It fails in all criticial tests, not to mention the confusing UI even. :)
Code is still there, just the options for zblur are removed now, and
Output Panel restored.
Belongs actually as an effect in the Sequencer, nice todo for a next
release.
This time, probably for good since I've really tested it through and the z factor used there never gives overflow and is correctly calibrated with both the real zfac and the zoom level.
It tries to use the shaded colors, but these are from the subsurfed mesh.
Didn't feel like hacking here, so for this case colors are initialized
as black.
This combo didnt render OK:
1 Armature has Empties parented to Bones
2 Curve has these Empties as Hooks
3 Mesh is deformed with this Curve
Could be solved with calling makeDispList() earlier on, and it seems like
the depgraph already does a great job here. :)
The ALT+F "Beauty Fill" could crash, for example on the already legendary
monkey head CTRL+T,J test. :)
Found out there was a necessary check for edge/face selection flags missing
My fix to make subloops more idling was not needed in the case for
drawing the knife cut 'mouse trail'. This uses a proper qread() which
has a wait builtin for events.
Scripts:
- license info for camera changer (thanks Tom for pointing), made it GPL since it's stricter and so can be "downgraded" w/o problems, but emailed the author to confirm and if necessary will fix before release.
- adding Discombobulator by Evan J. Rosky (in Mesh menu):
http://evan.nerdsofparadise.com/programs/discombobulator/index.html
This is a fun script to play with, giving quite interesting results. It's good for that "high-tech" look in buildings, spaceships and walls. Thanks Evan for contributing it. GUI should have further updates in the future, like an added "horizontal" layout. (Note: ignore mention in its online docs of a problem with edit mode, the script was fixed.)
- fixing bug reported by Paolo Colombo: space handler slinks set for a 3d view were not set when the area got maximized;
- Blender.Object: added object.isSB() method to know if an object is a soft body (has ob->soft != NULL). Used in fixfromarmature.py.
Scripts:
- updates: batch_name_edit (Campbell), fixfromarmature (JMS);
- additions:
X3D exporter by Bart;
Envelope Suite by Jonas Petersen;
BVH 2 Armature by Jean-Baptiste Perin;
Camera Changer by Regis Montoya (3R);
Interactive Console by Campbell (ideasman).
- tiny updates in other scripts.
His fix was good, except that it switched to project_float instead of project_short, and that's not good because we're renormalizing the vector after that, which maximizes the float errors. Since it's scalling the axis anyway with the zfac method, it can use project_short safely (I tested it with the bug tracker file that triggered the fix in the first place).
Used the official list: http://docs.python.org/ref/keywords.html
While "as" is not a keyword, it is (should be) always used as such, so I've added it to the list too.
MEMSET was clearing the TransInfo struct after the constraint setup call has been made.
Temporary fix until the manipulator transform init is split off, like normal transform.
when zooming in with frame enabled, partial of frame were drawn with
multiple same int labels. confusing if harmless.
Ton, can you check this fix is the proper one ?
Patch provided by Ricki Myers. Works quite obvious, see Theme editor too!
Notes about the provided code;
- The default syntax colors were screaming! Toned it down to match the
default dark on lightgrey background better.
- Added: initializing colors in saved themes (usiblender.c)
- The implementation of the button for this option was quite clumsy...
Blender UI options services this a lot easier.
(Same fixed for 'line numbers' option)
- Bracket matching now uses as color a mix of backdrop and the
selected-text color. Noticed my texteditor did it too...
-> I really miss comments in code describing a little bit the thought
process behind the code. Like a short introduction on this feature
in the top of the drawtext.c, little remarks on new functions.
ALso in patch tracker or the mailinglist no docs was mentioned?
-> drawtext.c now gets messy quickly... lack of overview, structure,
and confusing mix of personal coding styles.
For not-active supported code dangerous...
should disable that, since animation systems remain in their own local
system time. Framemap is only for playback!
Not doing this caused corrupt baking, bug #2531 reported it.
