- modifier.c: moved a check out of a loop, removed an unneeded var, made a couple cosmetic changes.
- DNA_modifier_types.h: added parentheses to cast and smooth modifier defines that used bit-shifting (like 1<<1, etc.).
Note: realized they were needed when I tried to use "flag &= ~MOD_CAST_Z" in modifier.c. Since MOD_CAST_Z is #defined as 1<<3, ~MOD_CAST_Z ended up as ~1<<3 while I wanted ~(1<<3). There are other places in that header file and others in Blender where it'd be safer to add the parentheses...
- Updated the epydoc documentation for the features added by Ben Batt to the cast modifier; fixed small typo in API_intro.py.
BTW, thanks Ben Batt (artificer) for checking, improving with a couple features and committing these modifiers :).
This patch adds an option to the wave modifier to displace along the normals
of the base mesh, rather than in the local Z direction.
Thanks to Michael Fox (mfoxdoggg) for the patch!
This patch adds vertex group functionality to the wave modifier, allowing the
user to specify a vertex group with which to modulate the wave deformation.
Thanks to Michael Fox (mfoxdoggg) for the patch!
editview.c - deselect all ignores restricted objects
headerbuttons.c - removing a material didnt redraw the 3d view
vpaint.c - disable vpaint for mesh libdata as well as object libdata
Removing the ability to have the Preview Range affecting the Preview Renders (OpenGL renders) as it is unstable in certain cases. It was only a problem when rendering to movie-file formats with a preview range set greater than the normal range, as it would consume increasing amounts of memory for each frame rendered.
Preventing this from happening would have required too much disruption of the avi
writing code to be worthwhile.
i.e. if I'm zoomed in working on something zoomed in close with a short near
clipping distance, don't suddenly clip off my work when I enter local view.
This patch adds two modifiers: Cast and Smooth.
The Cast modifier deforms vertices into a sphere, cylinder or cuboid shape.
The location and orientation of the projection shape can be controlled by a
specified control object.
The Smooth modifier smooths the mesh in a similar way to the Edit mode "Smooth"
button.
Thanks to Willian Padovani Germano (ianwill) for the patch!
Also added an option to remove all white vcol layers. this is usefull when loading old blend files where every mesh has vcolor's even if they are all white (because of how texface used to be stored before vcol layers)
This patch makes the X, Y and Z axes of the mirror modifier individually
toggleable, so it is possible to mirror in more than one direction with a
single modifier.
Thanks to Juho Vepsäläinen (bebraw) for the patch!
NOTE: BLENDER_SUBVERSION has been incremented to support translation from old
to new axis specification.
using mface->flag for both.
Also found that the cdDM_drawMappedFaces and cdDM_drawFacesTex_common could get normals mixed up when rendering hidden faces. because hidden/invisible faces used continue without advancing to the next normal.
replaced with a help_bpy_api.py, that opens a web browser at the Blender Python API page.
Camera.c - added a veriable .angle to camera, same as .lens but adjusts the camera angle in degrees (like the D button)
export_fbx.py - use the the camera angle property.
object_cookie_cutter.py - use PointInTriangle2D rather then own function.
buttons_shading.c - added OB: and tooltip to object world mapping.
interface_draw.c - (Simple theme) text buttons looked exactly like normal buttons (more confusing when they had no text), made the text and ID buttons render inset so you can tell them apart.
The good news; previously written 64 bits are still valid! All fixes
appeared to be possible in code, no versioning patches needed. :)
That also removes the I AM STUPID 64 bits ban from the code.
The bad news:
I couldn't get a 64 bits Blender running here (ghost-mac issues... it
has to be recoded using Quartz to be able to run 64 bits). So what I
have tested was:
32 bits binary:
- Appending/linking data from 64 bits file.
- Reading 64 bits chained library-linked files (file -> file -> etc)
- Linking 32 bits files with 64 bits files
This has to be tested for 64 bits too. Will drop in IRC now to help.
The good news; previously written 64 bits are still valid! All fixes
appeared to be possible in code, no versioning patches needed. :)
That also removes the I AM STUPID 64 bits ban from the code.
The bad news:
I couldn't get a 64 bits Blender running here (ghost-mac issues... it
has to be recoded using Quartz to be able to run 64 bits). So what I
have tested was:
32 bits binary:
- Appending/linking data from 64 bits file.
