Tuhopuu3 / Windows (2005/02/07)

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gabio
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Tuhopuu3 / Windows (2005/02/07)

Post by gabio »

Update! Isn't that cool. new UI stuff, lots of bugfixes, the Ward isotropic shader,
---------------------------
Relevant feature:
-Merge of Blender/cvs 2005/01/30
-bugfixes
-A soften filter for vertex groups
-Camera view stuff
-Added Ward isotropic shader
-New material buttons layout
-New icon in error message.

Commit:
-hos
Log Message:
Merge of Blender/cvs 2005/01/30

Log:
Post merge conflict resolution

Log:
Doing hot key modifiers the Ton way

-theeth
Log:
Fixed NaN error when projecting with a null-length vector.

Log:
Fixed glitch caused by previous commit.

-bjornmose
Log:
.. to keep MSVC6 projects in sync with BF
humm that joytsick stuff
Still .. Kester .. that namespace thing in joystick.h, is really needed ?

Log:
Some more armature related kamikaze stuff ..
A soften filter for vertex groups:
Have a mesh in edit mode
Select vertex group to smoothen
Select vertices you want to apply the filter on ( must be in vetrex group to have any effect)
Go to menu mesh->vertices->Soften Vertex Group .. confirm group .. voila
(humm.. may be you want to go to 'weight paint mode' to se what happend)

-theeth
Log:
Fixed (for the most part) parenting giving double transformations when parent and child are selected.
This gives a LOT of trouble with PET though, so I'm considering dropping PET support in object mode (for now?).

Enabled forced refresh to update all 3D views.

Right click drag is Translation only again (following a discussion with Broken).

Empty event queue on initialisation. This solves the bug where gestures where automatically canceled if the gesture was done by releasing the mouse button (maybe this should be fixed in the gesture code?).

Fixed transformation for objects with constraints (like old transform did. Very hackish. Will need a special fix for FOLLOWPATH.)

-bjornmose
Log:
fixed a small glitch in vertex group softener

-broken
Log:
Camera view stuff:

* Made the dashed lines less disturbing, dunno how it will go
with different background colours though. Also made the title
safe zone switchable on/off since it's useless when you're not
making stuff for video/broadcast.
* Passepartout is now a flag per camera. It never really belonged
to the render buttons or as Scene data, though I'm unsure
whether it is best per camera, or maybe per view (in View
Properties?)
* Added an option to show the active camera's name at the bottom in
camera view, perhaps helpful to keep track of which one it is
you're looking through. Don't know how useful this will
actually be.

The main thing I wanted to do was just be able to switch on and off
the title safe zone, others are a bit more experimental. Feedback
& suggestions are very welcome.

Log:
A few little tweaks to make the camera view dashed lines more
visible for a wider range of theme colours. The outside edge now
uses the wireframe colour and the title safe line uses a blend
between that and the background.

Also tweaked overlapping text in the camera edit buttons. Panel is
horrible and ugly but it'll be properly fixed up soon enough, so
didn't waste any time on it now.

Log:
Assorted minor tweaks to default theme, UI controls drawing, lamps
and object buttons.

-lordloki
Log:
First commit. I hope don't break anything

Added Ward isotropic shader

-broken
Log:
New material buttons layout

Standard WIP disclaimers apply. Many thanks to Jason Saunders, who
helped a lot with this one. Still very unsure about the Dyn panel,
since I have next to no experience with the game engine. Would
someone familiar in this area like to comment?

PS. brought back a nice secret commented out checkerboard pattern
for the preview render :)

Texture buttons coming soon...

Log:
* Icons in error messages/ok dialogs

I've been wanting this for years, and finally figured out how to
do it, hooray. Gives a very nice quick visual cue about how much
attention to pay to these messages.

* A few random UI control tweaks, notably in colour swatches

Log:
* Thought the Center New/Cursor/whatever buttons might like a
little home in the menus too.

-hos
Log Message:
Merge of Blender/cvs 2005/02/06

-hos
Log:
Post merge conflict resolution.