- Bug #2530
The MMB Transform constraint 'chooser' used projection code that didnt
work when zoomed in extreme. Needed a correction to scale projected
coordinate according zoomlevel.
- NKEY panel for objects: click on left/right side of scale button now
goes with increments of 0.1 (was 1.0)
- Moving window edges in Screen: prevented top header from becoming too
small due to grid-snapping. Was visible now with using Texture Font.
Armatures with > 100 bones can deliver a 'parent IK menu' that doesn't
fit on screen anymore. Fixed it with changes;
- when menu doesnt fit to right/left, it places it aligned to left hand
of window
- when more than 8 collums in a menu exist, it makes collums 25 items
instead of 20.
Also fixed for the popup menu on Bone parenting. On a 1280 screen we now
can have a menu with over 300 bones (even more when you zoom down the
buttons window a bit). Still not optimal, but at least it's less annoying.
CTRL+V on buttons
NKEY Panels
join mesh
join curve
editing buttons
boolean
vpaint
faceselect
Manipulator
Also; Transform() got in useless loop when you entered without anything
selected. Not sure why Martin recoded it this way... maybe as a first
step to handlerify it? For evil Python Aussie Bosses? :P
Fun, the error is in code committed by Kent Mein, in a patch provided by
Campbell, who also reported the bug. :)
There was a line that set ALL selected objects (on click) to become active,
in succession, in a loop... very bad.
Activating in Oops better be restricted to ctrl+click. Fixed!
Using as Pivot the "individual object centers" didn't do any rotation or
scaling in editmode. I think it was supposed to give some kind of
'connected' centers, for individual faces/edges rotate. That'll be some
more coding work to get to work. :)
Note: currently the 'baking' stores the entire animation system, which
makes further animation refining (or duplicating) useless for a Baked
SoftBody. You can even delete the entire anim system.
This can be presented as a feature too (saves slow armature stuff).
However, I might check on a 'relative' bake too.
problem is solved now. Drawing of markers is little bit hackish, because it is
neccessary to draw unselected markers at the first time (unselected marker can't
hide selected marker ... visual information about selection would be lost)
Using the Play button in timeline, now uses an event-driven system to
update the animation system and signal windows to redraw. Meaning the
full UI remains responsive!
Check the new Pulldown "Playback" to set which windows you like to see
updated. Same settings is used for LMB 'dragging' frames in Timeline.
Implementation notes;
- the Icon for 'Pause' (or stop) has to be made yet, I commit this from
my laptop... all was coded during a 2 x 5 hour train ride to germany
- the anim playback system (ALT+A too) now uses correct "frames per
second" as maximum speed. Buttons can be found in 3 places in the UI,
also added it as pulldown item
- The system works with 'screen handlers', which has been coded with
using Python (networked) events or verse in mind too. A doc on that
will follow.
- the buttons code has been made 'resistant' to animated UIs too,
preventing flashing of hilites.
- All subloops (like transform) stop playback, with exception of MMB
view manipulations.
As extra; found tweak to make Textured AA fonts draw without distortion.
Looks perfect here on laptop now (like Pixmap fonts) and is 20x faster.
- Splited off the event treatment into a fonction of its own
- Splited off the initialisation phase into a function of its own (will have to do it for the manipulator function too)
Calling transform now works like this:
initTransform(mode, context)
- possible post init calls, constraints mostly
Transform()
- eventually, the postTransform function, so that Transform is just a simple big loop which could in the end just be tied in the blender event system instead.
- Added a state variable in TransInfo to replace the ret_val local variable. Possible values are: TRANS_RUNNING, TRANS_CANCEL, TRANS_CONFIRM
- Tied MMB and the hotkey select for constraint together, so selecting an axis with MMB and pressing the axis key after that goes to local mode on that axis. Much less confusing.
Fixed an as of yet unreported bug, linked data objects which have materials
linked to object instead of data have to be exported as normal, they cannot
be instanciated, otherwise they will all share the same material.