Duplicating a Library-linked Mesh with Library-linked texture Images forgot
to set the texture Image link flag to LIB_EXTERN (LIB_INDIRECT means the ID
is not saved in file).
Error was that a the duplicated Mesh lost texture.
http://www.blender3d.org/cms/Shadow_buffer__Halfway.786.0.html
Simply said: by using the average of the nearest and 2nd nearest Z value
in Shadowbuffers you can reduce bias errors very well.
For backwards compatibility it is a new buffer type though.
Full log:
http://www.blender3d.org/cms/Irregular_Shadow_Buffe.785.0.html
In short: this is a shadow buffer approach that always results in crispy
shadows, independent of lamp buffer size or zoom level. This shadow buffer
system also supports transparent shadow.
This is part of work on refreshing Shadow Buffers in Blender. You now can
choose of two types (Classical, Irregular). More types will follow. Also
quality issues for Classical shadow buffers are going to be reviewed,
especially to solve the lousy Biasing.
For the CVS log record; it is based on articles:
Gregory Johnson et al, University of Texas, Austin. (Regular grid method).
Timo Aila and Samuli Laine, Helsinki University of Technology. (BSP method).
nicer kinematics in self collision -> blending to complete inelastic impact
now does something close to real physics
first steps towards aerodynamics
anisotropic friction
springs 'see' their movement in media
--> see surrrounding media does not move and/or reacts on wind
(*for now needs to have a pseudo collider araound -> that is: add a cube in the same layer
and make it a deflector *)
- added green circle behind object node shared at verse server
- it is easier to figure out, what is shared and what isn't shared
- color is hard coded now, but Matt can improve it ;-)
* print (# servers) instead of icon row when there are servers in the list
* dark-green circle behind server icon in server list when connected
* orange when connecting
* added two files from verse-master
* server list is available in outliner (new mode "Verse Servers")
* verse sessions are now also in new mode "Verse Sessions" in outliner
* fixed drawing of verse sessions and their nodes
* in user preferences System & OpenGL master-server ip setting (default master.uni-verse.org)
* in File>Verse entry "Get Servers" to get server list or
* RMB on "Available Verse Servers" in outliner to "Refresh" server list
Enjoy :)
Third fix for this bug! In august I've added the function
Mat3ToCompatibleEul(), which ensures a proper euler value being derived
from a matrix, while inserting Ipo keys after a transform().
That also had to be done for camera fly mode.
This is a modified version of DeJaVu Sans, which is the same as the previous
Vera Sans, but with additional characters for languages (such as Czech) that
were missing from Vera. This version I'm committing has modifications to reduce
file size, cutting out useless stuff like ancient Greek characters.
also speed up for select group, only find group status for unselected objects.
Updated the select group menu in 3 places, the space bar menu was out missing some other group options also.
No other BPyModules do this and zero user lattices are kept so this check is not needed.
removed lattice.applyDeform(), this called object_apply_deform, which only gave a message to use modifiers.
changed the example in epydocs to apply the lattice using modifiers.
an error in Scene.c - scn.Layers disallowd all layer bits to be set.
made image_billboard.py rotate all images to be verticle for more efficient packing, added the option not to pack resulting images into 1.
uv_archimap still had python based line intersect
added plane2matrix function to BPyMathutils
added an optional arg to imageFromObjectsOrtho - camera_matrix
camera_matrix can be used to define a plane in 3d space where X and Y scale is used to set the width and height of the area to render.
scn.objects.new(None) - adds a new empty
- new objects are selected by default now
further stripped down the vector struct, the wrapped state was being stored and 2 places.
just did a few tests, with the 'surprising' result that balls are not curves ..
and i don't want to be swamped by bug reports tellling me
'it does not collide as i whised it would'
only alow self collision for suited objects
feature request from hairdressers
self collision for curves
works amazingly well if you keep in mind there balls around vertices colliding
ironing out a few glitches related to goal pinning
volatile test blend ->
http://www.wund.homepage.t-online.de/hidden/sb_col_must.blend
+ adding a few alternative collision ball calculation algos
since i did not want to blow up (waste) DNA space without need,
coded as -1.0 -0.1 -1.1 values in 'ball size' (look at tooltip popup)