bf-blender / Windows (2005/04/13)

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gabio
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bf-blender / Windows (2005/04/13)

Post by gabio » Thu Apr 14, 2005 2:49 am

An other week is gone. let see.

p.s. For now on, The archive will be broken in two, so it's more easy on the server and bandwidth, but also more fast for you. I will notify when the xtra archive will be updated with new file. If you already have a blender installation, the xtra files is not needed

-Made with MSVC 7 and scons
-------------------------
Relevant feature:
-bugfixes
-Toggle between Connected and Normal PET. Alt-C during transform.
-re-org for text editor from Ricki Myers (themyers)
-It is possible to scale radius of MetaElem again.
-User can scale stiffness when green circle is selected.
-Did put softbody time scaling stuff to functions
-'hacked in' particle collision system to match softbodies needs(WIP)
-

Commit:
-bjornmose
Log:
fixed small glitch multiplying nodemass twice (thanks ton)
claened up sbObjectStep(...) to follow 'time step rules'
added really care for framerate in scene
renamed arguments in softbody_calc_forces(...); and softbody_apply_forces(...); for better reading
fixed particle integration to be ODE solver compatible

Log:
Fixed uninitialized causing almost infinite loop.
Wind is media friction now, to have consitent relaxing when the squall is gone, fixed direrction.

-zuster
Log:
- fix for crash in separate_mesh... thats some pretty nasty code

-theeth
Log:
Toggle between Connected and Normal PET.

Alt-C during transform (hotkey subject to change)

No visual clue right now other than what is transformed and it gets resetted everytime (not kept as a global flag).

So, still a lot to do regarding that.

-jiri
Log:
- bug fix #2400 (I forgot to add some parameters in uiDefButF() function)
https://projects.blender.org/tracker/in ... 9&atid=125

-hos
Log:
Fix for bug #1576.

Constraints on bones that point to objects/bones outside of
an armature weren't working. The figure_pose_updating()
does a bunch of flagging based on the constraints on the
scene to figure out what armatures/bones need updating
(even when it is not the armature that is being manipulated).

-zuster
Log:
- made shadedisplist not free all object displist data...
this messed with data caches which messed with assumptions made
by drawing code (and was just silly not to mention). here
be dragons...

-stiv
Log:
Bugfix for disappearing hilight bug and code re-org for text editor
from Ricki Myers (themyers).

Comes with nice juicy commit msg, too!

- source/blender/blenkernel/BKE_text.h

- Removed indent_paste, uncommen, unindent_lines, comment_paste,
uncomment_paste, uncomment, set_tabs.

All these functions cut and re-added text (I felt this was
unsafe). whicch is was caused the highlight loss.

- Now the only functions are Indent, Unindent, comment, uncomment,
setcurr_tab. All these functions only take one @parm (struct Text)

-indent(struct Text *text)
copy's the selected text in a MEM_mallocN line by line added a
tab at the begginning

- Unindent(struct Text *text)
Tests if current line starts with a tab.
if TAB remove it
- comment(struct Text *text)
copy's the selected text in a MEM_mallocN and adding a # at the begginning

- Uncomment(struct Text *text)
Tests if current line starts with a #.
if # remove it

- setcurr_tab (Text *text)
Checks for Tabs pri. to any text
if : is found and not in a comment then Tabs is increased by one
if "return", "break", "pass" is found then Tabs is decreased

- blender/source/blender/src/header_text.c

Changed: txt_cut_sel(text);
indent_paste(text);
TO:
txt_order_cursors(text);
indent(text);
* no more cutting of the text

- source/blender/src/drawtext.c

set_tabs(Text *text) just calls setcurr_tab(text);

-zuster
Log:
- bug fix #2433, mesh not drawn correctly when only edges
(and Mesh.medge).

Log:
- don't apply creasing to edges with no adjacent faces... things
go wacky.

-theeth
Log:
Resize didn't work with bezier handles correctly. That is because bezier has preleminary work for Individual Center in edit mode.
While I was there, I cleaned up individual center a bit, it was messing with helpline.

