'do_all_actions' run twice for all of the constraints to be updated
properly. (/me grumbles: I fixed this last week for the OpenGL
updating stuff in header_buttons.c ... do we really need to have so many
update_for_newframe()-style functions?)
This was caused by calling sound_init_audio() at startup. In situations
where Blender was first started, or when other applications used memory,
this could take 5-15 seconds.
I have moved the init call to 'start ketsji', and made sure any call
to an audio play routine will invoke an init as well.
Tested with engine and loading/play sound in F10 menu. I don't know how
the BlenderPlayer handles it... should be investigated.
Result: At OSX Blender starts in a second again! :)
Now uses 'Application Data/Blender Foundation/Blender' instead of old
"Not A Number" dir.
- Updated windows installer to make this change transparent for the
users. It copies /.blender to the new location and displays a short
message to advise them of the change
(http://homepages.nildram.co.uk/~aphex/installer_msg.jpg).
- Installer also includes fix for opening blend files from explorer (patch provided by Valentin Ungureanu (vung) - thanks!)
Note to CVS users on Win2k/XP: Although blender will continue to work
without changes, you should ideally copy the /.blender dir to
<app data>/Blender Foundation/Blender for the sake of correctness :)
fixes, including:
- Panel in action window (disabled it, since there's no need for it)
- fix: when action was added to mesh with vertex keys, the action couldn't
be deleted, nor did action window draw key names
- mouse on RVK (key) in Action window: Nkey menu pops as well.
This is not a good candidate to put in Panel, no selection possible here.
- when you change name of RVK in action window, it shows in IpoWindow too
When one or more curves is being edited,there is a checkmark by the menu option and you can slect it again to leave editmode.
This commit is more for people learning Blender as people who know will just press TAB.
it for the UV Image window (as Nkey replacement). Blendix can take
this further now.
Other little improvement: vertices in UV window now draw unselected
first, and then selected over it. Less confusing!
Next spaces: Action and Nla.
The OSA ofset vector for current rendercoord (O.dxco) wasn't
initialised in all cases. Actually, just removed it for AO, effect is
invisible.
Bug provided by jK, not in tracker. thnx!
- Scripts that ended without an [eol] (end of line char) would give syntax errors when called from menus.
Now all loaded menu scripts have '\\n\\0' appended to them, not only '\\0' as before.
- bug #1146: Kester reported a Valgrind warning, should be fixed now.
-ability to set poses for the armatures - allows for keyframing armatures
-adds support for actions/actionchannels
-additional checking for addBone and clear parenting
-moved getActionIpos from object module to NLA module
pattern as previous commit for AO.
Previous setting, dither+jitter, has been cancelled. Now you can choose
for either nothing, dither, or for noise. With the latter giving same
nice noise as for AO.
Pics:
http://www.blender3d.org/cms/Render_engine_features.215.0.html
the directories decrypt, deflate, encrypt, inflate, readstreamglue,
sign, writeblenfile and writestreamglue.
Sirdude was so kind to modify the makefiles, so SCons and
Make are ready to build with the new Blender.
Visual Studio workspaces, solutions and projectfiles still need
to be updated (I'll do the .vcprojs and .sln myself after this commit).
Runtimes created with the Blender Publisher are not anymore
recognised - if you want these available, you'll have to convert
them first to .blends with the Publisher.
a UV Sphere which isn't a very uniform distribution on a sphere.
Now I itterate a evenly distributed set of points on sphere, and use that
by random rotating the entire sphere for each pixel.
http://www.blender.org/bf/samp3.jpghttp://www.blender.org/bf/samp4.jpg
Both pics same rendertime, 36 AO samples. Quite a difference, eh!
Will put html page for release up.
the tooltip of the To: field of a message actuator was saying that
messages will only be sent to objects with a property of that name,
while in fact it was sent to objects with that name.
Unfortunately, the GameKit (and probably other documentation, too)
is wrong about this as well.
corrected the tooltip to reflect what's actually happening
- update to addBone parenting transform code
- hide/unhide bones
- draw axes/draw names
- clear parenting and clear children from bones - removes childbase links from bone and set as root or remove parenting and set as root
as there is a conflict between openal and sdl (when compiled with cdrom
support), i had to disable support for cd playing using sdl on os x
for the time being.
I found it was an easy one to fix after all... the stars system is still
old and very cumbersome code, but for parts it now just works too, by
just disabling clipping in advance (as for panorama).
mesh_add_normals_flags()
Basically this abuse was only for normals and draw flags. For huge imports
the editmode hack is far too slow.
Now added to vrml importer. Hos can check for his stl work!
friends with a group-malloc system would speedup. That wasn't...
While doing this I noticed such mess... so spent a while cleaning things
a bit:
- all malloc() replaced with MEM_mallocN()
(this except for vertices/edges/faces, for speed)
- unified free_xx names, this was too confusing! so now we have:
free_editvert()
free_editedge()
free_editvlak()
free_vertlist()
free_edgelist()
free_vlaklist()
and only very few calls to free() and alloc() themselves.
- AO energy slider to control amount
- option "Use sky color" for colored AO. The horizon color will define
bottom diffuse color, the zenith works on top
- option "Use sky texture" will do a full sky render to define AO color
Please note that AO energy and color only is found when a ray does not
intersect. So for interior scenes make sure 'Dist' value is sufficient
low.
New also is:
- World "Map input" allows "Ang Map" (Angular mapping) which can be used
for 360 degree spherical maps, aka as Light Probes. Check samples here:
http://www.debevec.org/Probes/
Note that Blender doesn't support HDRI images yet, but option "Use sky tex"
already gives intersting results with such images
- World sky rendering with Image Textures now correctly filters and uses
antialiasing. Also noticable for raytrace mirror reflections
- World preview render for sky type "Real" now gives correct view as
defined by current used camera.
I tried to speed up AO tracing with coherence systems, none of it really
worked yet... time to tackle octree itself i guess!
* Updates to the cygwin build.
the dna.c file used to be generated with a full path. Cygwin doesn't like
this. The problem was with some cflags and linkflags that are used to build
makesdna.exe
Hos nicely pointed this out and proposed a solution.
Now, these flags are only added to the command when the platform != 'cygwin'.
* Updated some variables in SConstruct.