bf-blender / Windows (2004/07/22)

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

Moderators: jesterKing, stiv

gabio
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Joined: Thu Jan 15, 2004 6:41 am
Location: Canada - Québec - Sherbrooke
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bf-blender / Windows (2004/07/22)

Post by gabio » Thu Jul 22, 2004 6:02 pm

Sorry for this long waiting. Here is the next one: b-con 4 minus 3 days!

Relevant features to test:
-New build system stuff: this is for me, hehe...
-Work on yafray plugin.
-bugfixs
-new mode for editing mode.
-New: the choice to swap righ and left mouse button.
-bPython: more stuff for demomode( automatisation of blender)
-the runtime fullscreen options.
-port gameengine stuff from tuhopuu2: rasteriser and bpython.
-new script:Apply_def.py
-grab the cursor.. read for more info...
-draw stuff for particle visualisation.
-Trackball view rotation method to allow rotation angles > 180 deg.
-UI fixes. alignements... etc..
-support for cameras in Blender's Ortho mode.(gameengine)
-polish translation

Commit:
-jesterking
Log:
* Added a release target to SConstruct -> 'scons release':
- after building blender and blenderplayer an archive is created in bin/ containing all necessary files
- you'll need now python2.3 or newer for SConstruct to go through correctly. This is not a problem,
since Blender requires python2.3 now anyway.
- the release target has been done for linux, win32 and os x, other platforms get a
warning message after blender has been built, just no package. See warning message for instructions
- for linux, osx and win32 the blenderplayer target has been enabled for default
- the build is logged to build.log for all platforms except win32. If you want it, you'll need tee.exe from
http://unxutils.sf.net in your path (I put it in C:\\windows) and change the first if check in the
SConstruct accordingly

-eeshlo
Log:
Removed some testcode from yafray_Render.cpp
Added the missing anti-aliasing pixel filter size and threshold parameters for manual AA control (disable 'Auto AA' button).
Added support for yafray raytraced depth-of-field.
Added extra panel for Camera in edit window to edit dof paramaters.
The actual focus point will be drawn as a cross when camera 'ShowLimits' is enabled, similar to the aqsis code in tuhopuu.

Note to users: raytraced DoF is very slow, for best results, the default AA parameters are not good enough, especially with higher aperture values (more blur).
So for best results, disable 'Auto AA' and set the AA parameters yourself.
It works best with multi-pass AA ('AA passes' > 1) and a reasonable 'AA samples' value, something in the range 8 - 25 or even higher.
Currently the post-process DoF is not available in yafray, alternatives are being worked on.

-blendix
Log:
LSCM:
Fixed a bug where the projection axis for the initial solution was wrong,
causing the solution to collapse into one point.
Made packing denser (by reducing the padding between face groups).

-jandro
Log:
cache_size yafray parameter calculation changed to sync with current
yafray cvs code. Now given in screen coords (-1,+1)x(-1,+1)

-ton
Log:
The blenderbuttons file with EFFECT icon.
Log:
Rewound changes done in alpha calculus for texturemapping. This
worked OK for alpha coming from antialising (rendered) but failed to do
in other situations (alpha as blending, painted in gimp)

-intrr
Log:
Commit for the 4 aforementioned "features":

- "Global Pivot": Maintains a global Pivot and Align mode setting for
all 3d views when enabled, instead of seperate settings per 3d view

- "Auto Perspective": Switch to ortho mode automatically on 1/3/7, and
to Perspective when the view is rotated with the mouse

- "Align mode": As suggested on the list, when enabled, transformations
on several objects only transform their locations, not their sizes or
rotations.

- Grid dotted when not 1:1

***ATTENTION***! The User Interface parts of these features have not been
committed, as I work on my own modified UI here. The three features need
toggle buttons to turn them on and off.

I used the following 3 buttons (first two features are in userprefs,
third as a 3d view setting):

uiDefButBitS(block, TOG, USER_AUTOPERSP, B_DRAWINFO, "Auto Persp",
(xpos+edgespace+(3*medprefbut)+(3*midspace)+smallprefbut+2),y3+10,smallprefbut,buth,
&(U.uiflag), 0, 0, 0, 0,
"Automatically switch between orthographic and perspective");

uiDefButBitS(block, TOG, USER_LOCKAROUND, B_DRAWINFO, "Global Pivot",
(xpos+edgespace+(4*midspace)+(4*medprefbut)),y3+10,smallprefbut,buth,
&(U.uiflag), 0, 0, 0, 0,
"Use global pivot setting for all 3d views");

uiDefIconButS(block, TOG|BIT|10, B_AROUND, ICON_ALIGN,
xco+=XIC,0,XIC,YIC,
&G.vd->flag, 0, 0, 0, 0, "Translate only (align)");

Someone needs to add these to the interface in an appropriate manner!

