it by precalculating all needed Osa vectors when rendering glass, this
because it is unpredictable what is exactly going to be needed after.
- a hint that this should be done better is in the code... will mostly
improve sharpness and a bit rendertime though
(thanks bugmaster intrr!)
- G.f's G_DEBUG flag was being erased in blenkernel/intern/blender.c's
setup_app_data:
G.f= bfd->globalf
// added a line above it to fix this:
if (G.f & G_DEBUG) bfd->globalf |=G_DEBUG;
G.f= bfd->globalf;
BPython:
- debug info now only shown if Blender is started with '-d' option
- added ~/.blender/scripts to modules sys.path
- added two new functions to Blender.sys: basename and splitext
- added doc for Blender.sys, updated other docs
recalculate the O.dxno and O.dyno for each pixel. This causes scanline
errors (stripes) when in same scanline something else is called that
calculates O.dxno/dyno...
possible bad free
- FTF_Api.cpp used static C++ object, hard to understand and icky,
was probably source of phase4's crashes, replaced with dynamically
allocated object and added FTF_End to free it and sensible time.
- local tentative fix for BLI_gethome(), which returns '.blender' appended only
on some Windows systems. Created bpymenu_gethome() to check and
add '.blender' if needed.
- changed name: .Bpymenus to Bpymenus as suggested by GSR
- trivial additions:
Object module: added methods .set/getSize
Armature/Bone module: bone.set???() methods now accept both n
floats or a list of n floats: fff or (fff). All these additions were requested
by user Carlos Lopez (Klopes).
- New doc: for module Registry.
by the seed variable. Requested by S68.
Basically they move slightly when you change the seed. Might be
a good idea to split this up so there are two seed options in a
particle effect, however there are already quite a bit of them so I opted
for this.
Kent
alpha>1.0, the 'threshold' calculation in vanillaRenderPipe.c then works
wrong... not sure if this should be fixed there.
- for now, the spothalo render function itself clips.
- again; thanks to horrible intrr test scene! :P
some tests where moved around, causing specularity being calculared when
light actually shines behind a face.
Thanks inttr for the (horrible!) test scene that showed it. :)
new features:
- after choosing a loop to cut you go into a second mode that lets you choose where exactly on the edge you want to cut.
the placement is in percentages, so 0% is one side of the edge, and 100% is the other side.
- holding CTRL snaps the placement to whole percentages. 1.00 instead of the standard 0.01 of a percentage.
- Pressing S while you place the cut turns on Smooth-subdivide for the cut (or as I like to call it: Loopcutsubdividesmooth :)
- the percentages and the ON/OFF for smooth cut can be seen in the view3D header.
fixes:
- loop takes into account hidden vertices, this solves bug #895.
- Cutpreviews are drawn correctly for triangular faces.
- renamed the function from loop -> loopoperations. I'm sure someone has a problem with the new name too, but BLAH! :D
- the parameters for the function are defines. loopoperations(LOOP_CUT) cuts, and loopoperation(LOOP_SELECT) selects (duh). this is changes in all the places the function gets called.
if people find new bugs, feel free to yell! :)
Roel
this was an error as reported more, with horizontal lines in raytraced
renderings. It appeared to be an Osa struct being not reset to zero
for normals... only happens when using bumpmapping.
-- removed struct Script (DNA_script_types.h) from makesdna to blender/include/BPI_script.h
(BPI meaning Blender Python-related external Include file).
Had agreed with Ton that makesdna was not the proper place for it.
-- fixed two small warnings in Ipo.c (variables might be used uninitialized)
-- fixed a bug reported on blender.org's python forum by Wim Van Hoydonck (aka tuinbels):
Blender would hang if a script failed. My fault, accidentally put a node=node->next type call outside the while loop check, so it never ended.
With makesdna/DNA_script_types.h removed and include/BPI_script.h added, msvc projectfiles will need to be updated. Sorry to do it now, but I promissed I'd fix this before next release.
* Windows .exe file now includes the blender icon.
* Builds with game engine on Windows only.
I tried building the game engine on Linux, but I get weird errors when
building with ode. There's a dirty #include path in
Physics/BlOde/OdePhysicsEnvironment.cpp (../ode/src/joint.h). gcc doesn't
like this somehow.
* Other platforms need to add a couple of flags to the SConstruct:
use_sumo, use_ode, solid_include and ode_include
- now the file .Bpymenus is in ~/.blender/, please delete the old one
- both ~/.blender/scripts/ and (if set) user pref scripts dir are scanned for scripts
- 2 scripts of the same group with the same name, one in each dir: user pref overwrites the other's entry
- fixed the problem with trailing backslash, was my fault (used NULL instead of "/" for relbase in BLI_make_file_string
- slightly changed msgs to be less verbose and parsing to be more forgiving
- if a script registers with a wrong group, 'Misc' is used instead
- 'Blender' tag is now checked, gives a warning (notice) msg if script is newer than Blender program
Blender.NMesh module and doc:
- added vertex.sel var to get/set selection state of vertex.
The real hotkeys didn't match the ones written in the menus.
I made the hotkey match the menu entry (I could have done the other way around, but the hotkeys in the menu were more consistant and logical than the real ones).
Also started cleaning hotkey management in this file. The even is splitted in two switch with some events being catched in both. This creates some strange double event catching sometimes. I'll be fixing that this afternoon (school time now).
-- trying a different approach to see if the crash on Windows goes away.
Running a script with PyRun_File -- a Python/C API function -- was probably
the cause for crashes on Windows, because it uses a pointer to a FILE
struct and on windows this struct can be "different and incompatible"
depending on which libc was used to build the program. This is mentioned in
the Python/C API Ref Manual, chapter 2.
Now we're loading the file contents to a string buffer and using PyRun_String.
- Lamp only shadow (use 'energy' to control amount that gets subtracted)
- Material only shadow (remember, is an alpha trick)
- demo files for this have been included in testing suite, will be
upgraded soon.
- while Faceselect mode on Subsurf, it didnt render the changes. this was
because the displaylist wasnt updated (the 3d window shows original mesh)
- added proper redraw event for F10-sound buttons when you add a new sound.
somehow sound doesnt play anymore here... have to check further.
The font vectordata is scaled on load, so the character size will fit between the default (1.0) linedist.
Warning: this might change the font size in older blend files. (read: breaks backward compatibility)