bf-blender / Windows (2004/10/09)

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

Moderators: jesterKing, stiv

gabio
Posts: 618
Joined: Thu Jan 15, 2004 6:41 am
Location: Canada - Québec - Sherbrooke
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bf-blender / Windows (2004/10/09)

Postby gabio » Sat Oct 09, 2004 11:17 pm

Ok, new bugfixes. The testing(and feedback) is very apreciated.
--------------------------
relevant feature:
-bugfixes
-More outliner stuff

commit:
-ton
Log:
Made the outliner use leftmouse (as it is right now for default
rightmouse select) for activating, expanding the tree, etc
regardless of the mouse button selection user pref.

-jesterking
Log:
updated FTGL lib (patch by phase and also linkable with vc6)

-ton
Log:
Typo in code that keeps undo tree on a maximum amount. Onnly happens when
the stack has undo elements from another object type, and when you edit
sufficient steps in editmode.

Crash tutorial by Bassam Kurdali, who was totally flabbergasted about it!
Thanks.
Log:
- Outliner now sorts Objects alphabetically
(i tried sort 'by type', but thats very unclear... need think over)
- Vertex Groups are visualized in Outliner (and selectable)
- Armature Bones are visualized & editable too

In general; Outliner now also supports indirect data (Structs with no ID)

- changed weirdo NLA icon into something that makes sense. (Thnx sten!)
Log:
Updated icons file (png). Has selection mode icons, and grey versions for
outliner.
Log:
Aie... changed a define and now the silly ENUM doesnt work. :)
Fixed!

-stiv
Log:
Another step in the Big Bpy Cleanup.

- move static declarations and data definitions out of headers.
the BGL module still need cleaning.

- move declarations out of modules.h and into appropriate .h files.
modules.h still exists as a container for the few modules that
need to #include almost everything.

- all files now have a $Id tag and have been formatted by indent

*there are no changes to executable code*.

pre-commit versions are tagged with bpy-cleanup-pre-20041007
for the sake of paranoia.

-ton
Log:
More outliner features;

- Made visualization of object hierarchy more clear with lines; this
solves the sometimes confusing mix of 'children objects' and
'linked data'.
- Enter editmode on click, also shows editing context buttons
- SHIFT+click on a item closes/opens all below that item
- Added constraints and Hooks (watch fun icon!)

Note; global undo doesnt restore former view for outliner... it does not
save the GUI, remember? :)

Log:
Accidentally committed work in progress/experiment with panel tab colors.
Was not meant for cvs yet!

Log:
Outliner options;

- Added in pulldown the current view commands, including the 'show
hierachy' option, which shows only the full object tree
- You now can activate data by clicking on the hidden icons (displayed in
a row of a collapsed item)
- Added selection and display of active NLA strips
- Cleanup; white text in outliner only for active object
- Made hierachy helplines 1 pixel wide and black, looks nicer

Log:
More outliner stuff;

- added Images in overview
- added Scripts in overview, if clicked it makes it active in open Text
Window
- Padplus/Padminus keys now open one level deeper or less

- fix: Akey didn't really open all...
- fix: click on item of non-active scene, activates new scene

-stiv
Log:
bugfix: #1607 Missing entry in Lamp Types

added Lamp types 'Area' and 'Photon'.
updated docs.

-bjornmose
Log:
fixed subdividing bug with addfacelist(..) rule for edges
still needs revision on bevel and rotate edge
-------------------------
a new build is available
Last edited by gabio on Tue Oct 12, 2004 6:37 pm, edited 1 time in total.

madman
Posts: 30
Joined: Sat Jun 19, 2004 3:06 am

Postby madman » Sun Oct 10, 2004 12:43 am

Muy bueno Amigo!
:lol:

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

Postby pinhead_66 » Sun Oct 10, 2004 1:00 am

Many thanks gabio

Thank you coders, more and more stuff to try out!!

greets

Dracarys
Posts: 39
Joined: Sun Dec 21, 2003 5:57 am

Postby Dracarys » Sun Oct 10, 2004 1:19 am

Wonderfully cool, and I like the area-not-in-camera-view-darkening, perhaps even slightly dim (but not as dark as everthing else) the outer dotted line?
---------------------
I'm having weird problems with the UI (yes, I"m on shitty ATi). It's not just this version, it's all of them. The UI works wonderfully, until I render. Then it doesn't respond in realtime; no popups show, buttons don't highlight on mouseover, and scrollbars don't change until after you've released the button, and then they flicker back and forth. It's impossible to work with (btw it only happens on my Windows side, but my Linux setup doesn't use ATi drivers), and I'd love it if it could be fixed.

gabio
Posts: 618
Joined: Thu Jan 15, 2004 6:41 am
Location: Canada - Québec - Sherbrooke
Contact:

Postby gabio » Sun Oct 10, 2004 5:47 am

Dracarys wrote:Wonderfully cool, and I like the area-not-in-camera-view-darkening, perhaps even slightly dim (but not as dark as everthing else) the outer dotted line?
---------------------
I'm having weird problems with the UI (yes, I"m on shitty ATi). It's not just this version, it's all of them. The UI works wonderfully, until I render. Then it doesn't respond in realtime; no popups show, buttons don't highlight on mouseover, and scrollbars don't change until after you've released the button, and then they flicker back and forth. It's impossible to work with (btw it only happens on my Windows side, but my Linux setup doesn't use ATi drivers), and I'd love it if it could be fixed.

like before you were having slow menu draw? this is know issue. i suppose when you render, look at the stat bar, where you see rendertime, and you should see it been draw very slowly. This is stopping blender. As he's waiting for you ATI to draw it.

gaiamuse
Posts: 42
Joined: Thu Nov 06, 2003 2:25 am

Postby gaiamuse » Sun Oct 10, 2004 6:16 am

Thanks for new build!