Thanks.

-guitargeek
Log:
This adds two modes to the 'around' drop down in 3d header

3d Cursor, only Ob Centers
Median Point, only Ob Centers

They prevent rotation/scaling from effecting the scale/rotation of the objects and just effects their position.
This is handy for aligning objects if you constrain to an axis and scale, as well as other neato things :)

Intrr came up with the code and I hacked it into the GUI

-ton
Log:
Shadow buffer render wasn't corrected yet for OSA reconstruction of long
ago... samples where offsetted half a pixel, causing banding in render.

-kester
Log:
Fix to not create invalid bound shapes from non mesh objects (armatures).

-broken
Log:
* User preference to select with the left mouse button
instead of right.

This basically swaps left and right, in most window spaces
so you can choose between:
LMB: Cursor/time slider/paint - RMB: Select
or LMB: Select - RMB: Cursor/time slider/paint

Aimed at:
1. Newbies
2. 1 button mouse mac users
3. People like me who are sick of having to constantly keep putting their brains into different modes when
switching between other apps and Blender :)

Yes, the User Preferences window is a bit of a nightmare
now, a layout cleanup will be forthcoming soon...
Log:
Details, details...

* Renamed the paint color picker panel to 'Paint' instead of 'Transform Properties'

* Minor label edits to the pivot icon menu

-ianwill
Log:
Demo mode and BPython:

- small additions and fixes to enable the demo mode;

- Added sleep() to Blender.sys and 17 new functions to Blender.Window module:
things to help demo script writing and as a bonus read / write access to Blender's input event queue;

- updates in docs, those interested please check Window.py in python/api2_2x/doc/ to read about the new Blender.Window functions.

----

Demo mode should be working well now for (I) playing rt animation -- aka ALT+A -- and (II) rendering pics and anims and playing anims. I'll still add access to radiosity data and functions.

PS: Joseph Gilbert made (II) possible with the Scene.Render module he added for 2.32. He's been coding great things for bpython, so I'd like to take the chance to point that and thank him here.
Log:
Fixing a blenderplayer compile error reported by Meino Christian Cramer:
- added mainqenter to stubs.c so it can be used in blender/blenkernel/intern/blender.c's setup_app_data.

We can't run the onload scriptlink in setup_app_data because the visible areas won't have been updated and redrawn for the loaded .blend file until control returns to screenmain() in blender/src/editscreen.c. So an ONLOAD_SCRIPT event is entered in setup_app_data and caught in screenmain, where the onload script is then executed. All for a good looking demo mode ...

BPython:
- Added image.getBindCode() method, contributed by Andrew Corrigan (thanks!).

-kester
Log:
Added the runtime fullscreen options.

-guitargeek
Log:
If using the 'ob centers only' modes, the headers for scaling did not update properly. This commit should fix that.

-kester
Log:
Port a few rasterizer changes from tuhopuu2:
Up the max batch size.
Clean up some of the code - move code in headers to source files etc.
Log:
Port Python updates from Tuhopuu2:
getType/setType to action/sound actuator (sgefant)
Use a more generic python -> math conversion.

-intrr
Log:
"Force field" and "Vortex field" buttons in Effect buttons didn't update
the 3d view.

-ton
Log:
Really bad luck with committing recently... past fix was plain wrong,
although it rendered the submitted bug file fine...
Note to self again; always also check if code even works in general! :)
Note to self 2: don't fix things ad hoc when you're not coding
Log:
Attempt 2 :)
Found the right +0.5 todo, now based on understanding why. Checked with
demo files in regression. But i bet intrr finds a new bug in an hour!

-ianwill
Log:
BPython:
- added image.getBindCode() docstring to Image's epydoc file (thanks Satish Goda).
Scripts:
- Adding Apply_def.py to "Mesh" scripts menu (thanks author: Theeth);
- Updating JMS's disp_paint.py (also changed its name to remove version info);
- minor updates in docs and scripts.

-intrr
Log:
1) Change the way "Align mode" is accessed in the UI: It's now a global
toggle for all pivot modes. The 2 new pivot modes have been removed
from the popup.

Instead, a new toggle button is added to the 3d view header.

2) Grab cursor mode. Cursor can be grabbed (and constrained to axis, grid,
etc. while moving) like any other object. If no object is selected,
GKEY alone grabs the cursor, otherwise pressing CKEY while in GKEY mode
moves the cursor.

