maybe it would be more useful to select all of the verts that share a face (instead of just an edge) with a selected vert -- what do *you* think? * "Select less" via ctrl-PADMINUS, or through the menu or toolbox. If a selected vert shares an edge with an unselected vert, the selected one gets unselected too. Similar to PADMINUS in wings3d. Also, selected non-manifold geometry becomes unselected. This is controversial because of the non-manifold stuff ... is it needed? What do *you* think? |
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