maintainers really *really* only want to use sdl11-config while not
offering sdl-config as well ...)
This patch was briefly discussed on -committers but still might break
SDL stuff.
Blender no longer uses the windows dir as %HOME%
This also fixes the ".blanguage not found" errors when
double-clicking .blend files. (Win32)
Needs testing at Win2k/XP!!!
tuhopuu (as max for buttons)
- Sun lamps now do toon specularity too
Hemi lamps dont do any other shader than the old ones still... the
implimentation of it in Tuhopuu is disputable, will solve this for 2.29
This crash was reported by Jean-Michel Soler (jms).
Problem was that I was trying to be a little too intelligent. I kept a
reference to created PyObjects which at some point apparently fails. Keeping
the object references is not necessary. Now we just create a new PyObject
when necessary and let Python handle the reference counts.
outside of the old boundbox of the Object.
it's a small fix, the code is still commented in... need further
work to find out why sometimes balls disappear
- Fixed bug #399:
Old bug on NMesh: segfault on NMesh.Face(vertexlist).
- Fixed bug #433:
"Typo" on Armature: bone's setQuat method was changing bone->head, not
bone->quat.
changed "get_ipo(key, ..." to "get_ipo((ID *)key, ..." in line 107.
* changed insert_meshkey(Mesh *me) to insert_meshkey(Mesh *me, short offline):
To call this function from a script, so that it doesn't pop the
"relative / absolute" dialog window when the "offline" arg is non-zero.
Exppython:
* NMesh module:
- Added method NMesh.addMaterial(mat) to the NMesh module:
alternative safer (aka slower) way to add materials.
- Added optional arg to NMesh_update():
if given and equal to 1, the mesh normals are recalculated.
- Fixed NMesh.getVertexInfluences: it was segfaulting when a NULL bone was
linked to the vertex. Thanks to Jiba on the bf-python mailing list for
bug report and sample .blend file. Also made this method give an IndexError
when the vertex index is out of range.
* Material module:
Added specR, specG, specB vars for compatibility with the 2.25 API.
Pointed by Manuel Bastioni.
* Image module:
Exposed image width, height and depth parameters.
From a suggestion by jms.
* BPython Ref Doc:
- Small updates to reflect the above additions.
- Added info for the Bone type in the Armature doc.
- the plane has a material
- material has texture
- scene has a world
- default set 'draw faces' and 'draw edges'
that last one for the noobies, to prevent them complaining!
- added a note in interface.c about the new api doc
- forgot to commit blender.c, for setting the G.f from the file
(this will save faceselect and vertexpaint mode too)
scheme
- restored commented out test_view2d() call in changeactionspace(). this
fixes the errors when opening a new or larger action window, with wrong
layout/matrices
(HOS: can you verify that doesnt break stuff?)
Fixes build problems where (for example) plugin was to be made before the real
blender targets, and the entire build failed because of this missing directory.
It used to be so that nan_subdirs.mk made the output directory, but that relies
on DIR being correctly set, which is no longer the case.
In editmode;
press OKEY to toggle proportional editing
press SHIFT+OKEY to toggle sharp/smooth proportional editing
- outside of editmode, the SHIFT+O toggles subsurf on/off
- its a compromise... :)
(mesh or lattice) RVK IpoCurves: support currently includes:
- RVK sliders. Pressing the little triangle next to
the word 'sliders' in the channel names opens them up.
- NKEY in the area where the key block names are allows the
user to change the name of the keyblock, and the max and min
values of the RVK sliders.
- ability to visualize the keyframes for the IpoCurves when
the object is selected.
- right mouse can be used to select the keys
- border select in the main area can be used to border
select keys.
- AKEY selects/deselects all of the keys
- GKEY and SKEY can be used to grab or scale the key
selections.
- XKEY deletes the selected keys.
- DKEY duplicated the selected keys.
- VKEY, HKEY and shift-HKEY change the bezier handles for
the selected keys.
Please, please, please test!
files.
* updated the build environment to include the needed .c files.
* Updated the modules.h file to expose the necessary functions to other
modules.
do a make clean in source/blender/ to be sure!
- Included the new shaders from Cessen... well, only the shader calls
themselves. To make sure the shaders work I nicely integrated it
- MaterialButtons: layout changed a bit, but still resembles the old
layout. The 'shader' options now are located together.
- Shaders are separated in 'diffuse' and 'specular'. You can combine them
freely.
- diffuse Lambert: old shader
diffuse Oren Nayar: new shader, gives sandy/silky/skinny material well
diffuse Toon: for cartoon render
- specular Phong: new spec, traditional 70ies spec
specular CookTorr: a reduced version of cook torrance shading, does
off specular peak well
specular Blinn: new spec, same features as CookTorr, but with extra
'refraction' setting
specular Toon: new spec for cartoon render
- default blender starts with settings that render compatible!
- works in shaded view and preview-render
- works in unified render
Further little changes:
- removed paranoia compile warnings from render/loader/blenlib
- and the warnings at files I worked at were removed.
again, and move your mouse around to scan the image.
MiddleMouse works too, but less intuitive
- at some systems it is still slow, bad clipping code...
again. You'll have to do it twice... first CTRL+C will send an internal
break (exit render loops)
- I prefer this in foreground mode too, but Python uses it as well, to
escape from loops. We have to fix this once.
1 - Children
2 - Immediate Children
3 - Parent
4 - Objects on shared layers
1: Selects all direct children of the active object
2: Select all children, children's children etc. of the active object
3: Makes the parent of the current object active, and deselects the
active object
4: Selects all objects that share at least one layer with the active object
Useful for stepping through object hierarchies and for quickly selecting
objects belonging together.
See my message on bf-committers as well.
* new feature: rendering large images now displays correctly zoomed down
in an imagewindow. The fact that it didn't also caused unpredictable
slowdowns at various systems (tested osx, win).
Of course after rendering you can still zoom in/out as usual.
* there was code that limits the maximum size of an imagewindow, keeping
a small border around it free. By increasing the border 15 pixels I got
huge speedup at OSX. Still looks good though...
Needs more research what is happening here, maybe we need a user setting
for it... but i rather implement the usage of the internal ImageWindow
first.
Still unsolved: 24 bits windows opening... I don't dare yet hacking in it
Ghost.
* moved references to libSDL out of ifeq($(INTERNATIONAL), true) (win32)
and ifeq($(WITH_FREETYPE2),true) (irix) conditionals in source/Makefile
* look for sdl in $(LCGDIR)/sdl if sdl-config isn't found
thanks to LarstiQ for doing most of the work
all platforms. Please test on non-linux/non-irix.
- Changed another libsoundsystem.a to libSoundSystem.a.
- Removed comments refering to fmod (I assume it's not coming back ever)
(seems half of the references were one way, the other half were
the other way). Also made irix link to $(OCGDIR)/intern/*SoundSystem/*
instead of $(OCGDIR)/gameengine/*SoundSystem/*