-ton
Log:
Adding the new blending modes, and coding nice code broke having
multiple layers of textures... silly cut/paste error. Fixed!
(check; moto9.blend in regression files)

-theeth
Log:
Particles effector type #define
Different draw mode for Vortex effector ( http://www.clubinfo.bdeb.qc.ca/~theeth/Temp/vortex.jpg )
Use row buts for effector type (only one effector at a time per object).
Forcefield circle transparency in 3D view is controlled by falloff value (for coolness factor).

Please note that those only draws in the 3D view for Empty objects. I've tested with all other object types through a global call, but lamps (and only those) give problems. Since we go in release status soon, I prefer commiting something that works all the time.

-broken
Log:
Details, details...

* Aligned the header align toggle button thing with the
menu and gave handle_view3d_around() a prototype to
clean up a warning

* Replaced the conglomerate of abbreviated texture blend
modes with a menu

-intrr
Log:
"Grab Cursor" now only is invoked by GKEY.
Log:
Fix Trackball view rotation method to allow rotation angles > 180 deg.
without having to start over.

I patched this into instinctive a long time ago when someone submitted
the math to the mailing list but never got heard.

I hope it's acceptable :)

-theeth
Log:
Minor UI fixes by Emilie McDavid and Chris Burt. Mostly button alignement fixes, positioning, sizes and thingies like that.

Mostly in Editing and Shading (material).

Note: broken should review the changes though we've checked with all the different draw types and it didn't make any problem. If it worked correctly on Desoto's weird screen size, it can probably work anywhere. ;)

-ianwill
Log:
Trying to fix bug reported by Peter den Bak and Meino Christian Cramer (thanks!):
-- splash screen disappeared (duh, I did that!) and Blender quits upon exiting from some 225 games:

It was troublesome to find how to run demos in general with the screen correctly redrawn before they started, etc. Ended up making the above error in screenmain(). About the games, I don't have them and will need some time to get the files for testing, but I'll do it, though only on linux.

BPython:
-- Window: added GetScreens, SetScreen and improved GetScreenInfo.
-- Object, NMesh: updated (added in NMesh) method getMaterials to return either only valid materials as before or also empty slots (as None). This previous omission can be considered a bug, since it made info about materials incomplete / incompatible with face mat indices. Thanks Yann Vernier for bringing this up and sending/proposing a patch that also fixed a bug related to assigning lists of materials with different lengths to obj and its mesh. setMaterials also accepts Py_None entries now, which become empty slots in Blender.
-- doc updates.

-kester
Log:
Added support for cameras in Blender's Ortho mode.(gameengine)

-intrr
Log:
Undo never worked correctly for "Extrude" in BF-Blender. It just undid the
transform, not the extrusion itself. How did nobody notice? :)
Log:
Desoto fixed fine-alignment of buttons in Scene buttons. Looks cleaner now.

-stiv
Log:
More stuff made pretty. Courtesy of Emilie.

-broken
Log:
More details:

* Added 'Crease SubSurf' to the menus/toolbox

* Language edits in the sequence editor

-ianwill
Log:
creator.c wasn't updated in my last commit, here it is (the change reverts my previous change to it, since it was made unnecessary by handling onload scriptlinks a little differently, as can be checked in blender.c and editscreen.c).

- BPython: finishing object and nmesh .setMaterials commit, fixing two bugs. Also fixed a crash with object.track (pointer wasn't checked for validity). All based on reports and patch by Yann Vernier, thanks again.

-jesterking
Log:
Piotr Kiec updated the polish translation. The .mo will follow next
Log:
More alignment corrections by Emilie, for "Anim Settings" buttons.

-siredude
Log:
made it so the popup for mixing modes for textures was put into world
and lamp map to windows as well as the material one.

Kent

-ton
Log:
Bug #1459
New buttons in editmode for mball forgot to check on NULL pointer.
--------------------------------
A new build is available
Last edited by gabio on Thu Jul 29, 2004 6:31 am, edited 2 times in total.

NateTG
Posts: 37
Joined: Mon Oct 14, 2002 2:38 am
Location: Here

Post by NateTG » Thu Jul 22, 2004 7:48 pm

Thanks Gabio!! your builds are great and i love all the info you give us. 8)

what do other people think about putting a "Recalc All" button in the particle interaction panel? That way, when you have a deflector/vortex/forcefield object selected, you can see your changes without having to re-select your particle emitter.

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

Post by Usagi » Thu Jul 22, 2004 7:49 pm

Great!

I was eagerly waiting for a new Windows release since the pre-2.34 for MacOSX came out. Now the issues I reported are solved ("use alpha" in image maps, shadow artefacts).

