bf-blender / Windows (2004/06/17)

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gabio
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bf-blender / Windows (2004/06/17)

Post by gabio » Fri Jun 18, 2004 5:18 am

One week is gone, the new build is come.

Relevant feature:
-New export script: dx8.
-bugfixs
-New python api stuff
-new importer script: obj.
-**Compatibility fix for ATI***
-All the zoom style imaginable is now in a little box...
-floating panels in sequence view
-wireframe outline for selected solid objects

Commit:
-ianwill
Log:
New script:
Ben Omari contributed a DirectX 8 Exporter (thanks!). It will probably be updated before 2.34, as some of the other bundled scripts.

-ton
Log:
Fix for #1355

Recalculate normals (mesh editmode) had some weak points, as demonstrated
in the bug report sample file. It appeared to be 2 aspects that could be
simply fixed:

- for calculation of the most outer face (to set normal outside) it used
a manhattan distance. making it real distance helped quite some
- but most important: the routine only took triangles into account, which
didn't work proper with very irregular quads, especially with non-flat
quads. It now calculates both trias in a quad individually.
Log:
Bug 1349

Envmap render error; when no (f10) envmap option was used, it could give
a 'stripe' effect based on a non-initialized global value. Only happens
for transparant layers...
Log:
Bug 1335

Displace mapping + Map-Input using Object wasn't working. This caused
by the inverse matrix of an Object potentially not being calculated when
displace was calculated.

Solved by moving imat calculus to the top of the main function.

Yafray note: the convention to hack out all transformations from
renderconverter could be implemented more elegant, by moving this to
the yafray section (and just matrix-transform back). Makes code less
unreadable, but also support displacement then (and might solve other
errors).

-lukep
Log:
changed MT_NDEBUG macro to a MT_DEBUG one and reversed defines
So now by default, assert is not used in moto code.

If you want to use assert (and stop blender if one fail),
define MT_DEBUG.

solve bug #1292 and better fix for #1260

-guignot
Log:(python)
added a new function to the Metaball module, (tks Jiri!) : getMetaElemList
added a new class : metaelem class
Log:
updated Metaball doc
Log:
added a [get/set]Range function.
Updated documentation accordingly.
(suggested by Stephane SOPPERA, tks!)

-broken
Log:
* Floating panel cosmetic tweaks

* Minor language/label cleanups I missed first time around.

-lukep
Log:
rewind of previous commit as some experiment bad problems.

This means that bug #1292 is alive again unless you define MT_NDEBUG
which I doubt many do.

-jiri
Log:
- Campbell Barton's (AKA Ideasman) obj importer script (some split improvements)
- I added support of material and texture import (.mtl files) Textures are assigned to faces and materials too.

-ianwill
Log:
- New script:
Wim Van Hoydonck contributed the famous Knife script (put under Modifiers group) developed by Stefano Selleri and himself (thank to both!)
- Added helper function Blender.sys.makename, updated docs and script ac3d_export to use it (shall update other exporters too):
this function is just a simple helper to format a filename as needed (change extension, strip dirname, it defaults to use G.sce as path).
- Added a test method: Blender.Scene.getScriptlinks(eventName):
just testing, if this path proves useful other functions will be added and made general, for objects, etc.

-jiri
Log:(python)
- some bug fix: some vert tVerts and normals are seperated by

1/2/3 OR 1//2//3

- some files for testing could be found at: http://e-learning.vslib.cz/hnidek/misc/objs/

-ianwill
Log:
- New Blender.Draw method by Campbell Barton (Cam / ideasman):
PupStrInput, a wrapper for the Blender String popup (thanks!)
- Fixed bug #1374 reported by Gabriel Beloin (gabio, thanks too):
http://projects.blender.org/tracker/?fu ... group_id=9
There was a minor mistake in the import menu: vrml called dxf and vice-versa and shortcuts were wrong (removed them).
- Doc updates, minor updates elsewhere.

-kester
Log:
Replace all glFinish() with glFlush().

This is supposed to fix gradual slowdown of Blender interface on ATI cards.

-ton
Log:
Restored oldstyle zoom in/out, and added a new userpref for denoting zoom
types:

- Continue: is default, old style
- Dolly: is like previous, but not continuous
- Scale: is the new method. Name is based on fact it scales view
Log:
Added Panel support in Sequence window, and converted old Nkey menu for it.
Log:
Scene.c: added missing code to copy base to object flag
Drawobject.c: added wireframe outline for selected solid objects. needs
some feedback though, at my system it is quite slow.
----------------------
A new build is available
Last edited by gabio on Fri Jun 25, 2004 5:03 pm, edited 1 time in total.

kencanvey
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Location: Smethwick West Midlands UK

Post by kencanvey » Fri Jun 18, 2004 8:18 am

Thanks gabio I really look forward to these update builds :D , so thanks for doing them.

