bf-blender / Windows (2004/10/18)
Posted: Tue Oct 19, 2004 4:59 am
Here, a low trafic week. But there is always something to care about.
-------------------------------------
relevant feature:
-Martin DeMello's patch to add dxf import code for: CIRCLE, ARC, ELLIPSE and LWPOLYLINE.
-game engine stuff: Switch fixed time system, Keyboard sensors can now hook escape key.
-more Text editor goodness from themeyers.
-Four new extrude possibilities;- Individual faces,- Only edges,- Only Vertices(well I count 3;-))
Commit:
-sirdude
Log:
added -h to the commandline args to print usage.
Log:
Martin DeMello's patch to add dxf import code for:
CIRCLE, ARC, ELLIPSE and LWPOLYLINE.
I made some modifications to it to clean it up a bit.
I entend to do some more dxf stuff in the near future but figured
this is ready to go for now, and trying to clean up a bunch of small stuff
I've had sitting around for awhile.
Kent
-ton
Log:
Fix for #1549
This was something users found since tracing got into blender, having
sometimes small 'dots' or bright pixels or missing reflection rays in
an image. Thanks to the very simple sample file I could disect it...
it appeared to be an incomplete check for all numerical exceptions when
you traverse the octree nodes. Very technical, but clear comments are in
the code to explain
-kester
Log:
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator.
Fixed a stupid bug preventing some actuators working (like TrackTo).
-ton
Log:
fix for #1646
view3d header menu, mesh editmode, "make edge/face" didn't work. not since
it was committed oct last year
Log:
Bug fix #1647
Making 'nice' code (split reused code in separate call) caused DupliFrames
option not to work, dupliverts & particles did, but yah, testing eh!
Log:
Bug fix 1649
Add edge/face didn't use correct selection code yet.
Log:
Fix for #1650
"Clear FGon" didn't call essential EM_fgon_flags(), to rebuild the lookup
table codes for polygons. This causes former fgon faces to become
not selectable
Log:
Suggested by bug reporter; pressing Fkey to make a face, whilst the
selection already is 2 triangles, it should create a new face but
remove the old triangles. It actually calls the 'ALT+J' command then
(join triangles)
While testing found out more cases where new selection flags were not
properly used (join trias, beauty fill, flip edges, rotate edges)
Log:
Fix for #1618
Only shadow material + spotlamp-ray-shadow didn't clip for the spotbundle
correctly.
Log:
Bug #1651
And another fix for only shadow render. Correct clipping for spotbundles
shining on only-shadow materials.
Log:
Small fix for #1628
Constraints on an object with hooks (or other deformer) didnt update
OK while transform(). The fix is easy code to isolate for Martin, so
hopefully he can find integrated solution in transform() refactor
Log:
more Text editor goodness from themeyers.
TABKEY indents current selection.
SHIFT-TABKEY unindents current selection.
Log:
Outliner now visualizes and allows selection and name editing of Armatures
in edit mode.
Small extra fix; selection (mouse) on armature points goes easier now
(larger accepted distance from mouse pointer)
Log:
Two little fixes for previous commit;
- selecting 'loose' bones selected parent tip
- sends redraw outliner for armature edit
Log:
2nd fix for selecting bones in outliner, in armature editmode!
Log:
Sorry! Third attempt for selection of f***g bones in editmode. Now I
discovered the BONE_IK_TOPARENT flag!
Log:
Hah! found the trick to recover hierarchy in edit bones, so the display
of Outliner of it is nice hierarchical too.
Please note that storage in outliner for editbones and pose-bones are
separate, so you have to uncollapse the views independently
Log:
Fixes for #1654 and #1655
- crash when converting nurbs->bezier, with nurbs having <3 points
- copying audio strips in sequencer didnt increase ipo user counter
Log:
When you save a file while using radio tool, it didn't load correctly
because of a flag set which prevented drawing the objects.
Log:
Outliner; menu 'scene operations' didnt do anything, commented out
Undo; when using global undo, the editmode undo stack remains accessible.
Meaning you can do global undo/redo, and then go back in editmode and
have all undo/redo steps as originally left in editmode.
Log:
Four new extrude possibilities;
- Individual faces
Keeps Mesh manifold, so removes old faces always. Also uses a
transform based on different vectors per vertex.
- Only edges
Just extrudes the edges (not really 'individual', the edges still
share the vertices. Uses same transform as normal extrude for that
reason
- Only Vertices
Uses normal transform after extrude
Also changed code a bit, to detect whether to call a normal-based
transform after extrude, or whether to call normal grabber. For example
when you just extrude 1 edge, it uses normal grabber.
Note; extruding an entire sphere goes OK with 'individual faces'. for
other extrudes you should press 's key' when in transform. Just cannot
predict (yet) when one method has preference over another.
--------------------------
a new build is available
-------------------------------------
relevant feature:
-Martin DeMello's patch to add dxf import code for: CIRCLE, ARC, ELLIPSE and LWPOLYLINE.
-game engine stuff: Switch fixed time system, Keyboard sensors can now hook escape key.
-more Text editor goodness from themeyers.
-Four new extrude possibilities;- Individual faces,- Only edges,- Only Vertices(well I count 3;-))
Commit:
-sirdude
Log:
added -h to the commandline args to print usage.
Log:
Martin DeMello's patch to add dxf import code for:
CIRCLE, ARC, ELLIPSE and LWPOLYLINE.
I made some modifications to it to clean it up a bit.
I entend to do some more dxf stuff in the near future but figured
this is ready to go for now, and trying to clean up a bunch of small stuff
I've had sitting around for awhile.

