bf-blender / Windows (2004/06/11)

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 (2004/06/11)

Post by gabio » Fri Jun 11, 2004 4:24 pm

Another great week of developement isn't it!? Let see:

p.s. I took the liberty to do a little gimp fun with all the render in the feature test thread at elysiun. It's, for the moment my new splash ;->

Revelant feature:
-Bugfixes
-work on Game engine.
-work on OOPS.
-Work on popup and message, much better now!
-work on python api.
-New script. new menu group for script.
-Game engine python api.
-bmp file type bug fixed.
-Script can register in help menu.

Commit:
-kester
Log:
Fix bug #1334: Crash with Python/GameEngine when the script has syntax errors.
When Python compile fails (eg syntax errors) skip the execute stage.
Log:
Miscellaneous Fixes:
Add Python Mapping method to CListValue
Fix Bernoulli bool distribution python method for random actuator
Fix Python IpoActuator methods setProperty and force acts local
Make data objects private
Better sort method for polygon materials - much easier to understand

-stiv
Log:
In Object.select() make the selected object the active object.
Update by Campbell Barton to his previous patch.

-broken
Log:
* Big, mundane clean up and edit of (error/ok/etc)
messages and pupmenu()s. Edited spelling and grammar,
stylistic consistency, etc.

I added the guidelines and rationale that I used to the
CMS here:
http://www.blender3d.org/cms/Language_a ... 338.0.html

Next step is to get icons in there, to make it easier to see
at a glance what sort of message (and how much attention
should be paid to it, or if it can be dismissed with a flick
of the mouse, eg. boring remove doubles notifications)

mockup: http://mke3.net:9000/blender/ui/control ... _icons.png

-broken
Log:
* Better error checking with apply deformation / make duplis real in the toolbox (blame it on ugly apply_object() )

Addresses bug #1348, thanks wavk for the report
Log:
* Fixed a crash in the action window when attempting to manipulate keys with no action loaded.

This addresses bug #1354 - Thanks to gabio for the report

-stiv
Log:
patch for bug #1347. IpoCurve.evaluate() missing/disappeared.
Contributed by Philip Wainwright.
Log:(python)
Replace deprecated methods from old api:
PythonReturnErrorObject
PythonIncRef

Fix some compiler warnings about missing initializers
in method tables.

-ianwill
Log:
Bundled scripts:
-starting updates and new additions for Blender 2.34:
Some of the new scripts require Python modules not builtin with Blender, so you either need a full Python install or the needed extra modules. This is an ongoing work, there should be more scripts, better testing and also proper ways to tell users they don't have all expected modules. It's expected that Win users won't need full Python installs, since we can provide a minimal zip with the needed modules from 2.34 on.

Thanks to Anthony D'Agostino (scorpius), Jean-Michel Soler (jms) and Campbell Barton (Cam / ideasman) for donating the scripts now added / updated.

BPython:
-added two new script menu groups: Tools and Utils. We still need to find places elsewhere in the gui where the groups can be put.

-kester
Log:
Lighting updates:
Added specular after texture.
Added Light properties: Negative, No Diffuse, No Specular, Quad, Quad2
Log:
Python updates:
Added scene module
Log:
Add the separate spec colour definitions!

-ianwill
Log:
Scripts: Campbell (ideasman) updated his obj wavefront scripts.
Log:
Scripts: Campbell (ideasman) donated two more scripts: bvh motion capture import/export (thanks!).

-guignot
Log:
new function for the Metaball objects : addMetaelem, which allows users to create Metaballs from python.
modified doc/Metaball.py to add this function
modified Object.c to allow the creation of Metaball objects

-sirdude
Log:
Fixed part of write a bmp file, its still truncating the image slightly
however this fixes another problem. (Basically the offset wasn't
being computed correctly.
This is for bug: 1080
Log:
This fix is thanks to: hangman4 (Thomas Power)

Basically needed a fflush on the file after all of the writing.
This closes out 1080

-ianwill
Log:
Scripts:

- tiny updates for better behavior, unix line endings, cvs Id tags;
- Updated DX7 exporter (thanks to author Ben Omari who's also working on a DX8 one);
- added sysinfo script;

Interface (scripts):

- changed behavior for which win is chosen for script guis:
Now there's a smarter order, guis will use either:
- Scripts win
- Buttons win (if not a script from groups Wizards or Utils)
- Text win
- Closest bigger area
- Added a button to the scripts header so that it's faster to return to the buttons win (this can be made general), if that was the previous win used.
Log:
- small updates to scripts and bpython docs, also fixed two warnings;
- added function Blender.sys.exists(path) to check if a given file exists;
- forgot to mention: in my previous commit the blender.html file was also updated slightly.

-broken
Log:
* Edited and consistent-ified the File->Import menu item labels and fileselect button labels, as discussed on the forums.

* Added items for importing DXF, VRML, etc. in the File->Import menu, that just call the normal Open function. Most people don't even know that you can open these formats through the normal Open fileselect, so this will make it more obvious.

* Removed the 'Export Selected' menu, and put poor old lonely STL in the Import and Export menus too. Most of the exporters export only the selected object anyway, so it's not really a necessary distinction to make.
Log:
* Added a spot for scripts to register themselves in the Help menu

* Gave the spiffy new 'System Information' script a new home there

-ianwill
Log:
Script menus:
-- new try so that scripts place their guis and file selectors in proper places:
should be ok now for any but the really weirdest screen layouts, will be updated when scripts are added to other menus in the interface.

