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Posted: Sun Nov 27, 2005 11:13 pm
by Burre
Nice. Although, the boolean problem isn't gone...

Posted: Sun Nov 27, 2005 11:31 pm
by franzrogar

Select a language and translate all items.

Then hit Ctrl+X in 3D Windows (delete all) and... suprise! Your user preferences are deleted too!.

(Related to 27-Nov-05 build, dunno in others)

Posted: Mon Nov 28, 2005 5:42 am
by Pablosbrain
Live LCSM doesn't allow me to select and move pinned vertexs sometimes. Its sorta random... not sure why.

Posted: Mon Nov 28, 2005 8:07 pm
by jms
franzrogar wrote:IMPORTANT BUG!

Select a language and translate all items.

Then hit Ctrl+X in 3D Windows (delete all) and... suprise! Your user preferences are deleted too!.

(Related to 27-Nov-05 build, dunno in others)
It reload the user's language preferences, it seems correct .

Posted: Mon Nov 28, 2005 8:08 pm
by jms
franzrogar wrote:IMPORTANT BUG!

Select a language and translate all items.

Then hit Ctrl+X in 3D Windows (delete all) and... suprise! Your user preferences are deleted too!.

(Related to 27-Nov-05 build, dunno in others)
It reload the user's language preferences, it seems correct .

Posted: Mon Nov 28, 2005 8:41 pm
by franzrogar
I submitted it as bug into the tracker and Ton said same as you....

But, I think there's no 'direct relationship' between 'clear all' in a 3D Window (suppose to clear the objects and related IN the scene) to delete too the User Preferences!. Where's the 'reset to default preferences' available to all programs... It's like if you didn't have an 'Import' option ('you can use OPEN...')... They're very differents things....

But, Ton said it's not a bug and all you seem to see it 'fine'... (deleting translation seems not very 'fine' to me...)

Posted: Tue Nov 29, 2005 11:33 pm
by jms
updated with new libtiff

Posted: Thu Dec 01, 2005 9:48 pm
by jms
a new one .

Posted: Sat Dec 03, 2005 12:01 pm
by jms
Update :

khughes (Ken Hughes) 2005/12/02 19:00:38 CET
Modified files:
blender/source/blender/blenkernel/intern blender.c
-- Bugfix #3524: theEditMesh structure was not being initialized correctly.
sirdude (Kent Mein) 2005/12/02 22:13:14 CET
Modified files:
blender/source/blender/imbuf readme.txt
blender/source/blender/imbuf/intern dynlibtiff.c tiff.c
This commit does very little for the number of files touched.
I updated so its in sync with the file(s) it creates.
I added a little more documentation to the readme.txt for adding
new file formats.
I also added two dummy functions to the tiff.c so it stopped whining
about them being NULL.
(I'm still working on the reported bugs but thought this was a good time
to at least get this in)
sirdude (Kent Mein) 2005/12/02 22:46:53 CET
Modified files:
blender/source/blender/imbuf/intern dynlibtiff.c tiff.c
fix for #3498
(Swap colors on bigendian machines)
I also made it so that the env variable is tried ahead of all
of the other looking. (That way you can override a system default
if its broken without having to upgrade)
This also makes it so we can remove the OSX ifdef. So I did.
lukep: If you still want it add it back in but my gut says the less ifdefs
we have the better ;)
desoto (Chris Burt) 2005/12/03 01:52:51 CET
Modified files:
blender/source/blender/python/api2_2x Bone.h
Just one more useful commit from Desoto: added a newline to the end
of the file. Hold the applause please.

Posted: Tue Dec 06, 2005 12:41 am
by jms
update :

n_t (Nils Thuerey) 2005/12/03 18:45:35 CET
- fixed output behaviour (now behaves just like render output,
thus directories in the path are created using RE_make_existing_file
in fluidsim.c)
- changed default output to be '//fluidsimdata/...'
- hopefully fixed bugs #3466 and #3470 (orco texture coords caused
problems when the fluidsim mesh was bigger than the original one,
one no other deformations were used - new deformedVerts are now
allocated in this case in DerivedMesh.c)
ton (Ton Roosendaal) 2005/12/04 18:18:58 CET
Bf-blender commit! :)