Kent
-ton
Log:
Fix for #1549
This was something users found since tracing got into blender, having
sometimes small 'dots' or bright pixels or missing reflection rays in
an image. Thanks to the very simple sample file I could disect it...
it appeared to be an incomplete check for all numerical exceptions when
you traverse the octree nodes. Very technical, but clear comments are in
the code to explain

-kester
Log:
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator.
Fixed a stupid bug preventing some actuators working (like TrackTo).
-ton
Log:
fix for #1646
view3d header menu, mesh editmode, "make edge/face" didn't work. not since
it was committed oct last year

Log:
Bug fix #1647
Making 'nice' code (split reused code in separate call) caused DupliFrames
option not to work, dupliverts & particles did, but yah, testing eh!

Log:
Bug fix 1649
Add edge/face didn't use correct selection code yet.
Log:
Fix for #1650
"Clear FGon" didn't call essential EM_fgon_flags(), to rebuild the lookup
table codes for polygons. This causes former fgon faces to become
not selectable
Log:
Suggested by bug reporter; pressing Fkey to make a face, whilst the
selection already is 2 triangles, it should create a new face but
remove the old triangles. It actually calls the 'ALT+J' command then
(join triangles)
While testing found out more cases where new selection flags were not
properly used (join trias, beauty fill, flip edges, rotate edges)
Log:
Fix for #1618
Only shadow material + spotlamp-ray-shadow didn't clip for the spotbundle
correctly.
Log:
Bug #1651
And another fix for only shadow render. Correct clipping for spotbundles
shining on only-shadow materials.
Log:
Small fix for #1628
Constraints on an object with hooks (or other deformer) didnt update
OK while transform(). The fix is easy code to isolate for Martin, so
hopefully he can find integrated solution in transform() refactor

Log:
more Text editor goodness from themeyers.
TABKEY indents current selection.
SHIFT-TABKEY unindents current selection.
Log:
Outliner now visualizes and allows selection and name editing of Armatures
in edit mode.
Small extra fix; selection (mouse) on armature points goes easier now
(larger accepted distance from mouse pointer)
Log:
Two little fixes for previous commit;
- selecting 'loose' bones selected parent tip
- sends redraw outliner for armature edit
Log:
2nd fix for selecting bones in outliner, in armature editmode!
Log:
Sorry! Third attempt for selection of f***g bones in editmode. Now I
discovered the BONE_IK_TOPARENT flag!
Log:
Hah! found the trick to recover hierarchy in edit bones, so the display
of Outliner of it is nice hierarchical too.
Please note that storage in outliner for editbones and pose-bones are
separate, so you have to uncollapse the views independently
Log:
Fixes for #1654 and #1655
- crash when converting nurbs->bezier, with nurbs having <3 points
- copying audio strips in sequencer didnt increase ipo user counter
Log:
When you save a file while using radio tool, it didn't load correctly
because of a flag set which prevented drawing the objects.
Log:
Outliner; menu 'scene operations' didnt do anything, commented out
Undo; when using global undo, the editmode undo stack remains accessible.
Meaning you can do global undo/redo, and then go back in editmode and
have all undo/redo steps as originally left in editmode.
Log:
Four new extrude possibilities;
- Individual faces
Keeps Mesh manifold, so removes old faces always. Also uses a
transform based on different vectors per vertex.
- Only edges
Just extrudes the edges (not really 'individual', the edges still
share the vertices. Uses same transform as normal extrude for that
reason
- Only Vertices
Uses normal transform after extrude
Also changed code a bit, to detect whether to call a normal-based
transform after extrude, or whether to call normal grabber. For example
when you just extrude 1 edge, it uses normal grabber.
Note; extruding an entire sphere goes OK with 'individual faces'. for
other extrudes you should press 's key' when in transform. Just cannot
predict (yet) when one method has preference over another.
--------------------------
a new build is available