- Reading 64 bits chained library-linked files (file -> file -> etc)
- Linking 32 bits files with 64 bits files
This has to be tested for 64 bits too. Will drop in IRC now to help.
Note: part 3 is fixing memory issues for addressing > 4 GB data. A first
start has been made for a blenlib API function.
This commit resolves an issue dating back a few releases. When the IPO block being displayed in the IPO editor came from an Action being used as an Action Strip
in the NLA editor, the keyframes in the IPO editor were not displayed in 'NLA-time'.
There are however a number of things that still need work on so that they will play
nicely with these changes. Having said that, the IPO editor is still generally stable
for use (or should be). In case anything plays up, 'pin' the IPO view you're using
to turn off these changes.
This resolves Todo #4335.
Known Issues:
* When 'K' (show keys) mode is on, it doesn't work too too well yet. The display
in such situations will be a bit confusing.
* Pressing IKEY in the IPO editor (for inserting a keyframe on the current frame)
also doesn't work too well yet. It will insert a keyframe on the wrong frame.
* Transforms don't get any correction for scaling yet. This is only an issue when
snapping transforms to the grid, or relying on the delta numbers printed in the
header.
BPyMesh.py - own dumb error, was using dir as an arg (which is a py keyword)
object_drop.py - new script, the first to use UIBlock, it drops objects into terrain, either a group or the active object. on teh Z axis or view axis.
export_fbx - blender cameras now work properly (converted lens angle, rotate to the right axis)
Made meshes, armatures and cameras use the same namespace.
DirectX8Exporter - update from David Teviotdale, change names of exported objects so some DX readers dont fail
xsi_export - Null materials made the export fail (python error).
This may not be a correct solution since material indicies could be messed up now. I have no way of reading these files.
- edges are generated from verse faces
- no support for lose edge!
- informations about edges aren't sent to verse server (other applications
can't share edges with blender)
- better sending/receiving vertex position
Bug #6611:
Renaming bones didn't rename corresponding action-channels in NLA strips for that
object. Was even marked in code as todo ;-)
Bugfix #6599:
Vgroup button does not update the panels in 3d viewports.
Fix provided by Juho Vepsäläinen
Previous versions of Blender allowed Vertex Groups to be nameless, which
shouldn't be allowed. This caused problems with rigs from previous versions of Blender being loaded in 2.43+ versions, as the new VGroup feature for the
Armature modifier mis-identified these nameless group(s) as being the Vertex Group
to be used. As well as the checks done when renaming VGroups (from another commit), files created prior to and in 2.43 will have all such groups given default
names.
Code notes:
* I've moved the unique_vertexgroup_name function from src to blenkernel like for
constraints
* Formatting in deform.c tidied up a bit
buttons_editing.c - negative camera lense was possible with (Deg) button enabled
export_cal3d.c - minor changes
object_batch_name_edit.py - check for data and object libdata before renaming.
Specular pass was excluded from Shaded drawmode, missing initialize of
new 'exclude passes from result' option. Bug in 2.43 release...
Added warning in code, ShadeInput is initialized here locally, need an API
call for it.
Mostly problems with vertex index, and splitting off new verts.
removing truespace_export.py truespace_import.py, (decieded by letterrip and myself)
both truespace and blender have enough formats in common that we dont need to support this format thats spesific to truespace and not used for 3d data interchange.
* added support for blenders materials
* added support for multiple materials per mesh
* added Multiple UV's per vert, as well as using multiple images (Blenders TEXFace)
removed radiosity support.
According to the author -
"The Radiosity file format is my own personal format. I created it to
learn how meshes and vertex colors were stored. See IO-Examples.zip, the
example *.radio files on my web page."
In the Action Editor, sliders are now drawn beside IPO-Curve and Constraint Channels and for the active Action Channel when the 'Show Sliders' option in the View menu is turned on. This behaves like for shapekeys.
You can change the limits of the sliders by either Ctrl-Clicking or NKEY over the
name of the relevant IPO-Curve channel.
Also, documented the IPO-curve struct a bit. There are a few variables there that
I'm not sure what they are used for.
export_cal3d.py - option to export with baked animation from posebones, added popup UI with some options, fixed object scaling, get the meshes armature if its not selected.
Ctrl+RMB used to select a hidden object as well as "Select Grouped -> Parent"
Also made OOps and data browser check for hidden objects.
Added a countall to hide/unhide objects.