Forgot to put back window/screen-size clipping when opening render window.
Note for windows coders; check this diff, here's where you might need to
add an ifdef too for windows, to get the window opening correct for the
top of the screen (probably because of windows bottom toolbar?)
khughes (Ken Hughes) 2005/12/04 21:39:56 CET
-- Fix segfault when callign Blender.Armature.Get() with no parameters
bjornmose (Jens Ole Wund(bjornmose)) 2005/12/04 23:44:19 CET
fix for exotic msvc6 projects building
so i think i can do, though we're BCON-4 ( official builds are VC7 anyway )

building elbeem debug lib with proper threading model
khughes (Ken Hughes) 2005/12/05 02:07:24 CET
-- remove unused variable "dict" which was giving compiler warnings.
khughes (Ken Hughes) 2005/12/05 06:23:35 CET
Fix unchecked parameter in M_Ipo_Recalc, and some documentation fixes.
ton (Ton Roosendaal) 2005/12/05 12:46:40 CET

Bugfix #3507

Global Undo didn't use the 'undo steps' value in the user presets yet...
even whilst button mentioned 'editmode undo' there, an easy fix to add.
ton (Ton Roosendaal) 2005/12/05 12:52:30 CET
Hrms... setting the undosteps to zero then should also work! :)
ton (Ton Roosendaal) 2005/12/05 14:22:16 CET
Bugfix #3512

Duplicated objects, that have modifiers, didn't render (or not correct).
Bug reported case with softbody being duplicated.

The duplicator system is ancient... integration with new derivedmesh or
modifiers has not been really done yet.
ton (Ton Roosendaal) 2005/12/05 14:44:22 CET
Bugfix #3514

Once an Object Ipo position was inserted, the object couldn't be moved when
a particle system was tied to it. Needed code to copy object settings,
before the particle animation was done.
khughes (Ken Hughes) 2005/12/05 20:02:30 CET
-- Bugfix 3453: coercion operations were doing an extra incref on coerced
objects. Also found extra increfs on some newly-created quat and matrix
objects, from calls to Matrix_Identity() and Quaternion_Identity().
khughes (Ken Hughes) 2005/12/05 20:57:23 CET
-- Bugfix #3072: As discussed on IRC, matrix.invert() should throw a
ValueError exception if matrix is singular.

Posted: Wed Dec 07, 2005 4:10 pm
by jms
+ orange branch blender/ Windows, 2005/12/07, 4:30 pm, compiled with MSVC++ .NET and scons .

Posted: Thu Dec 08, 2005 11:20 pm
by jms
update : orange branch for Windows 12/08

Posted: Mon Dec 12, 2005 6:59 am
by jms
Update : orange branch for Windows 12/12

ton (Ton Roosendaal) 2005/12/09 16:14:32 CET

Code: Select all

  Orange; WIP commit for inclusion of "Tangent" vector in rendering.
  This first implementation only supports it for Meshes with UV maps, and
  only tangents in V direction.
ton (Ton Roosendaal) 2005/12/11 14:23:31 CET

Code: Select all

  Big commit with work on Groups & Libraries:

  -> Any Group Duplicate now can get local timing and local NLA override. This
     enables to control the entire animation system of the Group.

  Two methods for this have been implemented.
  1) The quick way: just give the duplicator a "Startframe" offset.
  2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
     to override NLA/action of any Grouped Object.

  For "Group NLA" to work, an ActionStrip needs to know which Object in a
  group it controls. On adding a strip, the code checks if an Action was
  already used by an Object in the Group, and assigns it automatic to that
  You can also set this in the Nkey "Properties" panel for the strip.

  Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
  the active Object. (It used to check where mouse was). This allows to add
  NLA strips to Objects that didn't have actions/nla yet.

  Important note: In Blender, duplicates are fully procedural and generated
  on the fly for each redraw. This means that redraw speed equals to stepping
  through frames, when using animated Duplicated Groups.

  -> Recoded entire duplicator system

  The old method was antique and clumsy, using globals and full temporal
  copies of Object. The new system is nicer in control, faster, and since it
  doesn't use temporal object copies anymore, it works better with Derived
  Mesh and DisplayList and rendering.

  By centralizing the code for duplicating, more options can be easier added.
  Features to note:

  - Duplicates now draw selected/unselected based on its Duplicator setting.
  - Same goes for the drawtype (wire, solid, selection outline, etc)
  - Duplicated Groups can be normally selected too

  Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
  listing of all groups, allowing to add Group instances immediate.

  -> Library System

  - SHIFT+F4 data browse now shows the entire path for linked data
  - Outliner draws Library Icons to denote linked data
  - Outliner operation added: "Make Local" for library data.
  - Outliner now also draws Groups in regular view, allowing to unlink too.

  -> Fixes

  - depsgraph missed signal update for bone-parented Objects
  - on reading file, the entire database was tagged to "recalc" fully,
    causing unnecessary slowdown on reading.

  Might have missed stuff... :)
ton (Ton Roosendaal) 2005/12/11 14:37:05 CET

Code: Select all

  Orange: Removed old duplicator stuff from renderconverter.c...
ton (Ton Roosendaal) 2005/12/11 15:28:22 CET

Code: Select all

  Orange: made duplicators work for dynamic particle systems. Meaning; a
  particle generator can be duplicated.

