- fixed two warnings, unused var in Object.c and undeclared function in script.c
- updated Blender.Draw doc, it was missing info about Button object
- refactored pytype initialization to try to fix for once platform (and distro!) specific crashes on startup. This asked for tiny updates in Effect.[ch] (removed static from declaration, moved definitions to the .c file) and modules.h
- fixed error I made trying to fix scripts w/ no [eol] char in menus. Thanks Michael Velikanje for reporting the problem!
played (= packedfiles opened and copied to another block) these
packed data blocks where not freed.
The error showed in console at closing of Blender, like:
read_struct len: 24 0x1c4423c
Problem: when appending data, it called the local_all() function, which
indeed made all data local, including all other dynamic linked data.
Not very nice... but mixing dynamic & appending data from single file is
headcrunching code.
Solution: when appending data, it now only makes local_all() the data from
that specific library file, leaving dynamic data from other files linked.
(Bug report 1183)
The code wasn't correct at all (for ages!). Rule now again is:
Button range 0.0-2.0 : ctrl goes with steps of 0.1, shift+ctrl steps of 0.01
Button range 2.0-20.0: ctrl goes with steps of 1.0, shift+ctrl steps of 0.1
Button range larger: ctrl goes with steps of 10.0
Added support for Panels, and converted old NKEY menu here.
Also enabled zooming in further, as for Action Window.
(note: this editor can use some work, this action stuff is underdeveloped
and mysterious!)
- UI code
Brought back fix that sets for each Panel a GL matrix for UI code thats
coming after it. This makes system more flexible, and prevents conflicts
with other uiBlocks in a window (like ipo, action).
This will give a tinsy bit more load for moving mouse around... please
report back if this causes troubles.
When toonshading is used, also backfacing polygons are rendered. This
causes a conflict with raytraced shadow, since backfacing polygons
always have shadow.
There was an error in the code that didnt set shadow for backfacing
polys, assuming shading would be 'zero' then as well. That's fixed.
Somewhere after 2.28c I fixed some thing in radio rendering that prevented
textures to be applied to radio energy.
Now it is a normal 'diffuse' energy again, and multiplied with actual
(textured) material color.
Small fix: the radiosity steps show up as numbers printed in time-cursor.
- Michel's linux test builds with Python 2.3.x were crashing. This of course shouldn't happen even when Python isn't installed in the system. The problem was much probably some uninitialized internal type needed by the Mathutils module and the "fix" is stupid.
Moving the registration of Mathutils module in Blender.c to the end of the list solves the crash here.
'do_all_actions' run twice for all of the constraints to be updated
properly. (/me grumbles: I fixed this last week for the OpenGL
updating stuff in header_buttons.c ... do we really need to have so many
update_for_newframe()-style functions?)
This was caused by calling sound_init_audio() at startup. In situations
where Blender was first started, or when other applications used memory,
this could take 5-15 seconds.
I have moved the init call to 'start ketsji', and made sure any call
to an audio play routine will invoke an init as well.
Tested with engine and loading/play sound in F10 menu. I don't know how
the BlenderPlayer handles it... should be investigated.
Result: At OSX Blender starts in a second again! :)
Now uses 'Application Data/Blender Foundation/Blender' instead of old
"Not A Number" dir.
- Updated windows installer to make this change transparent for the
users. It copies /.blender to the new location and displays a short
message to advise them of the change
(http://homepages.nildram.co.uk/~aphex/installer_msg.jpg).
- Installer also includes fix for opening blend files from explorer (patch provided by Valentin Ungureanu (vung) - thanks!)
Note to CVS users on Win2k/XP: Although blender will continue to work
without changes, you should ideally copy the /.blender dir to
<app data>/Blender Foundation/Blender for the sake of correctness :)
fixes, including:
- Panel in action window (disabled it, since there's no need for it)
- fix: when action was added to mesh with vertex keys, the action couldn't
be deleted, nor did action window draw key names
- mouse on RVK (key) in Action window: Nkey menu pops as well.
This is not a good candidate to put in Panel, no selection possible here.
- when you change name of RVK in action window, it shows in IpoWindow too
When one or more curves is being edited,there is a checkmark by the menu option and you can slect it again to leave editmode.
This commit is more for people learning Blender as people who know will just press TAB.
it for the UV Image window (as Nkey replacement). Blendix can take
this further now.
Other little improvement: vertices in UV window now draw unselected
first, and then selected over it. Less confusing!
Next spaces: Action and Nla.
The OSA ofset vector for current rendercoord (O.dxco) wasn't
initialised in all cases. Actually, just removed it for AO, effect is
invisible.
Bug provided by jK, not in tracker. thnx!
- Scripts that ended without an [eol] (end of line char) would give syntax errors when called from menus.
Now all loaded menu scripts have '\\n\\0' appended to them, not only '\\0' as before.
- bug #1146: Kester reported a Valgrind warning, should be fixed now.
-ability to set poses for the armatures - allows for keyframing armatures
-adds support for actions/actionchannels
-additional checking for addBone and clear parenting
-moved getActionIpos from object module to NLA module
pattern as previous commit for AO.
Previous setting, dither+jitter, has been cancelled. Now you can choose
for either nothing, dither, or for noise. With the latter giving same
nice noise as for AO.
Pics:
http://www.blender3d.org/cms/Render_engine_features.215.0.html
the directories decrypt, deflate, encrypt, inflate, readstreamglue,
sign, writeblenfile and writestreamglue.
Sirdude was so kind to modify the makefiles, so SCons and
Make are ready to build with the new Blender.
Visual Studio workspaces, solutions and projectfiles still need
to be updated (I'll do the .vcprojs and .sln myself after this commit).
Runtimes created with the Blender Publisher are not anymore
recognised - if you want these available, you'll have to convert
them first to .blends with the Publisher.
a UV Sphere which isn't a very uniform distribution on a sphere.
Now I itterate a evenly distributed set of points on sphere, and use that
by random rotating the entire sphere for each pixel.
http://www.blender.org/bf/samp3.jpghttp://www.blender.org/bf/samp4.jpg
Both pics same rendertime, 36 AO samples. Quite a difference, eh!
Will put html page for release up.
the tooltip of the To: field of a message actuator was saying that
messages will only be sent to objects with a property of that name,
while in fact it was sent to objects with that name.
Unfortunately, the GameKit (and probably other documentation, too)
is wrong about this as well.
corrected the tooltip to reflect what's actually happening
- update to addBone parenting transform code
- hide/unhide bones
- draw axes/draw names
- clear parenting and clear children from bones - removes childbase links from bone and set as root or remove parenting and set as root
as there is a conflict between openal and sdl (when compiled with cdrom
support), i had to disable support for cd playing using sdl on os x
for the time being.