-- search/remove '\r' from string buffers read from scripts:
used a fast way: change each '\r' to a space, since it should
work for scripts and the buffer is only needed for a short while.
-- added call to clear error indicator before running a script.
A previous script may set it even on succesful returns.
* Armatures that had constraint targets inside other armatures
weren't transform()-ing correctly
* Issues with lattice deformed objects that are parents of bones
when rendering an animation. Seems to be mostly OK now with the
exception of the first rendered frame -- weird bugs like this have
plagued blender for ages, which leads me to believe that
RE_rotateBlenderScene() is a piece of garbage that nobody understands
(especially me).
* made a few helper functions to clean up some repeated code related
to clearing constraint status and rebuilding displists.
- as proposed by Ton, default dir for menu enabled scripts is:
userhome/.blender/scripts if available or (using bprogname -- argv[0]),
blenderInstallationDir/.blender/scripts/ otherwise.
- moved a piece of code from BPY_interface.c to BPY_menus.c to get rid
of a linkage warning reported by J. Walton
-- added the first scripts to release/scripts:
We need time to get more scripts there, but the situation should improve
consistently from now on. Adding three export scripts: cal3d, directX, ac3d.
And one import: ac3d.
Blender 'sphere' mode lights in yafray should now have more similar light levels
render shadow button in Blender must now be enabled to render shadows in yafray too
some other minor shadow related corrections
* makesdna generates dna.c which in turn should be compiled with nice cflags,
linkflags etc. But, a small error slipped in which caused the .c file to be
compiled into a nice .o file without those flags.
Thanks to Hos for pointing out the error and persisting there indeed was an
error.
* the compiled plugins get moved to .blender/plugins in the
release tarball (the include and C files remain where they
were). Please test.
* if they exist, the directories release/scripts and release/bpydata
get copied to .blender/scripts and .blender/bpydata respectively.
* Blender.Object.setDrawMode does not work. I had accidentally switched the
variables for setDrawMode and setDrawType. This implied that _both_
functions did not work correctly. The functions getDrawMode and getDrawType
use the correct variables.
broke the ui_mouse_motion_towards_block() function. This made sure
mouse motion (diagonal) towards a new opened sub-level keeps the sub-
level open.
Fixed!
Z axis. (ported from tuhopuu2)
Controls are found in the 3D View Properties panel (with
the rest of the grid settings). This is more flexible for
people like me who hate the grid getting in the way when
modelling - turning off the grid floor and turning on the Z
axis gives a setup like in Wings 3D or Clay.
* Cleaned up the 3D View Properties and Background Image panel's layout while I was adding the new buttons (including change over to UiDefButBit).
render solid now (no alpha).
- This gives nicer previews, but also makes envmaps look better, since
environment maps are rendered without raytracing
- I decided not to raytrace envmaps mainly because of speed... if you use
environment maps you want something quick... otherwise just use ray_mir
material here!
it by precalculating all needed Osa vectors when rendering glass, this
because it is unpredictable what is exactly going to be needed after.
- a hint that this should be done better is in the code... will mostly
improve sharpness and a bit rendertime though
(thanks bugmaster intrr!)
- G.f's G_DEBUG flag was being erased in blenkernel/intern/blender.c's
setup_app_data:
G.f= bfd->globalf
// added a line above it to fix this:
if (G.f & G_DEBUG) bfd->globalf |=G_DEBUG;
G.f= bfd->globalf;
BPython:
- debug info now only shown if Blender is started with '-d' option
- added ~/.blender/scripts to modules sys.path
- added two new functions to Blender.sys: basename and splitext
- added doc for Blender.sys, updated other docs
recalculate the O.dxno and O.dyno for each pixel. This causes scanline
errors (stripes) when in same scanline something else is called that
calculates O.dxno/dyno...
possible bad free
- FTF_Api.cpp used static C++ object, hard to understand and icky,
was probably source of phase4's crashes, replaced with dynamically
allocated object and added FTF_End to free it and sensible time.
- local tentative fix for BLI_gethome(), which returns '.blender' appended only
on some Windows systems. Created bpymenu_gethome() to check and
add '.blender' if needed.
- changed name: .Bpymenus to Bpymenus as suggested by GSR
- trivial additions:
Object module: added methods .set/getSize
Armature/Bone module: bone.set???() methods now accept both n
floats or a list of n floats: fff or (fff). All these additions were requested
by user Carlos Lopez (Klopes).
- New doc: for module Registry.
by the seed variable. Requested by S68.
Basically they move slightly when you change the seed. Might be
a good idea to split this up so there are two seed options in a
particle effect, however there are already quite a bit of them so I opted
for this.
Kent
alpha>1.0, the 'threshold' calculation in vanillaRenderPipe.c then works
wrong... not sure if this should be fixed there.
- for now, the spothalo render function itself clips.
- again; thanks to horrible intrr test scene! :P
some tests where moved around, causing specularity being calculared when
light actually shines behind a face.
Thanks inttr for the (horrible!) test scene that showed it. :)
new features:
- after choosing a loop to cut you go into a second mode that lets you choose where exactly on the edge you want to cut.
the placement is in percentages, so 0% is one side of the edge, and 100% is the other side.
- holding CTRL snaps the placement to whole percentages. 1.00 instead of the standard 0.01 of a percentage.
- Pressing S while you place the cut turns on Smooth-subdivide for the cut (or as I like to call it: Loopcutsubdividesmooth :)
- the percentages and the ON/OFF for smooth cut can be seen in the view3D header.
fixes:
- loop takes into account hidden vertices, this solves bug #895.
- Cutpreviews are drawn correctly for triangular faces.
- renamed the function from loop -> loopoperations. I'm sure someone has a problem with the new name too, but BLAH! :D
- the parameters for the function are defines. loopoperations(LOOP_CUT) cuts, and loopoperation(LOOP_SELECT) selects (duh). this is changes in all the places the function gets called.
if people find new bugs, feel free to yell! :)
Roel
- removed DNA_script_types from makesdna project.
- fixed a few errors in the projectsettings of the yafray project...it's a wonder people actually got it to compile.