  Note that the particles are only generated once, on the original, and just
  get duplicated.
  For static particles it worked already OK.

  Added note for previous grouping commit; group-duplicators should support
  fully all animation systems, including modifiers and particles.
ton (Ton Roosendaal) 2005/12/11 19:01:09 CET

Code: Select all

  Added depsgraph update call on 'add group'.
ton (Ton Roosendaal) 2005/12/11 23:54:46 CET

Code: Select all

  Fix #1 to resolve corrupted NLA files with lib-linked groups.

  - If a library became unreadable, with a print like:
    ERROR: can't find lib //../../../../../../..//jorma_light.blend
    Then set the F10 "rt" button to 111. :)
    That will read files with a stripping routine to fix it.

  - For lost actions in strips: press Lkey in NLA editor, this is the new
    "re-link action" option. To get it work, dont forget to fill in the
    proper Armature in NKey panel.

  The real fix, for the code that corrupted relative paths, will be
  part of the bf-blender branch merging, which follows.
ton (Ton Roosendaal) 2005/12/12 00:04:27 CET

Code: Select all

  Sunday merger of orange branch with bf-blender

Posted: Mon Dec 12, 2005 9:24 am
by ZanQdo
Thank´s, so much fun playing with material layers, I´ll wait for lord loki´s anisotropic shaders to try a cool car paint mat :D

Posted: Wed Dec 14, 2005 12:00 pm
by jms
main branch update : 2005/12/13 9:15 pm

Les logs :

khughes (Ken Hughes) 2005/12/07 22:12:33 CET
Made Mesh verts/edges/faces hashable (as they were in NMesh); this will
make it easier for some scripts to be converted.
khughes (Ken Hughes) 2005/12/09 14:57:27 CET
-- Bugfix #3545: Toggling the "apply modifier to editing cage during
Editmode" flag in one modifier cleared the flag for all other modifiers.
It now only allows toggling of the last modifier in the stack.
khughes (Ken Hughes) 2005/12/09 15:30:51 CET
-- Bugfix #3520: Text with extrusion and/or bevelling would would disappear
when edit mode was entered.
guitargeek (Johnny Matthews ) 2005/12/09 15:49:41 CET
bugfix #3550

Fixing Loopcut smooth to actually cut smooth

I think this will go to HEAD now...
pidhash (Joilnen Leite) 2005/12/09 16:00:54 CET
change return of getMarked method for dict {framnum:['nameframe']}
ton (Ton Roosendaal) 2005/12/09 18:22:50 CET
Bugfix #3526

Division with zero caused wrong pixels to be rendered with Ortho camera.
khughes (Ken Hughes) 2005/12/10 00:19:00 CET
-- Bugfix #3564: Texture.getImage() always returned None for Env maps, even if
an image was assigned.
khughes (Ken Hughes) 2005/12/10 20:36:05 CET
-- Bugfix #3573: Deleting a scriptlink when some other scriptlinks were no
longer linked to a script would cause a crash. We now delete all
scriptlinks which are not linked.
ton (Ton Roosendaal) 2005/12/11 23:03:04 CET
Fix: reading library files with option "Relative Paths" set, whilst library
was read already AND relative, caused the path for libraries to corrupt...

Error caused big headaches in studio Orange... :)
intrr (Alexander Ewering) 2005/12/12 04:02:29 CET
Fix confusing (too early) waitcursor when selecting rand fac for fractal
pidhash (Joilnen Leite) 2005/12/12 12:57:58 CET
Rewrote TimeLine_getFramesMarked func with better coding
stiv (Stephen Swaney) 2005/12/12 19:35:15 CET
bugfix: #3420 Indent/Unindent in text editor not undoable

contributed by Mr. TextEditor - themyers. Thanks!
ascotan (Joseph Gilbert) 2005/12/12 19:46:27 CET
- Armature/Bone API for python
* this resolves a number of outstanding issues with the armature api and gets this ready for release
- add/remove bones possible
- rolls work correctly now!
- ik'ing to parent should work
- flags for tip/root/bone selection
- etc.
ton (Ton Roosendaal) 2005/12/12 20:06:34 CET
Bugfix #3544

First two vertices of a hair strand were not transformed OK, causing weird
results with especially thicker hair, or very short ones.
ascotan (Joseph Gilbert) 2005/12/12 21:12:50 CET
*Armature api documentation
ton (Ton Roosendaal) 2005/12/12 22:16:25 CET
Bugfix #3556

Unified render didn't treat the alpha for raytraced transparent correct...
unified is based on layering with alpha, so it cannot support alpha in
raytraced transparent correctly.