For fun, set the center mode to Individual Center, create a bezier circle, change handle to free (H) and Resize or Rotate. Fun isn't it! :)

-ton
Log:
Bug fix #2424

With a sun lamp shining exact perpendicular to a face, the result was
undefined (black or full lit). Was caused by using acos() without checking
the input range. Float calculus can result in small under or overflows...
therefore: always use the arithb.c function saacos() !!!

Found more acos() usage in rendercore (in blinn and arealight too), removed
all of them. Might solve the white or black dots people were complaining
about?

Log:
Bug fix #2431

Underflow case in Blinn spec... resulting in large negative values to be
returned in certain cases, causing (again!) black dots.
Thanks randall for clear report with nice demo file. :)

Log:
Bug fix #2428

The "Separate" and "Split" commands in editmode Mesh didn't take loose
edges into account correctly (leaving them in). These edges now get
removed correctly.

Note; this changes the tool XKEY "Delete->Faces" slightly. This already
removed entire faces and loose selected vertices. Now also removes loose
selected edges. More consistant, but maybe a bit confusing...

Log:
Bug fix #2415

Envmap rendering was using Gauss filtering, causing dark outlines in edges
of cube pictures. Now it temporally disables gauss in envmap render, which
isn't really noticable since the pics are filtered + gaussed anyway in the
end result.

Log:
Bug fix #2413

Usage of uninitialezed pointer in 'extrude edges only' could crash.

Log:
Silly pointer set on wrong place in code, caused Bones transform in
PoseMode not to work on branched armatures with multiple selected.

Thanks Richie for the test file!

Log:
Bug fix #2411

(Looks like big commit, but is mostly just change of API call!)

Particle emittors now can be parented to an armature Bone, and give the
correct path for each particle. Note that this doesn't work for deform!
And, for each particle the entire armature is evaluated, all actions and
NLA strips.

It used to work a little while BTW, but the code just called ALL armatures
and made ALL deforms again. Was quite slow... thats why the API call
change: do_all_actions() now accepts Object * to only do that one. With
a NULL it now does all still. Will disapppear in recode of course...

-jiri
Log:
- It is possible to scale radius of MetaElem again.
- It is possible to change dx, dy and dz params in 3Dview with manipulators
or with some shortcuts (S-X, S-Y, S-Z).
- User can scale stiffness when green circle is selected.
- MetaElem is selected with RMB click at green or red circle, then user can
grab or rotate with MetaElem as usual.

- Screenshot:
Image

- Captured video:
http://e-learning.vslib.cz/~hnidek/capt ... ffness.avi

-theeth
Log:
Small transform fixes.

Rotation acted weird in perspective mode. Works much better using viewinv
instead of persinv to get the rotation axis. What would be even better is
using real view vector depending on transformation center (with
getViewVector), but that can wait a bit.

Meta Element resize needed some code to reset radius changes or axis size
changes when switching from one to the other (my fault, I didn't think of this
when telling Jiri how to implement it).

Log:
Transform constraints with Ykey were mixed up, setting text to global
instead of local and vice versa.

Thanks to GSR's email for helping me notice that.

-eeshlo
Log:
Quick fix for bug #2393 (same as #2218), deformed meshes were not transformed
correctly anymore because of changes in other blender code.

-ton
Log:
Bug fix #2394

While in camera view, going to local axis rotation (R, X, X) the view
became instable. Was still using the view3d view matrix, instead of
initialized TransInfo->viewmat.

Martin; you could check on the mouse motion in this case, for some reason
it only uses horizontal motion?

ALso; renamed button in InfoWindow "Disable sound" to "Disable Game Sound".

Log:
Bug fix #2323

The addition in 2.36 to correct bumpmapping for View and Object rotation,
made many nice bumpmap setups in older files less nice. Especially apparent
when you apply "flipped" mappings in "Map Input" Panel, like map the X to Z
and the Z to X. A correction then gives wrong results.

