bf-Blender / Windows (2005/09/27) + 3 patch
Posted: Wed Sep 28, 2005 2:02 pm
Hello new compilation, Bullet GE and 3 patch :
- Particle patch
- Buttons PyEval, look demo
- Shader Ashkhmin
In CVS :
7zip (1.9MB)
zip (2.5MB)
- Particle patch
- Buttons PyEval, look demo
- Shader Ashkhmin
In CVS :
ascotan wrote:Theeth's mathutils patch
- adds intersections for lines
- triangle area
- tracking quaternion from vector
- some helpful normal calculators
ton wrote:Cleanup and new features for vertex keys.
User doc: http://www.blender3d.org/cms/Shape_Keys.678.0.html
- The mixed use of "Vertex Key","Key" or "RVK" in Blender was a bit
confusing. Also a 'vertex key' assumes keys per vertex, which actually is
only a single key for the entire shape. The discussions on blender.org
forums all mentioned "Shape" or "Blend Shapes", which I think is an OK
name for a "Vertex Key" in the UI.
- Most work was code spaghetti cleanup. Doing shape-keys now nicely goes
via the depgraph and DerivedMesh. That then allows to have different
shapes per object, with the new "Pin" feature.
Objects now define what Shape is shown (ob->shapenr)
- Added a Shape Panel in the Edit buttons with the various options
- Fixed a lot of issues in the IpoWindow, with drawing the channels.
For example, deleting a key-line there caused the entire Relative option to
go wrong, same for moving the lines up/down.
Changing key-line order now reflects in order of channels. The active
Shape is drawn more clear now too.
- Noticed it doesnt work yet for curves/lattice. Need modifier advise!
ton wrote:Quick fix; "delete shape key" didn't work without IpoWindow open.
ton wrote:Two more 'shape' fixes;
- adding new Shape didn't set correct Ipocurve code... so you could not
even add new curves
- the keylines (first channel) always came back in display... ancient error
pidhash wrote:adding sort files in fileselect window by extensions
adding sort by extension in filselect window
ton wrote:Action editor: drag with LMB did three redraws... causing slowdown. Bug
since 2.0 it seems.
ton wrote:Maintenance commit;
- *Giant* speedup for LMB frame-dragging in ipo/action/nla windows. It was
calling a routine that accessed frontbuffer drawing.... a very old patch
for SGIs even!
- Prepared code for support of unlimited Shape keys
- Curve objects didnt draw correct for selection-outline option
ton wrote:Ftgl patch for texture fonts got lost... somehow. That made them much
slower than pixmap fonts. Test on buttons window CTRL+ALT+T timer shows it
goes down from 2500 to 100 on this commit.
ascotan wrote:- added some equivalency testing for vector classes
>, >=, <, <= test vector magnitude
==, != test vector values 'within epsilon'
- inspired by ideasman
ascotan wrote:added the method saveRenderedImage to the RenderData object
- should allow users to render a filename.extension to the render path
Example:
Code: Select all
import Blender s = Blender.Scene.GetCurrent() r = s.getRenderingContext() r.setRenderPath('C:\\') r.render() r.saveRenderedImage('myRender.jpg') Blender.Scene.Render.CloseRenderWindow()
zuster wrote:- tooltip fix, double sided pretended it was per face
ascotan wrote:-fix for angleBetweenVecs
* adds a test to check for zero-length vectors
ton wrote:Shaded drawmode, ogl preview render, does update for lights.
stiv wrote:set object->recalc flag when we change object's loc, rot, etc.
fix for problems with frame change scene scriptlinks.
ton wrote:Hair!
Thanks to testing in studio orange (thnx andy, matt!) I've found the
simple way to code it.
Static particle systems, when not set to wire or halo, now render 1 pixel
wide 'strands', which are actually just faces with vertexnormals and
proper orco texture. Check for quick fun;
http://www.blender.org/bf/rt5.jpg
http://www.blender.org/bf/rt6.jpg
http://www.blender.org/bf/rt7.jpg
http://www.blender.org/bf/rt8.jpg
ton wrote:Suppressed another GL_FRONT drawing routine, causing potential slowdowns
for some configs. This was an old hack for sgi's, so I've put it behind an
ifdef for sgi and suns now.
Test if blender still works by switching screens, and check for the borders
between the blender area windows. These should draw all nice empty/black.
Downloads:ton wrote:Removed ancient (2.1) feature for Constraints... a highly undocumented and
unpredictable one!
This is what it did; if two or more Constraints are of the same type, it
accumulates the Target positions/rotations for the constraints, averages
them, and then only applies the last Constraint in the row. It seems to
be a trick to blend IK Constraints or so... in all other cases I cannot
find a good use for it (nor did Bassam).
For example; add three Empties, and make one Empty to have 2 location
constraints to the other two. This just didn't work, unless you insert
an "Empty" constraint inbetween.
I will post in the blender.org animation forum feedback for it too.
Its quite easy to make it an option, but I first like to grasp fully what
the actual use of such an option is.
7zip (1.9MB)
zip (2.5MB)