2.49a Bugfix Release

Testing well is an art! As usual the actual release shows the issues we just overlooked... below is a list of reported bugs, all fixed in 2.49a

Various Bugs:

  • Dozens of bugs fixed based on "Coverity Scan" (automatic code testing)
  • The .deb Linux builds didn't include FFMPEG
  • Windows: Reading DV-AVI now works with all files, including from Movie Maker
  • Negatively scaled objects resulted in incorrect boolean output.
  • Surface option for Force Fields crashed on non-mesh objects, so hide it if not applicable. Also made it support surf, curve, font objects.
  • DXF import/export: several fixes and update

Render Bugs:

  • AO render gave wrong pixels on first sample it takes in a tile
  • Texture nodes noise function was not correct for Bricks node
  • Texture nodes translate node works now
  • Particle hair strands missed first segment when rendering as regular geometry (not strand render)
  • Particles using modifiers/UV slowed it down unnecessary

Game Engine Bugs:

  • Anisotropic friction with zero values caused objecs to jump to infinity
  • Materials using Object texture coordinates caused crash
  • light in skinned object only work properly after running the action once.
  • Avoid crashing BGE on Mobile Intel GMA 950/945 Express GPU
  • Lights in non-glsl mode didn't move anymore, missing matrix update.
  • Changing the scale of a sleeping object wasn't working with bullet.
  • Dynamically added sensor objects didn't have their physic shape synchronized with movement.
  • Loading older blend files (from the blender Gamekit 1.0 demos) that use Sumo crashed on playback
  • Shadow face flag ignored object's scale.
  • Sound Actuator negative events would play a sound when no sound had played yet.
  • Sound Actuator with loop-end  stop on negative events.

Game Engine Python Bugs:

  • Camera functions getScreenPosition, Ray and Vect fixes
  • Bug in KX_GameObject.get() and ListValue.get() returning python types float/int/string.
  • Pythons sys.path creation was broken in windows (caused YoFrankie game to not start)
  • Action Actuator setChannel() function was broken in a number of ways.
  • Deprecation warnings were printed twice.

Game Engine Bullet Bugs:

  • Fix for Torque and 6DOF constraints
  • Applied torque breaks rigid bodies in game engine

Sequencer Bugs

  • Scrubbing sound could create an echo
  • Fixed two cases with crashing FFMPEG
  • "duplicate strip" always increase the user count for ipo now.
  • Work around crash in dv-reader of ffmpeg, that can happen, if some frames don't contain audio
  • free_imbuf_seq() didn't free all scenes. That will lead to steady memory growth in case of nested timelines with several scenes.
  • Big Proxy fixes, addressing hopefully most complaints on mailing list and in tracker
  • Fixed color balance tool. Problem was: we pretended to do Lift/Gamma/Gain,
    but in reality we did (1-Offset)/Power/Slope. (slightly modified ASC CDL). So now, the GUI is able to switch modes between ASC CDL-mode and real Lift/Gamma/Gain.
  • Syncing audio to 3D window works again

New:

  • Compositor: UV Map node now has better handling of edge cases (where UV values meet sky background)
  • Wavefront OBJ support to import & export curves as OBJ native curves (rather then a bunch of edges)
  • Wavefront OBJ X90 option for export to write files without rotation.
  •  Sequencer: effect strips had no filter option, which was therefore added. So you can apply color balance on effect filter output
  • GE Python support for __contains__ "prop" in gameOb and "OBCube" in scene.objects syntax.
  • GE Python support for dictionary style get() cont.actuators.get("key", default), works for sensors and object controllers too.
  • Action actuator getChannel("name") function to get the bone loc,size,quat for a bone.

2.49b Bugfix Release

Updates:

Various Bugs:

  • SoftBody, vertex groups were not notified on deletion & fixes for Mass and Spring Painting
  • Softbody, non mesh objects missing initializers [bug #18982]
  • Self Shadow Vertex Colors, improved blur method to give more even results.
  • Converting nurbs to a mesh ignored smoothing for Alt+C and from python.
  • Object Active to Other, Fix python error when running in local view.
  • Ancient resource leak where checkPackedFile would open a file and never close it.
  • Fix for uninitialized memory use with X11 keyboard and tablet events.
  • Fix for building with CLang (LLVM)

Render Bugs:

  • Using LightGroups override for material doesn't work for preview renders.
  • Render Stamp, error in setting the alpha value when drawing text into a char buffer.
  • Lumma Matte, Fix in low value setting.
    Originally checked against the wrong channel (chroma) instead of the luminence channel. Changed default value for high value to 1.0 from 0.0
  • Baking selected to active with nearby dupliframes objects crashes blender [bug #19029]
  • Fix for high energy sunlamps, turning specular black [bug #18837]

Game Engine Bugs:

  • Saving runtime on Windows didn't work with python2.6
  • Let IPO's animate the ref value for KX_BlenderMaterial's

Game Engine Python Bugs:

  • Converting a mesh from a python argument was broken but happened to work in some cases.
  • Memory leak fix for action.channelNames.
  • Was writing to freed memory when freeing a python object in some cases.
  • Removing GameLogic.EvalExpression(), was unstable.
  • Crash fix when casting a ray to the same location as the object.
  • Fixed KX_PolyProxy returning improper VertexIndex with mixed triangles and quads with using .getVertexIndex() and .v1, .v2, etc. [bug #19254]
  • Fixed obj.sendMessage() with 4 arguments crashing blender [bug #18963]

Game Engine Bullet Bugs:

  • Crash fix when a parent compound object didn't have a physics controller.
  • Fix for the torque actuator x -& y-axis not working.

Sequencer Bugs

  • IPO curve-deletion resulted in non-working effect
  • easy retiming only allowed enlarging of strips, now shrinking is also possible (easy retiming: use the right display handle of input strip and shrink or enlarge, will make the speed of the strip exactly fit the effect strip's length)
  • frames after end-of-display of input strips can now be accessed.
  • frame blending can now be done on more than two frames, enabling really fine grained motion blur if you speed up a sequence with high factors (bigger than two).
  • Scene-Strip rendering with compositor scenes failed, if they had no camera attached.
  • Fixed hdd-audio for sample formats other than 16 bit (8 bit eg).

Import/Export Bugs

  • FBX Export, Incorrect formatting that broke some converters.
  • BVH Motion Capture Import, Did not support single rigid body objects. [bug #18949]
  • OBJ Import, fix for importing of transparent faces from .mtl files - ZTrans now is set for them as well. (improves import from SketchUp)
  • Collada export, Empty material slot would raise a python error.
  • Collada import, fixes for increased Sketchup interoperability and more.
  • Quake MAP Export, empty nodes were not exported, also noticed files were invalid if there were no meshes or surfaces.
  • Quake MAP Export, had support for single triangular brush unnecessarily disabled.
  • Quake MD2 Export, Fix for vertex normals [patch #19206]

Python API

  • Mathutils (quat_a*quat_b) was broken, returned (quat_a*quat_a) instead.
  • Support for editing properties IpoCurve.driverBone and IpoCurve.driverBone2 and modifies IpoCurve.driverChannel to allow OB_ROT_DIFF.
  • Documentation corrections.
  • Support for rendering background scenes different from the active scene.
  • scene.render.render() now behaves the same in interactive and background mode
  • scene.render.saveRenderedImage() now works correctly in background mode
  • Armature active bone can be set.

New: