bf-blender / Windows (2004/10/14)

User-contributed CVS development builds. Please test and give feedback!

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gabio
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Location: Canada - Québec - Sherbrooke
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bf-blender / Windows (2004/10/14)

Postby gabio » Fri Oct 15, 2004 3:28 am

More fixes. In fact, a cleanup of the bug tracker is going on. you can tell by the number of bug #0000 :). Also some new stuff for particle and some nice stuff for python develloper. That's all for now.

----------------------------
Image

relevant feature:
-bugfixes.
-Fractal Subdivide work in the - direction as well as the positive.
-Static particle systems now can also duplicate children (Dupli Vert).
-python stuff:
-Added Indent/Unindent
-Added Comment/Uncomment
-Added Tab setting on the menu bar in text editor
-Added Auto indent

Commit:
-ton
Log:
Fix for bug #1500

Ray_transp on curve objects (filled polys) didnt work well, normals
were not pointing outside all nicely

Log:
Linestyle (dashed, using glStipple) seems not to work proper on
circle selecing. I can't find clues (thanks k-rich for help!) what it
exactly causes...seems like inverted draw + glStipple + draw circle
somehow confuses a driver... we can live without i guess?

This commit is to verify it now works ;)

-stiv
Log:
fix numerous memory leaks in the math types.
fixed bug: #1633 Memory leak in M_Mathutils_Vector

The math types ( matrix, vector, quad ) now make
copies of data passed to them rather than holding
a pointer to memory that cannot be freed, or that
may go away unexpectedly.

This also clarifies the problem of who is responsible
for freeing memory allocations.

Pre-checkin files are tagged mem_leak-1 in case this
breaks something.

-ton
Log:
Fix for bug #1562

There's an ancient code in Blender to denote a projected vertex coordinate
is invisble, it sets the x coord at 3200. :)
This wasn't updated while coding loopselect, nor edge select. Causing in
extreme zoomed in situations vertex selecting go wrong.

Also added; option "don't load GUI" in fileselector doesn't get saved in
files.

Log:
Cut'n'paste code, to fix bug 1500, resulted in crash when not rendering
extruded curves. thanks intrr for noticing! :)

Log:
Fix for bug report #1566

Some 3d cards, IBM mostly, crash when glBitmap draws while in glPicking
mode (for select).
This was fixed for empty objects before, but armatures also draw bone
names... here the check for 'picking' was added

Log:
Fix for #1569

Problem was dynamic linking of files with game logic. The links between
sensors/controllers/actuators got lost.
Never though i'd still understand the code, not too bad at all! :)

Log:
Fill and beautyfill now respect new edge/face selection flags.
Also flipped normals for default filled faces, they were pointing away
always.

Log:
minor fix, more a beauty glitch, bug 1612;
when adding first ipo curve position, editmode on the curve shows weird
handles, which solves when adding the next keys though...

Fix is that it sets all handles on zero size now. (is auto-handle, so no
harm done)

Log:
Fix for #1626

Pulldown menu "Apply deform" in (3d header) called 'make duplis real'.
Easy fix :)

Log:
Three fixes;

- bug #1307; copy full scene didn't update links in constraints
(was an oldie bug!)
- also fixed same for Hooks, which even't didn't duplicate yet
- HOME in outliner (show hierarchy) now only does current scene

Log:
Bug fix #1341

Deleting all vertices in a Curve Path, crashed/corrupted a FollowPath
constraint using it.
Now it defaults to (0 0 0) for an empty path.

Log:
Fix for #1617

Volumetric spothalo shadow clipped at z=0.0 instead of correct z= -1.0.
Just forgot that zbuffer for spot shadow uses entire signed integer range.

Log:
Not a real fix, but report #1638 was a valid confusement...

When using Unified Render, the Gauss option cannot work, so the button then
disappears to indicate so.

Log:
This fix, bug #1342, makes blender consistant, but won't really solve
weakness in design.

Issue was: if you delete the 'mother metaball', which is an object with
name without a number, the entire metaball family isn't polygonized. Sofar
so good, where it not that rendering still worked, because it searches all
objects in the scene for a family member with lowest name.

Doing such a search within the main drawing loops will become a major
slowdown, so this better isn't done.

I don't mind sticking to (documented) consistant behaviour. Alternative is
a flag in object to denote it's a Mother Ball, and check for that instead.
This isn't nice to code in current Blender though... we don't have a signaling
system where to insert such tests reliably, making it very hackish.

