Changed:
row_pointers = new (png_bytep) [(GetHeight() * sizeof(png_bytep))];
to:
row_pointers = new png_bytep [(GetHeight() * sizeof(png_bytep))];
Thanks emil....
Kent
not affected when using standard (alpha=255) settings.
Only the backdrop for menus and unselected items can be transparent, the
highighted (active) item remains solid colored.
Just fun eyecandy tho :) but the recode of menu enables this easily.
Blender hemilight shadow flag now ignored (reported by varuag).
Texture axes were not exported for procedural textures.
Duplicate armatures were not handled correctly (reported by richie).
Triangle uv-coord splitting (reported by anael, richie & Alvaro).
Additions:
Material 'TexFace' mode now works too, as in Blender it functions as an extra
first texture channel, replacing the base color.
The new noise functions for procedural textures are now supported in yafray,
but is not quite completed yet, still undergoing changes.
(needs yafray from cvs).
The 'power' button has been renamed to 'EmitPwr', since it controls background,
arealight (including lamp with radius) & material emit power.
This button can now be used with the 'SkyDome' method as well to control
background lighting.
To control indirect lighting power, a button called 'GI pwr' has been added,
only use this when really necessary, first try modifying 'EmitPwr' instead.
Removed:
The 'gradient' button. This includes the python code to set
this parameter as well.
- Blender.Window: added function GetPerspMatrix() (Tom Musgrave's patch, thanks);
- added Chris Want's patch to tell argc, argv to the Python interpreter (thanks, Hos);
- Blender.Image: added image.glFree() to free textures bound by the recently added
image.glLoad() (both suggested by Campbell Barton -- thanks, with these Blender can
be used to load textures for scripts);
- Blender.Sound: removed for now at least a few get/set methods of vars that can't be
accessed via interface;
- renamed Get/makeActive to Get/setCurrent in Blender.World (actually added alias for
now), same in Blender.Sound: renamed makeActive to setCurrent. Stephen Swaney
pointed this some weeks ago, we should stick to one naming convention.
- added documentation for Sound and Window.Theme modules and the other added
functions, made other small updates.
- Blender.Object: made 'worldspace' become the default output of .getMatrix and .mat/.matrix:
after reading a discussion on blender.org's Python forum where eeshlo mentioned the
pre 2.34 default was worldspace, I took a better look at Blender's relevant code,
confirmed, talked to Theeth about this and as he suggested am changing the default
back to 'worldspace'.
- Changed shortcut of "Align Active Camera to View" to
Ctrl+Alt+Numpad0 to make it Windows-friendly.
- Old shortcut of Shift-Numpad0 still works (until we find some other
use for it!)
Could use testing on KDE/Gnome, etc - incase we make X do somersaults or something equally daft! :P
- press TAB without object active cleared undo stack
- typo (another!) in variable name, causing undo stack from wrong object
to be used (when have edited more objects)
Plus i found:
- rule for preserving editmode undo stacks, while using global undo, made
stricter now. Before it only checked name, now it checks for existance
of pointers extra.
- Individual faces
Keeps Mesh manifold, so removes old faces always. Also uses a
transform based on different vectors per vertex.
- Only edges
Just extrudes the edges (not really 'individual', the edges still
share the vertices. Uses same transform as normal extrude for that
reason
- Only Vertices
Uses normal transform after extrude
Also changed code a bit, to detect whether to call a normal-based
transform after extrude, or whether to call normal grabber. For example
when you just extrude 1 edge, it uses normal grabber.
Note; extruding an entire sphere goes OK with 'individual faces'. for
other extrudes you should press 's key' when in transform. Just cannot
predict (yet) when one method has preference over another.
Undo; when using global undo, the editmode undo stack remains accessible.
Meaning you can do global undo/redo, and then go back in editmode and
have all undo/redo steps as originally left in editmode.
of Outliner of it is nice hierarchical too.
Please note that storage in outliner for editbones and pose-bones are
separate, so you have to uncollapse the views independently
Constraints on an object with hooks (or other deformer) didnt update
OK while transform(). The fix is easy code to isolate for Martin, so
hopefully he can find integrated solution in transform() refactor :)
selection already is 2 triangles, it should create a new face but
remove the old triangles. It actually calls the 'ALT+J' command then
(join triangles)
While testing found out more cases where new selection flags were not
properly used (join trias, beauty fill, flip edges, rotate edges)
"Clear FGon" didn't call essential EM_fgon_flags(), to rebuild the lookup
table codes for polygons. This causes former fgon faces to become
not selectable
Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator.
Fixed a stupid bug preventing some actuators working (like TrackTo).
This was something users found since tracing got into blender, having
sometimes small 'dots' or bright pixels or missing reflection rays in
an image. Thanks to the very simple sample file I could disect it...
it appeared to be an incomplete check for all numerical exceptions when
you traverse the octree nodes. Very technical, but clear comments are in
the code to explain ;)
CIRCLE, ARC, ELLIPSE and LWPOLYLINE.
I made some modifications to it to clean it up a bit.
I entend to do some more dxf stuff in the near future but figured
this is ready to go for now, and trying to clean up a bunch of small stuff
I've had sitting around for awhile. ;)
Kent
adds new features for indenting and commenting.
Note: I am not sure if the best menu spot for these features
is under the Select menu, but we can argue about that later.
They do work on a selection, though.
from the mailing list post:
1&2. Added Indent/Unindent under Edit->Select
just select the text you want to indent and go to the menu (
note if nothing is selected Indent will just indent ( tab )
the line the line )
3&4. Added Comment/Uncomment to the same menu
same applies as above
5. Added Tab setting on the menu bar in text editor
Sets the number of spaces a tab ==
changing the setting will change the hole script
6. Added Auto indent
when you hit enter it goes to the next line at the same
tab number and the line above it ( needs more testing and input)
Field render, and field option for image texture, had error due to
returns in middle of calls... this bug was there already for long
while, not much used eh ;)
fix for problems with NMesh vertices.
plug some more leaks in matrix module.
new vector method newVectorProxy().
In BPy-Land, we have overloaded the meaning of our Vector
type. One use is for vectors in the traditional mathmatical
sense. The other legacy use is as a proxy for Blender data.
The recent memory leak fixed have lead to the Vector type
behaving as mathematical vectors.
However, the NMesh module is still using Vector types as a
proxy to manipulate NMVert data. To support this usage, in
the vector module there is a new factory method
newVectorProxy(). This creates a Vector that references
memory outside the Vector. Vectors created by
newVectorProxy() do NOT free their referenced memory. The
newVectorProxy() is used only in bpy code and is not exposed
thru the scripting interface.
Anyone using newVectorProxy() must be aware of object
lifetime and scoping issues because the returned Vector
holds a pointer to memory it does not own. This works in
the NMVert case since we are referencing memory belonging to
the NMVert object via an NMVert method.
Since color is stored RGB only in Blender, the conversion from and to HSV
causes values to be clipped all the time.
Solution found is adding a persistant hsv storage to the uiBut struct, and
have it working on that only while hsv button is open. Still, after usage
(leaving picker) the conversion will change values to rgb.
Also added; redraw event for editing buttons, to show correct changed
color while using nkey picker