Since the "correct bumpmapping" is actually a new option, causing extra
rendertime too, I've made it an option now. With the "Map To" Panel being
fully used, I've put the new button option (temporally I hope) in the first
"Texture" Panel in material context.

Will be updated in release log page!

Log:
Bug fix #2438

Snapping code checked for Hooks in object, but forgot to check first if
the Hook->parent existed. Crashed on 'empty' hooks.

-bjornmose
Log:
Did put softbody time scaling stuff to functions,
so we can decide later what proper timing is meant to be.
i've prepared something in static float sb_time_scale(Object *ob) [softbody.c] (ton :) )

'hacked in' particle collision system to match softbodies needs
naa .. i don't realy like the hack to int pdDoDeflection(..) in kernel .. effect.c (but it works :) )
so .. until we'll have a 'nice' collision detector this is what 'softbodies simulator can live with'
did not remove intentionally test function static int sb_deflect_test(..) for further discussions

http://mitglied.lycos.de/mosebjorn/hidden/sbcol6.blend should work for a while

Log:
Rather give a pointer to a local copy of vital data to pdDoDeflection()
in sb_deflect_particle() than a pointer to data.

Changed de-swamping in sb collision to move along face normal

-zuster
Log:
- fix for bug #2385, mesh outline wasn't drawing in potatoe mode

Log:
- quick fix for bug #2412, render normal was not initialized for mesh
edges. fix by average two edge endpoint vertex normals.

-bjornmose
Log:
im going to dig a hole to hide in
beginners standard typo did break particles

-ton
Log:
Two small corrections for subsurf + wire render;

- when edges data exists, it skips adding faces to renderlist
- edges are rendered according to "Optimal" subsurf setting

Log:
Ack! Found out the bugfix commit #2411 was accidentally still calling to do
all actions (in all objects) instead of only the ones parented to
particle system.

-ton
Log:
Little cleanup in code to detect correct normal directions on extrude.
It also now inverts normals of copied faces for extrude, provided the
originals remain there.

-bjornmose
Log:
hum ..
turned off quad optimization, which is a bug IMHO, since breaking a quad it 2
faces always needs a test on both faces
--------------------------
a new build is available
Last edited by gabio on Tue Apr 19, 2005 1:47 am, edited 1 time in total.

DYeater
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Joined: Fri Sep 24, 2004 9:25 pm
Location: Enon, Ohio USA

Post by DYeater » Thu Apr 14, 2005 3:41 am

This is getting to be a real problem. I can't get the download ... even the bin file. Maybe it's because every Blender user in the world is trying to get it, but it really is frustrating. All I get is an empty zip file.

Edit -> I just read my post, and it sounds terrible. Sorry guys/gals, you work your rear ends off and this is the appreciation you get. Don't get me wrong, I'm still frustrated, but I'll get over it.

Thanks for all the fine work. :D

gabio
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Joined: Thu Jan 15, 2004 6:41 am
Location: Canada - Québec - Sherbrooke
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Post by gabio » Thu Apr 14, 2005 4:52 am

DYeater wrote:This is getting to be a real problem. I can't get the download ... even the bin file. Maybe it's because every Blender user in the world is trying to get it, but it really is frustrating. All I get is an empty zip file.

Edit -> I just read my post, and it sounds terrible. Sorry guys/gals, you work your rear ends off and this is the appreciation you get. Don't get me wrong, I'm still frustrated, but I'll get over it.

Thanks for all the fine work. :D
Damn I just don't know what to tell you.
does anyone else got this problem of empty zip, missing header? I hope it's not everybody, because it's working fine here.

DYeater
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Joined: Fri Sep 24, 2004 9:25 pm
Location: Enon, Ohio USA

Post by DYeater » Thu Apr 14, 2005 4:57 am

I got it that time. :D

That really is a weird problem.

I'm off to play now ...

Edit -> It may be that I just don't know how to use it, but it seems to me that weights (as per weight painting) only seem to be effective as either 0 or 1. My attempts to create a weight value within that range seems to be ignored.

