bf-Blender / Linux (2005/01/03)

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 / Linux (2005/01/03)

Post by gabio »

A new build, bugfixes and all. Happy 2005 to all.
Note: A new splash to make it an officialy unofficial build.. well you know, a CVS one.. anyway.
Dynamic build with gcc and glibc 2.3.4 using scons.
-----------------------
Relevant feature:
-bugfixes (2056, 2073, 2047, 2053, 2054, 2083)
-some little change in the game engine.
-all snap operations work for MetaElems

Commit:
-broken
Log:
Simple one - update the selected vertex count after doing a vertex
loop select (Alt B)

Reported by Gimble

-kester
Log:
Set the listener properties correctly.

Log:
Set the sound system listener properties.

Log:
Python methods for camera actuators (thanks snailrose)

Log:
Make Python Matrix/Vector conversions more robust

Log:
PyDoc updates

-aphex
Log:
Bug fix #2056:

Material texture channels 9 & 10 could not be deactivated.

Code used a char instead of a short as flag for this.

-theeth
Log:
Object Constraints weren't relinked correctly when duplicating both the target and the owner.
Bug since 2.35.

Was lost when bug #1307 was fixed in this commit: http://projects.blender.org/viewcvs/vie ... f_format=h
This doesn't seem to bring back the bug (copy full scene didn't update links in constraints).

-eeshlo
Log:
If YFexport directory is not set, it will now attempt to use the temp directory.
(/tmp or $TEMP for win.)

Probably too early still, but now in plugin mode the floatbuffer will be used too,
including postprocessing.

-kester
Log:
Fix loading of non-packed sounds for Linux.

-theeth
Log:
Bug #2073: Red value used instead of Green for World sky (render and preview).

Ton will probably have a good laugh when he'll see what the error was. ;)

-aphex
Log:
Small fix:

- if object mode && G.vd==OB_TEXTURE, drawing mesh objects did not check
object's max drawtype (ie. dt).

Log:
Oops!

Fixed the previous fix :)

(Now checks dt>OB_SOLID instead of dt>OB_SHADED which is max anyway!)

-ton
Log:
Small fixes;

- zbuf; error caused by using unsigned int as counter (while >= 0) in radio
- backbuffer didnt load in initrender (was removed from sky render)
- unitialized variable in envmap.c

Log:
Fix proposed by Brecht; on redraw events to renderwindow, it sets back
the active main window, if that was active before.
We need to track down how to solve this more definite... for example, the
"make active" window command can also pop window to front.

Log:
Bug fix 2047

FileWindow didnt sort the dirs "." and ".." correctly. Now these two are
always first.

Log:
Bug #2053

For normal maps only:
Slider for "nor" mapping in "Map to" panel allowed values for over 1.0 in
preview render (not for render itself, causing confusement).

Log:
Bug fix 2054

Alpha for halos was always added, even when "Add" slider was zero. Fixed.

(also; made BROW define BROW16, to distinguish from int version in
BKE_utildefines.h)

Log:
Bug #2083
Rendering in parts, and ESC from render, didn't check for not-rendered
parts yet. (due to recode of parts stuff)

Log:
Thread render fix; using ray-transp + mirror didnt work...
the face-normal had to be local too...

Log:
Forgot to do .h file for previous commit.

Also fixed three small errors in button declarations, to show three digits

-jiri
Log:
- all snap operations work for MetaElems now
- snap to center creates displist for subsurf mesh
------------------------------------------------------------
a new build is available
Last edited by gabio on Sun Jan 09, 2005 3:26 am, edited 1 time in total.

OTO
Posts: 60
Joined: Wed Oct 16, 2002 8:51 pm
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Post by OTO »

Hello Gabio

and thank you for the Linux build

I've a quite weird problem:

I get the following message in the console in game mode:

detected GLX_EXT-separate_specular_color

In the official version the game engine works
but in your build Blender crashes when I press P key with
a previous file but not with a new one??

Bye

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

ha... yea i get it too.
don't know about the crash. there is some new stuff about game engine. Maybe it's a commit from kester who crash it.
For me the gameengine star and stop ok. bring a blend show the crash.

Crawl
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Joined: Thu Aug 05, 2004 3:18 pm
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Post by Crawl »

Hi, i've got a wired render result with this build.


Blender 2.36

CVS 20050103

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

Crawl wrote:Hi, i've got a wired render result with this build.


Blender 2.36

CVS 20050103
If you talk about halo, already fixed.

Crawl
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Joined: Thu Aug 05, 2004 3:18 pm
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Post by Crawl »

gabio wrote:
Crawl wrote:Hi, i've got a wired render result with this build.


Blender 2.36

CVS 20050103
If you talk about halo, already fixed.
ok, thanks :D 8)

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