Jiri; I hope you can agree with the solution! :) Just want to have tracker
cleaned up, refine it to real bugs.

Log:
Accidentally committed a line paste with declaration outside of { }...
Thanks jK!

Log:
Bug #1468

"Home" or "View All" in NLA window didn't set a good result in all cases.
Now it uses the Scene start/end frame, which isn't correct always, but at
least gives results.

NLA and Action drawing is total mess! Certainly nice job for cleanup for
next release.

-siredude
Log:
Kenneth Strom's patch to make Fractal Subdivide work in the -
direction as well as the positive.

Kent

Log:
Added to the top of the file: struct SpaceOops;

to stop a warning about SpaceOops defined inside of parameter list...

Kent

-ton
Log:
Color picker fixes... (bug #1490)

Since color is stored RGB only in Blender, the conversion from and to HSV
causes values to be clipped all the time.
Solution found is adding a persistant hsv storage to the uiBut struct, and
have it working on that only while hsv button is open. Still, after usage
(leaving picker) the conversion will change values to rgb.

Also added; redraw event for editing buttons, to show correct changed
color while using nkey picker

-stiv
Log:
followup to vector memory leak fixes:
fix for problems with NMesh vertices.
plug some more leaks in matrix module.
new vector method newVectorProxy().

In BPy-Land, we have overloaded the meaning of our Vector
type. One use is for vectors in the traditional mathmatical
sense. The other legacy use is as a proxy for Blender data.
The recent memory leak fixed have lead to the Vector type
behaving as mathematical vectors.

However, the NMesh module is still using Vector types as a
proxy to manipulate NMVert data. To support this usage, in
the vector module there is a new factory method
newVectorProxy(). This creates a Vector that references
memory outside the Vector. Vectors created by
newVectorProxy() do NOT free their referenced memory. The
newVectorProxy() is used only in bpy code and is not exposed
thru the scripting interface.

Anyone using newVectorProxy() must be aware of object
lifetime and scoping issues because the returned Vector
holds a pointer to memory it does not own. This works in
the NMVert case since we are referencing memory belonging to
the NMVert object via an NMVert method.

Log:
fix bad return types for errors in Matrix_coerce().
EXPP_ReturnPyObjError() should have been EXPP_ReturnIntError().

Log:
Bug fix & new feature;

http://www.blender3d.org/cms/Particle_d ... 443.0.html

Static particle systems now can also duplicate children (Dupli Vert).
Even ipo's for children are evaluated correctly then, nice stuff :)

Log:
fix for #1635

Field render, and field option for image texture, had error due to
returns in middle of calls... this bug was there already for long
while, not much used eh ;)

-stiv
Log:
bugfix: #1642 Matrix multiplication memory leak
another memory leak plugged.

-stiv
Log:
a patch for the Text editor contributed by themeyers.
adds new features for indenting and commenting.

Note: I am not sure if the best menu spot for these features
is under the Select menu, but we can argue about that later.
They do work on a selection, though.

from the mailing list post:

1&2. Added Indent/Unindent under Edit->Select
just select the text you want to indent and go to the menu (
note if nothing is selected Indent will just indent ( tab )
the line the line )

3&4. Added Comment/Uncomment to the same menu
same applies as above

5. Added Tab setting on the menu bar in text editor
Sets the number of spaces a tab ==
changing the setting will change the hole script

6. Added Auto indent
when you hit enter it goes to the next line at the same
tab number and the line above it ( needs more testing and input)
-------------------------------
a new build is available
Last edited by gabio on Tue Oct 19, 2004 4:58 am, edited 1 time in total.

malefico
Posts: 159
Joined: Mon Oct 14, 2002 6:51 am

Postby malefico » Fri Oct 15, 2004 3:52 am

I really appreciate the bugfixes ! You know, I love fancy new things but I'm completely obsessed with bugs... specially oldies...:D

Thanks everybody for your efforts (and gabio for the binaries :D !)

oyster
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Postby oyster » Fri Oct 15, 2004 8:04 am


Kenden
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Postby Kenden » Fri Oct 15, 2004 11:38 am


Crawl
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Postby Crawl » Fri Oct 15, 2004 12:32 pm

Hmm i cant figure out how to get a result like this: http://www.blender3d.org/cms/uploads/pics/rt1_08.jpg

It would be great if someone would explain it to me(and probably other ones ;))

mfg Crawl 8)

gabio
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Joined: Thu Jan 15, 2004 6:41 am
Location: Canada - Québec - Sherbrooke
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Postby gabio » Fri Oct 15, 2004 3:57 pm

the 8th texture channel. yea it's one of the darkest feature. the less easy to find. give a texture in the 8th texture channel of the object with the particle effect. then in the particle panel, set the texture force on the bottom of the panel. i'll have to tweak, there is not magic switch.