I hope the following images demonstrate what I mean. Notice that the animations of the first two images (weight value of .750 between the two left hand upper corner and lower corner vertices) are essentially the same as the second two images (weight value of 0 between the two left hand upper corner and lower corner vertices).

Image

Image

Image

Image

If this is something I am doing wrong, please forgive my ignorance ... and maybe point my mistake out to me? :D

Thanks for taking the time to check this out.
Last edited by DYeater on Thu Apr 14, 2005 8:48 am, edited 1 time in total.

MikeHart
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Post by MikeHart » Thu Apr 14, 2005 8:29 am

Got it this time too.

bjornmose
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Post by bjornmose » Thu Apr 14, 2005 9:17 am

DYeater,

May be you need make the *goalsprings* stronger, set GSpring to 0.75 or higher.

In fact a weight of exactly 1.0 *welds* the SB vertex to the goal,
all other values use the goal spring dynamics.

hope that helps
BM

thoro
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Location: Berlin, Germany
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Post by thoro » Thu Apr 14, 2005 10:00 am

I had to start the download three times to get the whole file - very strange, indeed.

But now it's here and I'm very surprised how much you did in this short amount of time - thank you!

kidb
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Post by kidb » Thu Apr 14, 2005 10:45 am


Bellorum
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Post by Bellorum » Thu Apr 14, 2005 11:50 am

Not working anymore :cry:
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

kidb
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Post by kidb » Thu Apr 14, 2005 11:58 am

Bellorum wrote:
Not working anymore :cry:
Try http://blendertestbuilds.kidb.de -> Test.blend

DYeater
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Joined: Fri Sep 24, 2004 9:25 pm
Location: Enon, Ohio USA

Post by DYeater » Thu Apr 14, 2005 2:00 pm

bjornmose wrote:DYeater,

May be you need make the *goalsprings* stronger, set GSpring to 0.75 or higher.

In fact a weight of exactly 1.0 *welds* the SB vertex to the goal,
all other values use the goal spring dynamics.

hope that helps
BM
Well, as you can see in the image, my GSpring is at .750 and it makes no difference in the painted weight value. Thanks for the advice, but I don't think that's it.

Image

bjornmose
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Post by bjornmose » Thu Apr 14, 2005 3:01 pm

DYeater wrote:
bjornmose wrote:DYeater,

May be you need make the *goalsprings* stronger, set GSpring to 0.75 or higher.

In fact a weight of exactly 1.0 *welds* the SB vertex to the goal,
all other values use the goal spring dynamics.

hope that helps
BM
Well, as you can see in the image, my GSpring is at .750 and it makes no difference in the painted weight value. Thanks for the advice, but I don't think that's it.
i see that you have friction = 3 , mass =6 , grav =7
what is that, a chain flag at beauford 12 ?
that poor spring has to be real tough to hold against such forces :)
try GMin = 0.75 and/or scale down the numbers above.
BM

Actarus
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Joined: Thu Sep 30, 2004 12:34 am

Post by Actarus » Thu Apr 14, 2005 3:59 pm

Particle emitters now follow bones !

GREAT, thanks !
(sorry for my poor english, I'm french)

DYeater
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Joined: Fri Sep 24, 2004 9:25 pm
Location: Enon, Ohio USA

Post by DYeater » Thu Apr 14, 2005 5:04 pm

bjornmose wrote:i see that you have friction = 3 , mass =6 , grav =7
what is that, a chain flag at beauford 12 ?
that poor spring has to be real tough to hold against such forces
try GMin = 0.75 and/or scale down the numbers above.
BM
Ok, I'll give that a try. Thanks.

Edit -> Changing GMin as you suggested made a world of difference. I'll put it back to 0 and modify the other inputs. Sorry I'm such a newb (noob?) :oops:

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

Post by Bellorum » Thu Apr 14, 2005 7:08 pm

This is what i get with the test-.blend for softbody collision detection.
Image
The faces of the cube do not draw in solid-mode, and the collision detection does not seem to work properly either:/
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

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