bf-blender / Windows (2004/05/18)

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

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gabio
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Joined: Thu Jan 15, 2004 6:41 am
Location: Canada - Québec - Sherbrooke
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bf-blender / Windows (2004/05/18)

Post by gabio » Tue May 18, 2004 6:29 am

Thanks to kester, the CVS is compiling again on my msvc6 compiler.

Relevant:
-Works on the game engine.
-OSA review.
-Bugfix

Commit:
broken:
Log:
A few fixes to the menus:

* Added the axis constraints (and fixed a bug) in the newly
added View3D transform menus, and in doing so removed
some duplicated code from toolbox.c
* Cleaned up text labelling

Hint:
Remember to use Title Case for menu labels, and only use
an ellipsis (...) when the menu opens up another new
dialog like a panel or a pupmenu(). The ellipsis indicates
"there is something more to come" and that no action,
mode-change, whatever will be executed immediately.
ton:
Log:
Secured division by extreme values with a FLT_EPSILON. This might
prevent hanging on optimized windows build. That's going to be tested
now!

aphex:
Log:
quick fix -- bug #1217 (Unable to access AA fonts in Linux)

kester:
Log:
Make game users happier.
Don't apply friction to external velocities. The means motion actuators that set linV will work, without having to be repeatedly triggered.

jiri:
Log:
- fixed bug #1268, Czech translation is fixed

guitargeek:
Log:
Adds a 'paint' floating panel to the image window to control brush settings for texture paint mode.

Also adds paint and properties to the view menu in image window.

ascotan:
Log:
- bugfix #998 Object matrix incorrect
- object's matrix is not updated until redraw. pymatrix returned is updated to reflect current variables.
Log:
- added setBorder() to renderingContext to set border render rects from python.
- updated sizePreset() to deal with borders.

ton:
Log:
Assuming the freeze is over and we can head towards 2.34: this is the
first commit for review and improvements on OSA (anti aliasing) in
Blender.

http://www.blender3d.org/cms/Rendering_ ... 320.0.html

Most relevant changes:
- full check on subpixel sample locations
- all subpixels are fully rendered (gives spec AA, procedural texture AA)
- also unified render uses it
- removed double-used code for unified render

Whether or not this will be optional (better pics, but in some cases slow)
is to further evaluate. For raytracing - for example - this cannot be simply
done, since the new sampling system made raytrace code much simpler.

kester:
Log:
Fix for bug 1245: Colours are wrong on GameBlender
http://projects.blender.org/tracker/ind ... 9&atid=125

The vertex paint routines were storing red in the blue channel, and blue in the red channel.
Log:
Frustum Culling.
- tests every object against the view frustum.
- Tree based culling is there, need to build tree.
Log:
Frustum culling
New Python Hooks for cameras.
Log:
Python utils for Python <-> MT_Vector, MT_Point & MT_Matrix
Log:
SceneGraph support for bounding boxs
Log:
Up the maximum triangles in a bucket.
GPUs can do more now.
Log:
Port closest points fix from tuhopuu - should return positive distance.
Log:
Drawing cylinder & cone bounding objects according to how they will act in the physics simulation.
Log:
Fix for bug 1245: Vertex Colours are wrong in GameBlender. 2nd try.
http://projects.blender.org/tracker/ind ... 9&atid=125

The member names of MCol are wrong, so we will convert to unsigned char* like the rest of blender.
Log:
Fix for MSVC .NET, which can't handle static const declarations in classes.
Make it static, and define in SM_Object.cpp
Log:
Same again - change static const for MSVC++

broken:
Log:
Tweaked the display and positioning of tooltips so they aren't obscured by the mouse pointer.

This is addressing bug #952

kester:
Log:
Compiler portability fixes (MSVC 6)

ianwill:
Log:
BPython:
- Finally added Blender.Load function for loading .blend files, useful for demos, for example.
- Moved data from Blender.h to Blender.c. We'll keep doing this where it applies and someday remove all unused files at once.

A new build is available.
Last edited by gabio on Sun May 23, 2004 4:54 am, edited 1 time in total.

Caronte
Posts: 76
Joined: Wed Oct 16, 2002 12:53 am
Location: Valencia-Spain-Europe

Post by Caronte » Wed May 19, 2004 4:17 pm

Wow! :o

I'm very happy because I was Long time waiting for a good OSA that work with textures.

:( Before:
Image
:D Now:
Image

Thanks! Thanks! Thanks! :P
Caronte.
"Some Day, All Will Be Digital"
http://www.nicodigital.com

gabio
Posts: 0
Joined: Thu Jan 15, 2004 6:41 am
Location: Canada - Québec - Sherbrooke
Contact:

Post by gabio » Wed May 19, 2004 7:43 pm

mouth open....
never though the new ASO was so good!
gether old project to render them again!

teachtech
Posts: 60
Joined: Wed Oct 16, 2002 12:58 am

Post by teachtech » Wed May 19, 2004 8:38 pm

Everything looks great! I'm impressed at how well the game engine is becoming! Many thanks to all the hard work and for these builds. All we need now is the "Save Runtime" feature and settings back and we won't need old Publisher anymore. Any word on when it may be comming back?

GFA-MAD
Posts: 26
Joined: Wed Nov 13, 2002 7:59 pm

Post by GFA-MAD » Thu May 20, 2004 10:34 am

Thanks a lot ! I'm jumping on this build to test the new OSA. Good work everyone.

GFA-MAD
French user, visit www.blender.clan.st !

TorQ
Posts: 29
Joined: Wed Jan 29, 2003 2:03 am

Post by TorQ » Thu May 20, 2004 5:38 pm

The paint stuff is cool. I'd just suggest that the floater be smaller so that it fit the contents. It seems that the current color is updating very slowly now when I use the color picker with the paint floater open... Also while someone is messing with the paint stuff might I suggest that there be visible brushes and that brushes can be resized using hotkeys or by scrolling the mouse wheel? Thanks for your great work everyone.


TorQ

CaptainJeje
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Joined: Wed Oct 30, 2002 11:50 am
Location: Nantes ;) France
Contact:

Post by CaptainJeje » Fri May 21, 2004 11:52 am

Salutations,
Good work all blended men ;)
OSA really great ;)
Thx

CaptainJeje

A2597
Posts: 0
Joined: Mon Feb 24, 2003 7:42 pm

Post by A2597 » Fri May 21, 2004 1:30 pm

WOW...the new osa is QUALITY work! (ok...horrid pun)

great job guys!
The man with his head stuck in the Blender.

JoOngle
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Joined: Sat Jan 24, 2004 4:12 pm
Contact:

Post by JoOngle » Sat May 22, 2004 5:58 pm

Great work - I'm really looking forward to try my current
projects with the new OSA improved.

When will a LINUX build be out? Anyone care to do it?

Thanks again,

/JoOngle

arangel
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Joined: Wed Oct 22, 2003 2:54 pm
Location: Brasília - Brazil
Contact:

Post by arangel » Sat May 22, 2004 7:18 pm

Are there any plans for getting the "Compress file" game option back? And the stand-alone creation?
By the way, I didn´t mention this: the culling code is :shock: AMAZING :D ! Got me a 50% speed boost in my poly filled game.
Alexandre Rangel
Multimedia Designer
www.3Dzine.com.br

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