Thanks a lot! :D

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

Post by kencanvey » Thu Jul 22, 2004 8:25 pm

Thanks Gabio, hey nice log :wink:

Ken :D

Pablosbrain
Posts: 254
Joined: Wed Jan 28, 2004 7:39 pm

Post by Pablosbrain » Thu Jul 22, 2004 9:28 pm

Will the Yafray DOF camera settings be animatable? or keyframeable?

kisolre
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Joined: Sat Jul 17, 2004 7:48 pm

Build crash.

Post by kisolre » Thu Jul 22, 2004 10:47 pm

Start Blender.
Change 3dView to Scripts.
Split verticaly and change right pane to Text editor.
Execute 'System information' script in left pane.
Blender crashes.

OS is WinXP.

PsychoBob
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Joined: Fri Jul 23, 2004 3:43 am

Post by PsychoBob » Fri Jul 23, 2004 3:45 am

Still having issues with duplicating a sub-surf mesh in object mode (Shift-D), selecting the original object, and entering edit mode. Blender Crashes. This happens with both Win2K and XP. This bug occurs with both creased and non-creased sub-surf meshes.

FYI:

PsychoBob

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

Post by gabio » Fri Jul 23, 2004 4:54 am

PsychoBob wrote:Still having issues with duplicating a sub-surf mesh in object mode (Shift-D), selecting the original object, and entering edit mode. Blender Crashes. This happens with both Win2K and XP. This bug occurs with both creased and non-creased sub-surf meshes.

FYI:

PsychoBob
look if this bug is mentionned in bugtracker, if not, post it! right there in the menu at you left. Blender -> Bug Tracker.

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

Post by kencanvey » Fri Jul 23, 2004 9:39 am

PsychoBob wrote:Still having issues with duplicating a sub-surf mesh in object mode (Shift-D), selecting the original object, and entering edit mode. Blender Crashes. This happens with both Win2K and XP. This bug occurs with both creased and non-creased sub-surf meshes.

FYI:

PsychoBob
This does not seem to happen if you save after shift-d then close and re-open. Maybe that gives some clue as to whats happening?

EDIT : looking in bug tracker it seems it may have been fixed?

Ken

iluvblender
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Joined: Wed Oct 16, 2002 12:45 am
Location: Mumbai, India
Contact:

Re: Build crash.

Post by iluvblender » Fri Jul 23, 2004 3:44 pm

kisolre wrote:Start Blender.
Change 3dView to Scripts.
Split verticaly and change right pane to Text editor.
Execute 'System information' script in left pane.
Blender crashes.

OS is WinXP.
Yes. I noticed it too. But this occurs only when the text editor has no active files on display.

anyway, thanks for the build gabio.

SamAdam
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Joined: Thu Mar 04, 2004 1:28 pm
Contact:

Post by SamAdam » Fri Jul 23, 2004 6:31 pm

great build, as usual, and I love how there are so many new interface options. my personal preference is that beginners should be advised to switch the mouse buttons before starting.

yeonil
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Joined: Thu May 20, 2004 12:07 am
Location: Krakow, Poland

Post by yeonil » Fri Jul 23, 2004 6:58 pm

Thanks for new build!

I tested the polish language translation: we have some polish-specific letters in alphabet, and they were used in the code, resulting in squares to appear in their place. The solution to this is simple: either add those letters to the font, or, which is more simple, just replace those letters with those that are in the font pool

Again thanks for the build!

Yeonil

PS. It's like ą=a ć=c ę=e (I wonder if you see only squares :P, it seems so). To slightly rewrite the translation is the job for the polish translator (gratz for him and for ppl who included the translation) Nice features You have there!

Pablosbrain
Posts: 254
Joined: Wed Jan 28, 2004 7:39 pm

Post by Pablosbrain » Fri Jul 23, 2004 7:50 pm

Don't know for sure.. but I believe you may have to turn on the antialiased fonts stuff and choose a font on your system that supports those characters.

bleen
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Joined: Fri May 09, 2003 1:58 am

Post by bleen » Fri Jul 23, 2004 10:11 pm

great build!

the texturepaint/-button in the uv-editor doesn´t work!

cheers

Monkeyboi
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Location: Copenhagen, Denmark
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Post by Monkeyboi » Fri Jul 23, 2004 10:36 pm

I too cannot get texturepainting to work. And that Subsurf crashing bug is getting on my nerves...

Otherwise good update. Like the Yafray DOF thing, very nice.

How about adding toolboxes to other windows than the 3D Window? I keep thinking it's coming soon, but.. ah well..

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