-hos
Log:
Updated merge document/log/howto to reflect today's merge.

---------------------------
A new build is available
Last edited by gabio on Tue Feb 15, 2005 2:30 am, edited 2 times in total.

Bellorum
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Joined: Wed Jan 21, 2004 3:27 pm

Post by Bellorum »

And here it is. Trying to trick us with the wrong build date in the subject line? Not fair play;)
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

gabio
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Location: Canada - Québec - Sherbrooke
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Post by gabio »

Bellorum wrote:And here it is. Trying to trick us with the wrong build date in the subject line? Not fair play;)
hehe, :oops:

SamAdam
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Post by SamAdam »

minor detail:

i can't find the material color settings!

and the panels seem to be missing a refresh or something when a closed panel is dragged onto a open panel to be combined.

and there are an awful lot of toggles where there should buttons and radios.

pinhead_66
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Joined: Wed Oct 16, 2002 10:09 am
Location: Belgium

Post by pinhead_66 »

Nice lay-out so far for the materials

feedback:
-in the settings pannel, shouldn't it be 'receiveds' instead of recieves?
-click and drag the ramps and mirror transp tab to move them doesn't work (yet)

-Love the option to have the camera name visible, It'll give more info when editing animations with multiple camera's

-Question: I picked up somewhere (can't remember where) the option of when scaling the lights, the energy would scale too. I thought I saw it in a previous evil tree build....

Anayway, great work and looking forward to your progress Broken

greets

SamAdam
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Post by SamAdam »

okay, i figured it out, thanks.

you just have to click on the color swatch. i forgot about that. i do like it better, less clutter and better visualization of all of the colors, and hsv is available for all settings.

Broken: how about a big "done" button in the top right empty area of the color picker? i don't know of anything else to put there, and it is handy, so i don't have to click out to change the color.

and here is a bug: start a new scene, and make the top window (the 3d one) into a buttons window.

SamAdam
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Post by SamAdam »

wow, there are quite a few panel errors, but i am sure you can find them,

start a new buttons panel and go to the scene/render, material, and others.

the sliders are inaccurate on single click, the more right in the slider the more inaccurate, erring to the right.

i once had a problem with click areas in the tabs of the material settings.

Gimble
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Joined: Sat Mar 13, 2004 6:20 pm

Post by Gimble »

Thanks Gabio;

and, of course, all the coders - you're doing a great job. :D

Some trouble with the material preview in both the Windows versions of Tuhopuu3 and BF Blender (ATI FireGL 256 video card):

Image
Last edited by Gimble on Tue Feb 08, 2005 4:05 pm, edited 3 times in total.

johannes
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Joined: Sat Jul 03, 2004 6:18 pm

Post by johannes »

I have the same problem with the preview on linux. latest CVS Tuhopuu and BF!

SamAdam
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Post by SamAdam »

me too, on linux

joeri
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Post by joeri »

I have lots of swap buffer problems and (possibly related) wrong panel drawing.

arangel
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Location: Brasília - Brazil
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Post by arangel »

Great to view the camera name in views, Broken!
Alexandre Rangel
Multimedia Designer
www.3Dzine.com.br

LeeQid
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Joined: Sun Jan 09, 2005 10:30 pm

Post by LeeQid »

There's a problem with the UV/Image Viewer.

As long as all the borders of the loaded texture are inside the visible screen, everything is ok but as you zoom in, the vertices are beeing squashed and moved off their assigend points.

http://cs.fhm.edu/~ifw02147/tuhopuu-uv-editor-bug.jpg

Rahu
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Joined: Sun Sep 26, 2004 5:16 pm

Post by Rahu »

Bug: When selecing yafray as the renderer, the yafray/gi button panel appers in the fith window over, instead of as tabs in the fourth, as happened in previous versions of blender.

@ner_
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Joined: Sun Feb 06, 2005 5:45 pm
Location: israel

Post by @ner_ »

I have a Q: I know object centers were removed and it's mighty fine, but now the "move only object centers" option is not working. would it be fixed? cause I really like this feature :)

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