
Done with MSVC 7 and scons for windows
GCC 3.4.5 with scons for linux
-----------------------
Relevant feature:
-The zblur plugin (aka as DoF) integrated in render
-Make view translation and zooming 'smooth' in the uv editor.
-New IPO methods. New IPO methods(), Ipocurve.delBezier()
-bugfixes
-Restored traditional Turntable for view rotation, and without the error of previous code.
-Add bracket matching to text editor.
-To please the stats-junkies: the "tech stat" drawing now displays all values that change during transform().
- Added menu in header for orientation of manipulator widgets.
-New methods for Image module: .getPixel() .getMaxXY()
-Dependency graph patch, provided by Jean-Luc Peuriere.
-Added baking for softbodies.
Commit:
-ton
Log:
The zblur plugin (aka as DoF) integrated in render. Compared to patch
submitted by Alexander, changes/improvements are:
- Moved to new Panel in Scene buttons "Post Effects". Together with other
postprocessing options, such as Edge render. It is also not called DoF,
this because that's a bit pretending too much then. It's a zblur still!
- Made it render Alpha as well
- Made it use and deliver float buffers
- Huge cleanup of zblur.c code, was very messy. It was alling things in render
code without need even (win matrices, transform faces, etc)
- Fixed errors in using Z values (zbuffer is signed int)
- Removed very weird gamma corrections for front/back half
- Tweaked gaussian table, allow variable 'Sigma' to be set for gauss curve
- Didn't copy 'auto focus' yet. Use of this is very limited, and gives
false expectations, nor works for rendering anims with deamons well.
Main issue remains: it's not a very advanced feature... I still doubt
very much if this deserves to be released. Spent 2 days on trying to get
the key issues solved, with not much results.
- gauss filter code has weird side effects on large blur size
- having unsharp (blurred) in front also blurs what's around in back.
only blurred in back with sharp in front works a little bit
- severe aliasing errors... also due the code splitting in 2 halves
- doesnt work with unified yet
- won't work for halos, spot halos or transparant faces
Anyhoo... It was promised to be committed, so now artists can play with it.
Who knows it's useful after all, or some fixes can be implemented.

-theeth
Log:
Toying a bit with MMB behavior:
MMB click with no constraint selects a constraint right away (the axis selector doesn't flash on screen)
MMB click with a constraint removes the constraint
MMB click-drag in both case (with and without a constraint) uses the axis selector.
stopConstraint didn't remove the CON_SELECT flag, so cancelling transform while selecting a constraint and then reentering transform was funny. Fixed
-blendix
Log:
Make view translation and zooming 'smooth' in the uv editor. Power-of-two
zoom levels can be found in the View > View Navigation menu. Also Ctrl+MMB
zooming was added.
Added the E-key, LSCM unwrap popup back again.
-ton
Log:
Reflecting the discussions on Transform Manipulators...
Here you can see the notes and pictures:
http://www.blender3d.org/cms/Manipulato ... 548.0.html
The alternative rotate widgets are still under rt=2 and rt=3.
Still enough work todo here, but hope it's a good step forward!
-stiv
Log:
New IPO methods.
Ipo.delCurve( curve_name ) deletes named curve from IPO.
Ipocurve.delBezier( int ) deletes point at index from Ipocurve.
Contributed by Ken Hughes (khughes). Thanks!
-ton
Log:
Bug #2467
For non-uniform scaled + rotated objects, the normal aligned Manipulator
got deformed (on multiple selected faces) or pointed wrong. Needed the
famous Transpose of Inverted Matrix trick here.
-bjornmose
Log:
cleaned up parameter list for SoftBodyDetectCollision(...)
SoftBodyDetectCollision() is handeling the case
'user wants to prevent self intersection by declaring SB object a deflection target'
ahh .. yeah .. i can see the bug reports on that
(me shrugs .. never promised that to work)
-ton
Log:
Bug fix #2469
Apparently DXF allows layers to be read too... this went wrong in 2 ways;
- object->lay was not equal to base->lay
- if DXF has layer info, but not readable, it set object->lay to 1 instead
of using 'current layer'.
Log:
Built in an escape from sbObjectStep() if transform() is used. Has to be
done for lattices... these keep calling this during transform, causing
the lattice itself and its children (if soft) to remain static on same
position.
Real solution has to be 2-fold:
- store deformed lattice points in Lattice, as a "DispList"
- usage of proper depgraph

There's also the idea to keep simulating softbody during a transform, to
give feedback on what softbody does... later.
Log:
Small fix for envmap rendering + threads... not sure if it fixes linux and
windows for it... will be tested!
Fix was that the envmap cube side images (6) were stored in tex->ima, which
is shared data by other thread.
-guitargeek
Log:
Fix #2472 for rotate edges. Somewhere along the line edge h flags were being wiped out. This addition now saves those flags and restores them
-ton
Log:
Fix for reported (thanks Jens Ole!) error in rendering UV map textures.
Caused by making threadsafe envmap render...
Commit in convertblenderscene.c is just replacing constant with define
-ton
Log:
Restored traditional Turntable for view rotation, and without the error
of previous code which slanted after a while.
Patch provided by John Aughey, thanks!
(John will send me the additional diff for a correction when going from
trackball to turntable)
-stiv
Log:
Add bracket matching to text editor.
#2437 from the Patch Tracker.
Contributed by Ricki Myers (themyers). Thanks!
Highlight color is set in UserPref theme colors.
-ton
Log:
To please the stats-junkies: the "tech stat" drawing now displays all
values that change during transform().
For the rest drawing sticks to actual selection, making the view quite
less cluttered. Hope this gets approval.

