With less than one month of development time, this has been a short and sweet release cycle. The focus of this release is the Game Engine which has added a number of nice new features such as GLSL shaders, the capability of using multiple materials and uv maps; multiple viewports; as well as a number of important fixes such as the return of the armature system. Of course Blender's core tools also have been improved, with subsurf aware UV mapping; the addition of a live sculpting tool; set chaining; a number of python script additions and improvements; and the addition of the python Pose module along with other python improvements and fixes.

 

Game Engine

GLSL shaders, the ability to use Blender materials within the Game Engine, multiple UV sets, multiple viewports, the return of the armatures, double sided lighting, alpha test sorting, restoration of sound, along with work on the bullet rigidbody dynamics and collision system, and numerous game engine fixes, makes this a great release for Game Engine aficionados.

 

See the demos for the eyecandy, and to see code examples in action

 

Game Engine Demos

You can now program pixel and vertex shaders to be used in the game engine, allowing much more sophisticated and attractive effects.

 

 

 

Previous game engine releases had to use a special materials system that offered only a small subset of the Blender Materials power. With this release users now have almost full access to Blenders material capabilities including multiple textures, multiple materials, material IPO curves. Additionally game engine users can utilize Multiple UV sets within the game engine.

You can now split the screen into simultaneous views from different cameras, also embedded viewports are allowed.

For this release a number of fixes were made to the physics system.

Two major improvements are the return of the armature capabilities (which were lost in the animation rewrite of 2.40), and the return of sound capabilities to all supported platforms. Users will also notice smoother interaction, and a number of general quality improvements.

Core Tools

Now UV unwrapping can utilize subsurfed UV coordinates, which can give much more accurate uv unwrapping.

Set chaining allows a main scene to contain 'sub-scenes'. You can then easily make adjustment of the main scene by varying the sub-scenes that are included.

Python

A great deal of improvements happen in the python arena. A number of additions to the python API especially the bringing back of the Pose module, and a number of other enhancements and fixes. Also there has been added a sculpting and mesh relaxation brush, a tri2quads script, and a number of nice i/o scripts, as well as many script updates.

Two great tools were added this cycle - mesh sculpting - that allows you to push, pull and stretch mesh as if it were clay, as well as many other nice capabilities. There is also tri2quad which intelligently creates quads from tris. Plus updates such as the texture baking script.

Direct X script was updated to export animation, Collada also added some animation export, open-flight, and other scripts were added.

There were quite a few improvements in the Python API. Script authors should have what they need now in order to import and export animation, as well as make full use of the mesh module.

Death to all Bugz!

Credits

Developers who contributed to this release: 

  • Alexander Ewering ( fix in Armature.c)
  • Bart ( vrml and x3d export updates)
  • Ben Omari ( direct x exporter update)
  • Brecht Van Lommel ( subsurf for UVs)
  • Bruce Merry ( ply import and export)
  • Campbell Barton ( Sculpt Tool, tri2quad, crash fix in python, misc python and script fixes, scripts management)
  • Charlie Carley ( Game Engine: return of Armatures, GLSL shaders, blender materials)
  • Chris Want ( misc bug fixes)
  • Dino Ghilardi ( xfig exporter)
  • Erwin Coumans ( GE management, crash fixes and numerous bug fixes in physics and GE)
  • Greg MacDonald ( openflight import/export)
  • Hans Lambermont ( FreeBSD makefile maintainance, gameplayer fixes)
  • jean-michel soler insertShapeKey and tex2ubaker, svg import, and hotkey script updates)
  • Jean-Baptiste Perin bvh to armatures script update)
  • Jens Ole Wund ( msvc6 build maintenance transform fix)
  • JLuc Peuriere ( OS X makefile maintenance and GE build fixes)
  • Joseph Gilbert ( crash fix in python, project file maintainance, Pose Module, misc python fixes)
  • Jonathan Merritt (primary work on libtiff and dynamic loading support for 2.40)
  • Ken Hughes ( large number of python fixes, many python API additions)
  • Kent Mein ( compiler warnings fix, make file maintenance)
  • Lagan ( Game Engine: Viewports / splitscreen, Alpha test (sorting), Double sided lighting)
  • Levon Hudson ( additional material ipos, and blend types for Halo and Radial)
  • Loic Berthe ( updated bevel center script)
  • Martin Poirier ( pupblock for python, python fixes)
  • Michael Reimpell to get/set relative key)
  • Mika saari ( UI bug fix for unicode)
  • Mikael Lagré ( Collada import and export updates)
  • Nathan Letwory ( set chaining)
  • Nils Thuerey ( misc fluid fixes)
  • Njin Zu Chen ( gameplayer fixes)
  • P-Luc Auclair ( quickstart guide update)
  • Serhij Dubyk ( Ukranian tooltip translation)
  • Stephen Swaney ( python bug fixes)
  • s.a. ( bugfix get_constraint_target() )
  • Tom Musgrove ( release management, release documentation, scripts management)
  • Ton Roosendaal ( bump map fix, crash fix, misc fixes, Crazyspace fix)
  • Tron Thomas ( getVertexInflueces fix)
  • Willian Padovani Germano ( crash fix and script management)
  • Yann Vernier ( crash fix in gen_utils.c)