binary subformats, and writes the binary subformat. Read is done with
usual F1, write is done in the menu 'File->Export Selected->STL'. Writes
meshes only, writing the 'displistmesh' if subsurf is on. The 'magic'
to determine whether it is reading the binary or ASCII subformat
could use a little work, but makes the correct choice most of the time.
Removes the creation of a password table for Non Windows machines
and instead calls getpwuid Was a lot slower before,
on systems with many users.
fix provided by Ryan Hayward (rhayward)
Kent
data definitions from .h files into corresponding .c files.
Blame zr for this since he's the one who pointed out that our
bpy headers were a mish-mash of stuff that belonged in the .c files!
In a nutshell, the headers should contain the declarations necessary
to use a module or class. The implementation files ( .c in this case )
should contain statements that allocate storage ( definitions in
the C sense ) and executable code.
When used at file scope, the keyword 'static' means "don't tell
anyone else about this". Since headers describe a public
interface, static declarations and definitions belong in the
implementation files.
The net result of all this is that after stuff has moved out
into the .c files, the .h files are empty or mostly empty.
I didn't delete them since there seem to be some public
declarations and because I did not want to cause too much
disruption at one time. Time enough for that later!
I don't want to do this, but the new Open GL extension stuff won't
compile under Irix, and the glext.h from sgi only works under
linux/windows (Kester: can you look into a work around for this?)
When using "From Window" unwrapping in a 3d view (that isn't square), the UV
coords would not be centered in the UV editor, even if the object was centered
in the 3d view.
Fixed two warnings (type definition defaulted to int for a variable that
should have been a float).
the non-flat quad detecting routine apparently didn't do anything
anymore! I've fixed it now with more comments, so people are warned
not to mesh with this... er... mess!
Apparently the reorganize of code in this c file, to merge the converter
routines for normal Mesh and subsurfed Mesh, cancelled out the fix I did
before to make sure Material option Wire correctly takes the OPTIM mode
into account.
Error was that it always rendered in OPTIM wire for subsurf, regardless
setting for subsurf.
[SCons] Build with Solid as default when enabling the gameengine in the build process
[SCons] Build solid and qhull from the extern directory and link statically against them
That was about it.
There are a few things that needs double checking:
* Makefiles
* Projectfiles
* All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
or whatever):
NAN_NO_KETSJI: when set to true, disables compilation of the game engine.
NAN_JUST_BLENDERDYNAMIC: when set to true, only dynamic executable is
build (i.e., no plugin, etc).
Note that NAN_NO_KETSJI implies NAN_JUST_BLENDERDYNAMIC.
- added mesh_set_smooth_flag, mesh_delete_material_index function
- isolated some globals
- got rid of reliance on meshdata in buttons_editing.c and material.c
(MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas
of source that actually edit mesh *data* vs. areas that just edit
mesh object information.
* Added the following flags to config.opts:
- PYTHON_LINKFLAGS
- PLATFORM_LIBS
- PLATFORM_LIBPATH
- PLATFORM_LINKFLAGS
Backup your original config.opts file and run scons again to get these new
options.
* Use freetype-config instead of pkg-config for determining the freetype2
flags.
* The new PYTHON_LINKFLAGS now enable the dynamic linking on Linux and
possibly other platforms as well. This should resolve all linking problems
reported to the mailing lists. (At least for Linux, I can't test other
platforms).
* Created a MESH_MAX_VERTS macro in DNA_mesh_types.h
* fixed vert limit for converting displistmesh ==> mesh
* fixed vert limit when doing boolean operations
of zr). This struct was never written to file and the new 'int based'
MFace can be used in it's place. Some removal of redundant code could
perhaps be done now (I didn't do any though, just "s/MFaceInt/MFace/").
different objects shouldn't share flags this way (still sharing of
other mesh flags in renderer... ickity pickity, but I'm not fixing now)
- removed some unnecessary uses of DNA_mesh_types.h
Short usage info:
In loopcut mode after selecting a 'reference edge' and you are selecting the % to cut press p to toggle non-proportional mode.
the base side of the reference edge will be indicated by a large pink vertex. This is the side that 0% is calculated from and the side that the non-proportional cut will mimic. To change the side of the base, press the Fkey
The header has always shown the % of the cut, but now in non-proportional mode, it will show the distance from the base side of the loop. It will also show which cut mode you are currently in.
Rotation Current;y goes like this in editmode...
alt-b : vertex loop select
alt-b : face loop select
alt-b : off
I also removed the console output for changing to small cursor.
Add an image texture to the world (in any channel, the first one with an image will be used) and it will be exported as an image background
The texture 'bright' slider is connected to the 'power' variable
If the image selected ends in hdr, it will be exported into an HDRI block.
The texture 'bright' slider effects exposure adjust (it is slider value - 1) so a value of 1 == no expousre adjust. (this needs a better solution in a later implementation)
This commit: selection code, loop cursor and menu option for 3d header committed.
Still to come will be activation code (perhaps shift-B rotation) after more discussion.
In an attempt to optimize, displist wasn't recalced if 3D window subsurf
level was the same as render subsurf level, this kept wave effect
from being calculated in animations if leves were equal.
Fixes 1/2 of bug #1000 (Still doesn't update 3D Window)