Log:
Added menu in header for orientation of manipulator widgets.
Also slightly tweaked threshold for drawing text in menu buttons. The text
was clipped just too quick.
Log:
Made circle select listen to the event queue nicely, so it doesn't keep
selecting after releasing a mouse button

-ton
Log:
Made "Centre" in mesh editmode listen to the "Around" setting, so it can
now use centroid as well (instead of only bounbox-centre)
It doesn't do "cursor" though... it's centering for object center, right?
Log:
Two fixes in one commit.
- The ortho render recode had a weak method to calculate the Z value of the
render coordinate (shi.co[2]). Worked OK for normal render, but not in
unified, giving big errors in Ortho Unfied render.
Solved with proper math, using face equation a*x+b*y+c*y=d. Dunno why I
didn't do it in first place.

- Bug fix #2493. Edge render gave much different result for Ortho. This
was due to overflows in the integer math filtering zbuffer values.
Cleaned it op properly, preventing any integer overflow now.
Log:
More stats-junk stuff!
Added in Nkey panel (transform properties) option to show in editmode
at choice the global or local coordinate values.
Same option works for the "Tech draw" options.

Log:
Manipulator with "normal alignment" now aligns to edges too (if no faces
selected) and to vertex normals. Only issue is that vertexnormals are not
updated on each editing command (it's a bit too much overhead...) so use
a TAB+TAB for now to enforce proper vertexnormals.
Log:
- file sizes > 4 GB were not correctly displayed in the file window. It
still was using int for calculus... made it using 64 bits ints.
- The "disk free" indicator in the header didn't work for OSX, due to
a missing #ifdef __APPLE_
Log:
Bug #2497
The CTRL+LeftMouse Lasso option was accidentally also invoked in Image
Window. Wasn't supposed to work anywhere but in 3d window.
-stiv
Log:
New methods for Image module:
.getPixel( x, y ) returns float list of [r, g, b, a] for pixel
.getMaxXY() returns image size as float list [x, y]
Contributed by Austin Benesh (mchs3d). Thanks!
also ran code thru indent.
-ton
Log:
Error in the clipping plane for drawing rotate-widget.
On zoom out or zoom in, this clipping went more narrow or wider... should
be fixed.
Log:
Removal of old transform() <sob> part one.
- added in new transform the (not so useful but yah) old feature that
does scrollwheel zoom during transform
- had to change transform call arguments for uv-window/sequence/oops to
match new transform for mouse callback
TODO (for martin?)
- pulldown menu support to call with local axes compliant as for pressing
it with hotkey
- mirrormenu() still uses old transform stuff...
Log:
Dependency graph patch, provided by Jean-Luc Peuriere.
Works like a charm... well it now replaces the old base-sorting hack.

Next stage will be to define how to further integrate it. Plus some
minor code cleanups... static/internal functions versus external, etc.
Log:
Error in combo of Spothalo + normal halo over sky, with OSA + gammacorrected
adding.

Missing gamma correction...
-theeth
Log:
Local axis constraint external call. Had to do it in a very hackish way which highlight a design problem in the code. To solve it (and would solve other problems too), we'd have to split off the initialisation function. Not terribly hard to do but I'm overwhelmed with work...
Push/Pull had a problem with constraints enabling/disabling. Fixed
Restablished infinite line for constraint draw (when not using manipulator) as discussed in meeting.
Log:
Added baking for softbodies.
Works as follows;
- press the 'show bake settings' button (no space left...

- define start/end frame for bake, and an interval step.
The baked result interpolates nicely (Bspline, 4 keys) so in general a
step size of 2 or 3 still gives OK results.
- Press "BAKE". This will do a full animation + playback. Press ESC if it
you don't want it.
Once Baked, the BAKE button becomes a FREE BAKE. As reminder the softbody
buttons get blocked with error() menu.
This saves OK in a file. Renders any frame, including fields and moblur.
You can also set a "Timeoffs" for the softbody. And yes, this should be
in the NLA once...

NOTE! With this commit, files saved with the old (first commit) version by
Jens Ole won't read the settings back... he stored all sofbody variables in
Object, which was moved to a new struct when I did my first commit on SB
(over a month ago)
Also note that I moved particle deflecting & softbody to a new include.
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A new build is available