ElBarto
Posts: 338
Joined: Fri Jun 11, 2004 3:24 pm
Location: Berlin
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Postby ElBarto » Fri Oct 15, 2004 4:11 pm

Thanx for the new built! Good to see more bugs are fixed!

Bugs as version 121004:

- no way deleting connection in the logic brigdes (Game engine)
- always a rounded menu highlighting in the default theme
- MMB+Ctrl or for zoom does not work in the UV Editor and at the Oops window

Suggestions:
- deleting the connection lines in the outliner for a cleaner look or paint them as dotted lines, they are too much present at the view
- theme option for unselected face dot is missing
- shortcuts needed for the new indent and comment features

Karamba!
Bart.

Blender Feature Proposal:
http://www.neeneenee.de/blender/features/

Crawl
Posts: 11
Joined: Thu Aug 05, 2004 3:18 pm
Contact:

Postby Crawl » Fri Oct 15, 2004 4:34 pm

gabio wrote:the 8th texture channel. yea it's one of the darkest feature. the less easy to find. give a texture in the 8th texture channel of the object with the particle effect. then in the particle panel, set the texture force on the bottom of the panel. i'll have to tweak, there is not magic switch.


got it... thanks a lot 8)

pinhead_66
Posts: 107
Joined: Wed Oct 16, 2002 10:09 am
Location: Belgium

Postby pinhead_66 » Fri Oct 15, 2004 6:06 pm

hi there,

is it possible that the global pivot setting is broken?


I had it on in by default using cntrl+u but with every cvs build of late, when I change pivot in any screen, the other screens don't follow, the pivote for rotation/scaling stays the same

greets

rednelb
Posts: 57
Joined: Sun Aug 01, 2004 1:34 pm

Postby rednelb » Fri Oct 15, 2004 7:21 pm

Log:
Not a real fix, but report #1638 was a valid confusement...

When using Unified Render, the Gauss option cannot work, so the button then
disappears to indicate so.


i have a problem then. i have a scene which is not rendered correctly with unified render turned off (black halos around white faces over white background) and i need the gauss aswell.
btw. why the gauss cannot work with unified? is it because "gauss" means here that after an image gets rendered with antialiasing it is filtered with gaussian blur?

Bellorum
Posts: 471
Joined: Wed Jan 21, 2004 3:27 pm

Postby Bellorum » Fri Oct 15, 2004 7:53 pm

- theme option for unselected face dot is missing

Theme option for not displaying dots is missing;)
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

gabio
Posts: 618
Joined: Thu Jan 15, 2004 6:41 am
Location: Canada - Québec - Sherbrooke
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Postby gabio » Fri Oct 15, 2004 10:21 pm

pinhead_66 wrote:hi there,

is it possible that the global pivot setting is broken?


I had it on in by default using cntrl+u but with every cvs build of late, when I change pivot in any screen, the other screens don't follow, the pivote for rotation/scaling stays the same

greets

yea the hotkey don't work but if you change it by hand in the header it does follow.

pinhead_66
Posts: 107
Joined: Wed Oct 16, 2002 10:09 am
Location: Belgium

Postby pinhead_66 » Fri Oct 15, 2004 10:48 pm

ok, thanks gabio

ElBarto
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Postby ElBarto » Sat Oct 16, 2004 12:59 am

There was a built with a much better boolean function from JesterKing http://www.blender.org/modules.php?op=m ... pic&t=4545

When did they arrive in CVS-Blender?

Karamba!
Bart.

Blender Feature Proposal:
http://www.neeneenee.de/blender/features/

jesterKing
Site Admin
Posts: 1848
Joined: Fri Oct 18, 2002 12:48 pm
Location: Finland

Postby jesterKing » Sat Oct 16, 2004 10:50 am

ElBarto wrote:There was a built with a much better boolean function from JesterKing http://www.blender.org/modules.php?op=m ... pic&t=4545

When did they arrive in CVS-Blender?


That was a test build with a patch for the better booleans. These are not yet in CVS. Actually, older code for this is already in CVS, but it doesn't like to be compiled with different compilers.

I do hope Laurence makes progress on this code, and I'd like to see a patch on the ML for sure. Or perhaps a commit into that code, even if it is not yet fully functional.'

/Nathan


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