shr->spec values could be greater then 1.0, causing negative color when using (1.0-shr->spec[i]) as a blending factor.
When shr->spec[i] is 1.0 the mircol is ignored, so only mix the mircol when needed (like clamping the spec).
from Alberto Santos (dnakhain)
This also adds the option to duplicate a particle system with an object.
--- description from the patch submission.
This patch includes my latest additions to the Python API developed for my Degree's Project.
It includes:
- Particle
- Vertex group dictionary in doc (to use with setvertexgroup/getvertexgroup)
- Particle.New return psys (not specified in doc)
- Draw As variable and dict
- Strand render toggle
- Object
- psys variable in duplicate
- Material
- Strand render variables
- Texture
- Use colorbands
- Lamp
- Spot buffer type selection
Previously the only way to detect if the mouse moved over a different object was to enable true-level-triggering and have a python script detect the change.
When the Pulse option is set, focusing on a different object pulses true.
Python attribute is focusSensor.usePulseFocus.
This is similar to the collision sensors pulse option where changes in the set of collision objects generates an event too.
Found this functionality missing when trying to make a logic demo that used mouse-over with overlapping objects.
2.49a tries to remove the object from the conversion list every time. Now remove from the conversion list directly without being apart of the remove object function.
Define the env var BLENDER_FORCE_SWAPBUFFERS to enable (1, yes, oui, the
value does not matter, code just checks for existence).
The issue seems to happen with Intel and Radeon, but enabling myswapbuffers()
hack solves it (or reduces to just flicker) for now.
https://bugs.freedesktop.org/show_bug.cgi?id=21774
Reported by Philippe Van Hecke.
When the mesh field is left blank and Physics option is enabled, it reinstances the physics mesh from the existing mesh.
like calling gameOb.reinstancePhysicsMesh() from python.
Add support back for reinstancePhysics mesh, a frequently requested feature in the BGE forums.
from what I can tell Sumo supported this but bullet never did.
Currently only accessible via python at the moment.
- rigid body, dynamic, static types work.
- instanced physics meshes are modified too.
- compound shapes are not supported.
Physics mesh can be re-instanced from...
* shape keys & armature deformations
* subsurf (any other modifiers too)
* RAS_TexVert's (can be modified from python)
Moved the reinstancePhysicsMesh functions from RAS_MeshObject into KX_GameObject since the physics data is stored here.
video and blend file demo.
http://www.graphicall.org/ftp/ideasman42/reinstance.ogvhttp://www.graphicall.org/ftp/ideasman42/reinstance_demo.blend
This fixes:
* background rendering on scenes different from active scene
* makes scene.render() behave the same in interactive and background mode
* makes saveRenderedImage() work correctly in background mode
by Alberto Torres Ruiz (dithi)
--- quoting the patch submission
This patchs adds the properties IpoCurve.driverBone and IpoCurve.driverBone2 and modifies IpoCurve.driverChannel to
allow OB_ROT_DIFF.
It sets the driver type to pose if IpoCurve.driverBone is not empty or None. Otherwise the driver type is set to
object.
Attached is the patch (with python doc) and an example .blend.
It also fixes the confusing description of IpoCurve.driver
Additional speed control fixes:
frame blending can now be done on more than two
frames, enabling really fine grained motion blur
if you speed up a sequence with high factors (bigger
than two).
Next step: add morphing support using motion
estimation.
This fixes several issues with the Speed Control Effect:
* IPO curve-deletion resulted in non-working effect
* easy retiming only allowed enlarging of strips,
now shrinking is also possible (easy retiming:
use the right display handle of input strip and
shrink or enlarge, will make the speed of the
strip exactly fit the effect strip's length)
* frames after end-of-display of input strips can
now be accessed (which is necessary for fix#2)
=> just use easy retiming from now on, it's fun :)
Using LightGroups override for material doesn't work for preview
renders. Code didn't correctly return correct light listbase then,
crashing Blender on preview render.
Only open AVI files with at least one supported video track type.
(This is the real fix for DV-Type1-AVIs, since the FCC of iads, that
is used there, wasn't detected. But the code will happily open AVI-files
with only audio tracks... So the real fix is: only try to open things, that
contains something we know how to handle :) )
Very, very last minute patch for Blender on Windows systems:
move blender's internal AVI reader the last try in the list of
codecs, when opening movie files.
Otherwise, it will fail on Movie Maker captured DV-AVI files.
(isavi() seems to mistreat these files as RAW/MJPEG AVI and fails
later on IMB_anim_absolute() )