SunSky didn't include skycolor in raytrace.
Note: there seems to be an error in sunsky when looking straight down,
so this option requires raytracing stuff not in outer space. :)
* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later.
* some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion.
* removed unused vars
* obscure python memory leak with colorband.
* make_sample_tables had a loop running wasnt used.
* if 0'd functions in arithb.c that are not used yet.
* made many functions static
- removed ugly clamping function (it was dividing XYZ based on max of
one of the values)
- added option to use Exposure, this only works for brightness (Y).
results look very pleasant, foggy and hazy results are possible.
with exposre==0, no exposure happens for HDR extreme range skies,
this is how yafray rendered it.
- added menu for choosing color spaces (CIE = modern lcds)
Please review! (and yes i know it's still not in World :)
Built on "Stanis Python Library for generating dxf drawing":
History:
v1.25 - 2008.09.28 by migius
- modif FACE class for r12
- add mesh-polygon -> Bezier-curve converter (Yorik's code)
- add support for curves ->POLYLINEs
- add "3d-View to Flat" - geometry projection to XY-plane
v1.24 - 2008.09.27 by migius
- add start UI with preferences
- modif POLYLINE class for r12
- changing output format from r9 to r12(AC1009)
v1.23 - 2008.09.26 by migius
- add finish message-box
v1.22 - 2008.09.26 by migius
- add support for curves ->LINEs
- add support for mesh-edges ->LINEs
v1.21 - 2008.06.04 by migius
- initial adaptation for Blender
v1.1 (20/6/2005) by www.stani.be/python/sdxf
- Python library to generate dxf drawings
When doing IPO-cleanup, added two break statements to hopefully optimise the evaluation process a teeny-weeny bit. However, that caused more problems than it was worth!
Recoded pidhash's recent Pad0 (Lastview) commits (r.16802 and r.16810). It was causing major issues with Ortho perspective + rotating the view with the MMB. Setting G.vd->view to -1 was not such a valid way to do so (and also, this didn't play nicely with smoothview).
This feature should now work correctly, though there are still one or two places where it doesn't always seem totally correct yet.
The basic idea of this feature, is that after going into camera mode (Pad0), pressing Pad0 again lets you go back to the view as you had it before entering camera mode.
1) Anisotropic friction works for static and dynamic objects
2) For soft bodies, assume triangle mesh if no bounds a chosen
3) Form factor == inertia scaling factor, it was actually hooked up in Bullet
4) Only show 'radius' if sphere is chosen, or no bounds+dynamics (== sphere bounds)
Went through and commented all the code in ipo.c, tidying up formating and coding style in places, and also rearranging to have a more logical order in some places. There shouldn't be any major issues arising from this commit.
add -nojoystick commandline option: it takes 5 seconds everytime to start the game engine, while there IS no joystick.
In other words: blender -noaudio -nojoystick improves workflow turnaround times for P - ESC from 7 seconds to 1 second!
Improved Bullet soft body advanced options, still work-in-progress. Make sure to create game Bullet soft bodies from scratch, it is not compatible with last weeks builds.
Text, ID names and RGB colours in the interface are now copied to and pasted from the system clipboard allowing them to be copied from and pasted into the text editor. Colours are encoded as floats in the form [r.rrrrrr, g.gggggg, b.bbbbbb] making them easy to use in Python scripts.
The header button is great but it didn't function for 2 seconds between clicks due to the old code waiting between modification checks. Fixed that now too :)
* out of sync text dosnt automatically popup a menu anymore since it was too easy to click on it without intending to, moved this to an alert button on the header.
* "_" character was acting as a delimiter, but in python its not.
* renamed "File" to "Text" (so as not to confuse with blenders file menu)
* added redraw_alltext function to remove many duplicate loops where every text display is redrawn.
It would only work when the bezier point had its handles set to auto before changing to a linear IpoCurve since the handles were being recalculated during transform.
The problem was due to a wrong number of IPO-channels getting keyed for the quaternion channels (3 instead of 4). Was a simple copy+paste error.
Also added in check for using "Limit Distance" constraint when using VisualKeying.
Now auto-keyframing can be enabled/disabled per scene (with the insertion mode also stored per scene). The flags used when insertng keyframes are still stored in the user-prefs.
New scenes have their auto-keyframing settings initialised from the user-preferences.
* Tidied up code a bit to remove an extra var declaration that may have been causing problems with Visual Keying
* Added buttons to Insert/Delete keyframes from current frame into Timeline header. Note that it preferentially works will insert keyframes for a 3d-view (if it exists), otherwise it "should" take the largest area available.
1) re-allocate a pool allocator, if one of the soft body collision algorithms is larger than max pool element size
2) manage child shapes properly, and call RemoveReferences on the m_sparsesdf