Outliner: Great to have the new additions. The camera object still is a bit buggy. When selecting, the world panels show instead of the edit panels for camera. However, after selecting an object's edit icon then going back to the camera icon then the edit panels in the button windows will show. I tried this several times and it seems to be consistent. Perhaps someone else can confirm as well. Also had several crashes when working with the camera object and the outliner in general. Sorry, I didn't know what I did so I can't reproduce it.

Slide bar: Middle mouse button moves the slide bar in Outliner. This is different for the Text editor in which the Left mouse button moves the slide bar. I think it would be better to have both these types of windows using the same mouse button to move the slide bar, ie left mouse button like the text editor.

Again, love the new features and thanks so much!

gaiamuse

oyster
Posts: 124
Joined: Sat Mar 29, 2003 4:41 pm
Contact:

Postby oyster » Sun Oct 10, 2004 9:45 am

thank you for the build, gabio. just 2 questions
1. How to use 'object- copy attributes', how to paste it after copy?
2. I have found a blender that can do extrude and extrude region before, but do not remember the url. will this feature be in bf-blender?

Skelet
Posts: 78
Joined: Sat Nov 09, 2002 4:07 pm

Postby Skelet » Sun Oct 10, 2004 11:49 am

Another great build!
Q: Is someone working on yafray's export, to work more stable with complex models!
The Skelet

ElBarto
Posts: 338
Joined: Fri Jun 11, 2004 3:24 pm
Location: Berlin
Contact:

Postby ElBarto » Sun Oct 10, 2004 12:32 pm

Cool!

About the Outliner:
- Doubleclick on a word should open or collapse tree
- i think dotted lines are better then stroked lines, there are to much present at the view, in modern design of exploring dialogs (MacOSX, WinXP) the lines where deleted completely

Menu highlighting always rounded why? I'm using the default theme and not thor rounded one.

Karamba!
Bart.

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

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

Postby Bellorum » Sun Oct 10, 2004 3:10 pm

Yup. I've decided I don't like the connection lines in the outliner. I liked the clean look better.

edit: I know I always nag about customizability:) But couldn't those lines be an option?
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

Monkeyboi
Posts: 561
Joined: Tue Nov 26, 2002 1:24 pm
Location: Copenhagen, Denmark
Contact:

Postby Monkeyboi » Sun Oct 10, 2004 10:08 pm

I agree with everyone who is against the connection lines in the Outliner. It simply looked cleaner before.

I like that it is now alphabetical though, and it's gaining useability.

I suggest that the Outliner is moved to its own window space instead of being hidden away inside the OOPS window because A, its harder to find, and B, it's slower and more tedious to have to select one window type in order to acces another.
In XSI, the Schematic view and Outliner (Explorer) are sepperate entries in the window space dropdown. Although their functionality is related, which I'm sure drove the descision to plop them together, they offer different enough options and functions to be sepperated. The Outliner will enable us the assign and exchange datablocks, rename and delete objects, manage texture channels etc (extremely useful stuff) which is a completely different concept from the OOPS, which enables us to set up visual representations of scenes and collect commonly used objects for fast selection. To communicate that their functionality is vaguely similar, I'd suggest to position the two entries next to each other in the window space dropdown.

joeri
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Postby joeri » Sun Oct 10, 2004 11:56 pm

The Outliner is Tre Cool.
Very hard to find. I'd suggest to have it as default, specialy with the 'no use' of the :shock: PS. I atleast never use it, and use the Outliner (in Maya) all the time.

I get the seq window in the Outliner window if I shift-click on the world icon in the Outliner.

Scenes with linked object data have strange behaviour in Outliner.
The behaiviour is understandable but I think unwanted (two objects open and close because they have the same name). Closing the dub. scene luckaly stops the folding and unfolding in two places.

SamAdam
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Joined: Thu Mar 04, 2004 1:28 pm
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Postby SamAdam » Mon Oct 11, 2004 2:07 am

are there any plans to implement one of the many new boolean developments soon?

or maybe Ton will write his own.

Anyway, the builds keep getting better. I had to get rid of the new builds for stability and revert to 2.34. But I think I will be able to use this one.

Bug fixes are all I want.

llunasol
Posts: 33
Joined: Fri Jan 23, 2004 12:09 pm

Postby llunasol » Mon Oct 11, 2004 12:24 pm

ElBarto wrote:Menu highlighting always rounded why? I'm using the default theme and not thor rounded one.


Small, small detail, I know, but I completely agree: that rounded menu highlight looks soooo out of place to me (that I'm not using the rounded theme because I don't like it). Just my opinion on that small issue. The rest evolving wonderfully as always.

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

Postby rednelb » Mon Oct 11, 2004 3:17 pm

how can i zoom in/out in oops?


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