bf-blender / Linux glibc 2.3.2 (2004/01/21)

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

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kino
Posts: 94
Joined: Sun Oct 13, 2002 7:37 pm

bf-blender / Linux glibc 2.3.2 (2004/01/21)

Postby kino » Wed Jan 21, 2004 2:44 pm

Autoconf system , no TTF, No Game, openal yes

link:Removed us the new build


Log: rwenzlaff
- Fixed Displacement Hollow vs. Solid problem. Test for flipped
normals was commented out.

Log: ianwill
BPython:
-- 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.

Log: ianwill
BPython:
-- 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.
Last edited by kino on Thu Jan 22, 2004 1:24 pm, edited 2 times in total.
kino3d.com italian site

kino
Posts: 94
Joined: Sun Oct 13, 2002 7:37 pm

Postby kino » Wed Jan 21, 2004 11:09 pm

Log: Ton
- fix for bug #903
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.


Log: goofster
findnearestedge() ignored hidden vertices. both vertices of the edge should be non-hidden and at least 1 of them should be on-screen (visible in the 3D viewport)

Log: goofster

New loopcut version. much praise goes to Johnny Matthews who implemented precision cutting.

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.

---
thanks :)

kino
kino3d.com italian site

tuinbels
Posts: 23
Joined: Mon Nov 18, 2002 4:19 pm

Postby tuinbels » Wed Jan 21, 2004 11:54 pm

kino wrote:thanks :)


And I thank you for the daily builds, much appreciated :D :D :D

wim

kino
Posts: 94
Joined: Sun Oct 13, 2002 7:37 pm

Postby kino » Thu Jan 22, 2004 12:37 pm

tuinbels wrote:
kino wrote:thanks :)


And I thank you for the daily builds, much appreciated :D :D :D

wim


thanks hope is useful :)

bugfix - with the next commit i change the day

Log:
- fix for specularity calculus. Because of new area lamps and new ray-shadow
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. :)

---
ciao
kino
kino3d.com italian site


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