delays and lotsof redraw events for the desktop, it also made it impossible
to drag a renderwindow to a desired position.
Now it only re-opens on render size changes. Maybe enables to have the
window permanent on 2nd monitor for extended desktops?
Note; the 'pref position' preset in F10 still works, but only on window
open of course.
Caused by commit Kester 7 weeks ago, adding sound actuator always crashes
when no sounds have been loaded. He forgot to put a MEM_Free within the
brackets. :)
* Made the shaded ends of popup menus the right shape,
when the button is aligned, connected to another button.
Found by desoto, fix by desoto
* Made the icons inside icon buttons scale up with zoom,
rather than just sit down in the bottom-left corner. The
scaling up is rather ugly - consider this a temporary
measure until we can find a nicer solution, on the
backburner for 2.35. Found once again by Bugmaster
Desoto, fix by ton.
old files still use the old fast OSA, and when you want a specific
material to have specular/shader/texture AA you can set this individual.
When rendering ray_mir or ray_transp or ray_shadow the new OSA will be
effective by default however.
Still todo; make this switch work for transparant faces and unified...
if video card is open GL accelerated and has 16 Mo or more
start window in maximized mode wich is a full screen mode
but keeping access to other windows and sytem menu items
older comps start as usual
Problem was in calculation of oversampling vectors for correct AA. With
the new AA method, this is less necessary, so the code now doesnt use
mipmapped or filtered images when it is refracted. For reflected rays it
does still use the filter though, there the error is hardly noticable.
For all tests and report .blend files it looks much better.
However, a real mathematical solution is preferable still.
whether redraw was needed. This shows on (some) windows cards that the
button continuously keeps updating/flashing.
Since I can't test it here, please confirm :)
Important for everyone to know; buttons with event return code 0 pass on
the button event to other buttons. This was in yafray panels so, causing
buttons unwanted to be pressed when dragging sliders.
The official 'empty' event is B_DIFF, to denote that back and frontbuffers
are different, since the button was updated in front only with a press.
Alternative is B_NOP, which doesnt do anything.
This is another extreme old one; from before NaN days even!
Issue is that shadowbuffers have a bias to prevent faces shadowing itself.
To make bias smarter, code was added to adjust bias based on light angle.
This correction allowed a factor of 10 times smaller bias, being in many
cases much too strong, causing frontally lighted faces becoming too dark.
New correction only halves the bias on frontal light, which looks quite
more convincing and pretty.
Apparently appending or linking from other files didn't call a proper
do_version() patch to initialize new variables correctly. Was result of
the streamgluing stuff in NaN period... fixed.
- Ben Omari sent an update version of his DirectX8.py, Jean-Michel Soler updated his disp_paint.py and Campbell Barton contributed a new one: sel_same.py (for now it's in the UV menu). Thanks all, great scripts;
- small updates in some other scripts.
BPython:
- Finished wrapping radiosity functions for the Radio submodule;
- doc updates.
New objects were not created with correct 'ipowin' value, to denote the
default ipo to show. That caused sometimes wrong display with weird empty
menu button in header.
- now more than 31 channels possible for ipos
- added lotsa new channels all over
- Texture block has ipo now too
- recoded getname_ei functions
(Will ask nathan to give release log info when he's back!)
This problem appeared to be a famous one, with some fun read to be found
on the web. The solution as I commit here is described on the site:
http://www.blender3d.org/cms/Misc_improvements.355.0.html
As extra (I needed it quite some!) added requested feature to have the
renderwindow display in titlebar whether the spare page is shown (JKEY)
- new submodule Scene.Radio, for radiosity: still incomplete, but in shape for demos, updated SConscript to include it;
- new functions in Window module;
- doc updates: adding a todo file and a new start page for our docs: API_intro.py + other updates;
- small fix in Ipo.c provided by Damien McGuinnes (thanks!): Nathan has a patch with IPO additions and fixes for this and more, but until it is committed, there's this fix for Ipo.getCurve('LocX'), LocY, Z and QuatW,X,Y,Z too, according to Damien.
Other files:
- radpreprocess.c: added check for "during_script()" so eventual msgs don't popup during scripts;
- drawmesh.c: made a pointer (display list) be checked before accessed, fixes crash in scripts that forget to update display lists for subsurf meshes when a 3d view is in textured view mode.
Script: updated bevel_center by Loic Berthe.
- while editing creases (SHIFT+E) it works like scaling now (towards or
away from center selection).
- ESC while crease edit now works.
(note; doesnt fit in Trans structs...)
- button 'draw edges' and 'draw creases' now exclude each other
- Enabled the NDEBUG define (to disable assertions) on all platforms in scons.
This is already the default in Makefiles.
- Free MEdge data after decimating, it is not valid anymore.
The laptop option "no numpad" did this in the main queue, for all windows.
This caused problems, like for text editing in 3d window.
Now it only does it in 3d window, and not with editmode for Text object.
- Bug fix#1464; a 2nd time shift+f1 append didn't make the ".." file a
directory, preventing going to a parent directory in .blend file
- Bug fix (not reported): when saving an image, the fileselect window(s)
didn't show that image file when calling fileselector again
- Removed redundant code from experiment with ImageMagick
- Renamed functions with dutch names... :)
CTRL+ALT+F was supposed to give a button popup to type a search string.
thanks to reordering code in oct last year this didnt work anymore, only
the first time.