I'm going to kill unified one day... its giving me headaches. :)
ton (Ton Roosendaal) 2005/12/12 22:56:33 CET
Bug #3562

Strips with a repeat fraction (like 3.51) should also "hold" on the
fraction of .51 when indicated so.
Patch provided by Roland Hess, but cleaned up (exisiting) mess a bit too.
ton (Ton Roosendaal) 2005/12/12 23:04:34 CET
Bugfix #3565

Enabling FluidSim on non-mesh object crashed... it uses DerivedMesh. :)
ton (Ton Roosendaal) 2005/12/12 23:27:30 CET
Bugfix #3583

Auto-IK confused a routine that checked for IK on bones... causing
drawing errors in buttons and 3d window.
khughes (Ken Hughes) 2005/12/13 00:03:49 CET
-- Bugfix #3566: Entering very large numbers for scaling/rotation/translation
cause a write past end of string buffers in outputNumInput(). Patched to
make large numbers (+-1.0e+10) display in scientific notation format.
campbellbarton (Campbell Barton) 2005/12/13 01:00:11 CET
Added Image.GetCurrent()
Previously the only way to get the current image was flaky and relyd on the image being assigned to a mesh.

me = Scene.GetCurrent().getAttiveObject().getData(mesh=1)
image = me.faces[me.activeFace].image
image = None

...Can new be replaced by the following, and works even when there is no mesh.
image = Image.GetCurrent()

Get the currently displayed Image from Blenders UV/Image window.
When multiple images are displayed, the last active UV/Image windows image is used.
campbellbarton (Campbell Barton) 2005/12/13 01:27:10 CET
From kh_pylon:
You have to put Py_RETURN_NONE; inside { }; it's a two-line macro
Aparently breaks MacOS.
ton (Ton Roosendaal) 2005/12/13 09:44:08 CET
bugfix #3585

The tool "Single User" -> "Object data" missed a tag to recalculate the
geometry. This caused meshes to disappear after entering editmode on the
former linked mesh.
ton (Ton Roosendaal) 2005/12/13 13:41:17 CET
With the introduction of fixed edge arrays in Mesh, the options to render
wire frame became very limited... the information of faces (vertex colors
and UV reside there) got lost.
Solved it nicely with creating a large index table, and use bsearch() to
get quickly the matching information.

Then I noticed the render code needed fixes too for wire, no proper UV's
were calculated over the wire edge.
ton (Ton Roosendaal) 2005/12/13 14:17:30 CET
Bugfix #3552

Another ancient bug in unified render... the lamphalo wasn't filled in
correctly over sky, especially when the background had halos (or stars).

Only shows when using filters other than box though.
ton (Ton Roosendaal) 2005/12/13 14:38:14 CET
Bugfix #3579

Saving envmap, with a filter set (like gauss) and with a percentage set
(like 50%), saved envmaps with empty pixels inbetween the sub images.
ton (Ton Roosendaal) 2005/12/13 15:28:34 CET
Bugfix #3590

Adding Ipos to Sound strips in Sequencer didn't work anymore. Adding a new
curve with CTRL+click also wasn't smart enough to detect that only one
channel existed there... fixed that too.
ton (Ton Roosendaal) 2005/12/13 16:07:21 CET
Bugfix #3580

Apparently python allows to create Key blocks without proper *from pointer
back to the owner of the Key. The Key unfortunately wasn't mean to be a
dynamic block linkable to any Mesh...

This patch sets the from pointer on any call to do_mesh_key, which is safe
to do anyway. I made a note to get rid of that convention once, but at
least now we got non-crashing blenders. :)

(In bugreport noted that we need to check Python code for it too!)
khughes (Ken Hughes) 2005/12/13 16:36:32 CET
-- Calling mesh.verts.extend() on a mesh with vertex groups was not updating
mesh->dvert, eventuallu causing a crash.
larstiq (Wouter van Heyst) 2005/12/13 17:55:39 CET
Add initial Serbian Cyrillic translation (patch #2888)
khughes (Ken Hughes) 2005/12/13 19:39:50 CET
-- More of Bugfix #3580: Mesh_getFromObject() was not updating key->from
when it duplicated mesh data.

I'm not thrilled with how I implemented this code, but currently don't
know a better way. If someone more familiar with how blender duplicates
objects and converts things to meshes wants to have a look, it would be
ton (Ton Roosendaal) 2005/12/13 21:16:11 CET
Orange reported fix: Stride bone offset was blending with any strip, even
when strips had no stride set... causing using multiple strips not to work
for stride.