- tiny harmless change in module Blender.Material's *doc*.
Aphex: tested your fix for windows (thank you -- and Bill Baxter for reporting):
It doesn't break anything here (linux). So probably no need for #ifdef's.
win32 from locating .blender/scripts.
I'm hoping other OSes are a little more forgiving about these things...
but PLEASE test, else we may need to #ifdef it.
who have set a %HOME% environment var now works again.
Patch provided by Bill Baxter, plus an additional fix for Win9x.
There is still work to be done with this after the 2.32 release...
-- fixing a last minute bug: scripts w/o guis that called the file selector were
not being checked for errors, which could cause crash dumps upon exiting.
-- docs: updates for Draw (fixed example) and Material (added tex related methods docs)
Scripts:
-- added some more scripts, all I could get in shape in time (at least they export / import back).
Only tested on linux.
* In a previous commit, the following targets on Linux were commented out:
- plugin
- xplink
- blenderstatic
- blenderplayer
This commit uncommented those targets again.
-- search/remove '\r' from string buffers read from scripts:
used a fast way: change each '\r' to a space, since it should
work for scripts and the buffer is only needed for a short while.
-- added call to clear error indicator before running a script.
A previous script may set it even on succesful returns.
* Armatures that had constraint targets inside other armatures
weren't transform()-ing correctly
* Issues with lattice deformed objects that are parents of bones
when rendering an animation. Seems to be mostly OK now with the
exception of the first rendered frame -- weird bugs like this have
plagued blender for ages, which leads me to believe that
RE_rotateBlenderScene() is a piece of garbage that nobody understands
(especially me).
* made a few helper functions to clean up some repeated code related
to clearing constraint status and rebuilding displists.
- as proposed by Ton, default dir for menu enabled scripts is:
userhome/.blender/scripts if available or (using bprogname -- argv[0]),
blenderInstallationDir/.blender/scripts/ otherwise.
- moved a piece of code from BPY_interface.c to BPY_menus.c to get rid
of a linkage warning reported by J. Walton
-- added the first scripts to release/scripts:
We need time to get more scripts there, but the situation should improve
consistently from now on. Adding three export scripts: cal3d, directX, ac3d.
And one import: ac3d.
Blender 'sphere' mode lights in yafray should now have more similar light levels
render shadow button in Blender must now be enabled to render shadows in yafray too
some other minor shadow related corrections
* makesdna generates dna.c which in turn should be compiled with nice cflags,
linkflags etc. But, a small error slipped in which caused the .c file to be
compiled into a nice .o file without those flags.
Thanks to Hos for pointing out the error and persisting there indeed was an
error.
* Blender.Object.setDrawMode does not work. I had accidentally switched the
variables for setDrawMode and setDrawType. This implied that _both_
functions did not work correctly. The functions getDrawMode and getDrawType
use the correct variables.
broke the ui_mouse_motion_towards_block() function. This made sure
mouse motion (diagonal) towards a new opened sub-level keeps the sub-
level open.
Fixed!
Z axis. (ported from tuhopuu2)
Controls are found in the 3D View Properties panel (with
the rest of the grid settings). This is more flexible for
people like me who hate the grid getting in the way when
modelling - turning off the grid floor and turning on the Z
axis gives a setup like in Wings 3D or Clay.
* Cleaned up the 3D View Properties and Background Image panel's layout while I was adding the new buttons (including change over to UiDefButBit).
render solid now (no alpha).
- This gives nicer previews, but also makes envmaps look better, since
environment maps are rendered without raytracing
- I decided not to raytrace envmaps mainly because of speed... if you use
environment maps you want something quick... otherwise just use ray_mir
material here!