-ascotan
Log:(python)
- new internal Property module
- Object support for add/remove/modify object Properties
--------------------------------------------------
A new build is available.
Last edited by gabio on Fri Jun 18, 2004 5:20 am, edited 1 time in total.

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

Post by GFA-MAD » Fri Jun 11, 2004 7:10 pm

Thanks for this build. I'm going to try it right now.

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

Monkeyboi
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Joined: Tue Nov 26, 2002 1:24 pm
Location: Copenhagen, Denmark
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Post by Monkeyboi » Fri Jun 11, 2004 7:33 pm

This is a great update! The new Import and Export menus are real nice. The only thing remaining to be done on this now is to remove Python dependance from some of the scripts (Wings, Nendo etc.)

Oh, and while the Python entries in the I/E menus have much better names, the C coded export/import stuff still has the old names. Would be nice if they had the same format, i.e: File Format (.extension) such as 'Wavefront (.obj)'.

kencanvey
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Joined: Mon Jun 02, 2003 7:54 am
Location: Smethwick West Midlands UK

Post by kencanvey » Fri Jun 11, 2004 7:48 pm

gabio:

Thanks mate, I love playing with these.

:D


Ken

dmao
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Joined: Wed Apr 07, 2004 3:12 am
Location: New Orleans, LA

Post by dmao » Fri Jun 11, 2004 8:46 pm

Thanks for the build! The updates on realtime lighting are very much appreciated, kester! :)

arangel
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Location: Brasília - Brazil
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Post by arangel » Fri Jun 11, 2004 9:27 pm

Great to see these scripts breaking into Blender! Nice icons, too!
Alexandre Rangel
Multimedia Designer
www.3Dzine.com.br

JA-forreal
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Joined: Sat Mar 22, 2003 10:45 pm

Post by JA-forreal » Sat Jun 12, 2004 8:44 am

Great raytrace render quality improvement in this realease. Thanks for this build!

@ner
Posts: 7
Joined: Thu Feb 12, 2004 7:47 pm

Post by @ner » Sat Jun 12, 2004 1:38 pm

hey, there are two pictures of mine on the splesh screen - thanks.

lucky3
Posts: 12
Joined: Thu Oct 17, 2002 6:08 pm

Post by lucky3 » Sat Jun 12, 2004 2:28 pm

thanks for this build!
nice splash screen too! but I think it would be better if the Authors's names appeared on it.

myamee
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Joined: Thu May 06, 2004 12:18 am

Post by myamee » Sat Jun 12, 2004 4:03 pm

Thanks for this build. Just last night I was doing some conversion from other progams.This build will be a time saver. I can now import dxf. Note you have the icons for dxf to import vrml and vrml to import dxf. Besides that good job.
If Blender can import and exprort 3ds as well as fbx files this too would be a big leap for blender.
MyAMeE

jeotero
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Joined: Wed Oct 16, 2002 5:31 am

Post by jeotero » Sun Jun 13, 2004 5:39 am

anybody has more details about the new features ?

gabio
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Location: Canada - Québec - Sherbrooke
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Post by gabio » Sun Jun 13, 2004 4:38 pm

GFA-MAD,kencanvey: Thanks.

Monkeyboi: I hope script dependancy will be fixed too. Also the menu entry have wrong (edit)shortcut... hehe.

dmao: Yea i saw this feature and tried to play with it, but as my gamenengine knoledge is null, i could not even get light to show up in the realtime engine.

arangel:I hope there will be many more too! I like the new icon too.

JA-forreal: heu.. I suppose you'r talking about the new AA algo. For myself, I didn't saw difference in raytrace.

@ner: Well you've been very productive in the test render. I just saved all the picture from page 1 to last and fitted them in. I though this splash could represente well a testing build since the test render is done using the last feature.

lucky3: Thanks. Well since it's only test render... And the fact that these build almost concern the community, we know who did it. (also, there is not much place for name).

myamee: (quote)Note you have the icons for dxf to import vrml and vrml to import dxf(/quote) another thing to be reported. i build it for this purpose. thanks too.

jeotero: ... maybe, it depand on which one. if you want some fresh doc on ongoing developement feature: http://www.blender3d.org/cms/Changes_si ... 319.0.html
This is somewhat the "official" documentation about new feature. Note: not all feature is there now.
Last edited by gabio on Mon Jun 14, 2004 7:24 pm, edited 1 time in total.

myamee
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Joined: Thu May 06, 2004 12:18 am

Importing BVH motioncapture files

Post by myamee » Mon Jun 14, 2004 7:04 pm

I have to say when I imported a bvh file in this test release I was impressed. I saw your note in the code for making it import bones in the future. I hope that you succeed on this.
MyAMeE

arangel
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Joined: Wed Oct 22, 2003 2:54 pm
Location: Brasília - Brazil
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Post by arangel » Mon Jun 14, 2004 7:52 pm

Any news on culling?
Alexandre Rangel
Multimedia Designer
www.3Dzine.com.br

gabio
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Location: Canada - Québec - Sherbrooke
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Post by gabio » Tue Jun 15, 2004 2:23 am

arangel wrote:Any news on culling?
Maybe, be not commited though, I would be aware of it. :wink:
ask kester if you realy want to.

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