Ken
:)

solmax
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Post by solmax » Fri Jun 18, 2004 9:12 am

good to see the new dolly zoom-mode - it's easier to use then scale-mode (as this lacks some sort of visual guide).

also like the new silhouette-drawing for selected objects.

greets marin

Monkeyboi
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Location: Copenhagen, Denmark
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Post by Monkeyboi » Fri Jun 18, 2004 12:28 pm

Drawobject.c: added wireframe outline for selected solid objects.
This is brilliant. I've been wanting something like this for ages! Now I can finally see what I have selected in Solid/Shaded mode.

sten
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Joined: Sun Oct 13, 2002 7:47 pm

Post by sten » Fri Jun 18, 2004 12:55 pm

Monkeyboi wrote:
Drawobject.c: added wireframe outline for selected solid objects.
This is brilliant. I've been wanting something like this for ages! Now I can finally see what I have selected in Solid/Shaded mode.
Ton told that this outlinedraw can make the 3Ddraw a bit slower...so he would like some feedback on this for those who try it out...

gabio
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Location: Canada - Québec - Sherbrooke
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Post by gabio » Fri Jun 18, 2004 2:38 pm

True: Benchmark result: I got exactly 50% slowdown shaded unselected object to shaded selected object like 160-88,

steve_t
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Post by steve_t » Fri Jun 18, 2004 6:25 pm

outline draw is absolutely amazing

jd-multi
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Joined: Thu Mar 13, 2003 11:29 pm

Post by jd-multi » Sat Jun 19, 2004 12:01 am

>-- Bug report --<

Great job guys. I only had to submit one bug that's still in the blender version. When addind a sound actuator, I get a Blender Crash when I want to push the drop down button on that actuator for selecting a sound file. Anyone has that problem too? Well first I didn't had any sound files in blender, but when I push the dropdown button on sound actuator, blender crashes. When I added some sounds to blender, it still crashes on pussing that button. :?

matt_e
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Location: Sydney, Australia
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Post by matt_e » Sat Jun 19, 2004 4:25 am

The outline drawing is awesome isn't it? Increases the usability enormously. Although it is slower than no outline, it is about the same speed as using the 'Wire' option on objects, so it's not that bad, especially if you used Wire a lot before.

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

Post by dmao » Sat Jun 19, 2004 8:36 pm

The outline drawing is great! :) For one or two objects, the speed hit is minimal, but if many objects are selected, it can get kinda slow. It'd be nice if it could be toggled on/off.

Also, it would be very useful if it could behave like vertices in editmode- when selecting an object, the outline could flash brighter as long as the right mouse button is held and become 50% transparent if it's blocked by another object.

Oh, just a thought. Maybe if the outline is turned off, it could show up as long as the RMB is held and then disappear? This would let the user know what was just selected but not cause any slowdown afterwards.

Finally, the outline shows errors when Optimal is turned on and Subdiv > 0

ElBarto
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Post by ElBarto » Mon Jun 21, 2004 5:43 pm

Holy Shit,
that rocks!!! Yeah!

BTW: Where is the new Python stuff explained? I missing access to objects of sound block buttons and there properties (file, loop, volume, pitch, mute) and access to text object (not text editor) and the properties (font file, font family, alignment...) would be fine.

TAHNX!!!

Koba
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Joined: Thu Apr 15, 2004 9:48 am

Post by Koba » Mon Jun 21, 2004 7:40 pm

Hi

Looks wonderful (especially the new draw option). Hopefully more of Monkeyboi's proposals will be implemented in the future (but for me this is a biggie).

Is there a Linux build anywhere yet?

Can't believe I was a windows user once (a few weeks ago :D ). I'm properly ashamed. windows just sits on my hard drive now (for emergencies) kindly keeping those illegal operations out of my sight. Linux is just wonderful.

Sorry about the Linux promotion. I just can't help myself after all those years of slavery to the mighty M$ corporation.

Enjoy the windows build :wink:

Koba

crsrma
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Joined: Tue Mar 30, 2004 3:47 pm

Post by crsrma » Tue Jun 22, 2004 12:13 pm

Great new build, thanks for keeping them coming. :)
The outline drawing is a nice new feature but it can be quite resource intensive when working with dupliverts. I think it should probably be incorporated as a "Draw Extra" toggle in the Object Panel.

Usagi
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Joined: Wed Jan 14, 2004 8:26 pm

Post by Usagi » Tue Jun 22, 2004 1:35 pm

In the 2004/06/17 build I experience an annoying behaviour: When I try to move viewport borders they don't follow the mouse pointer immediately but are lagging heavily.

bertram
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Joined: Wed Oct 16, 2002 12:03 am

Post by bertram » Wed Jun 23, 2004 12:42 pm

Wow! The Outline Mode is an absolutely great idea! Until now it was almost impossible to select the correct object when in shaded view.
Thanks for this!!

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