changed "get_ipo(key, ..." to "get_ipo((ID *)key, ..." in line 107.
* changed insert_meshkey(Mesh *me) to insert_meshkey(Mesh *me, short offline):
To call this function from a script, so that it doesn't pop the
"relative / absolute" dialog window when the "offline" arg is non-zero.
Exppython:
* NMesh module:
- Added method NMesh.addMaterial(mat) to the NMesh module:
alternative safer (aka slower) way to add materials.
- Added optional arg to NMesh_update():
if given and equal to 1, the mesh normals are recalculated.
- Fixed NMesh.getVertexInfluences: it was segfaulting when a NULL bone was
linked to the vertex. Thanks to Jiba on the bf-python mailing list for
bug report and sample .blend file. Also made this method give an IndexError
when the vertex index is out of range.
* Material module:
Added specR, specG, specB vars for compatibility with the 2.25 API.
Pointed by Manuel Bastioni.
* Image module:
Exposed image width, height and depth parameters.
From a suggestion by jms.
* BPython Ref Doc:
- Small updates to reflect the above additions.
- Added info for the Bone type in the Armature doc.
(mesh or lattice) RVK IpoCurves: support currently includes:
- RVK sliders. Pressing the little triangle next to
the word 'sliders' in the channel names opens them up.
- NKEY in the area where the key block names are allows the
user to change the name of the keyblock, and the max and min
values of the RVK sliders.
- ability to visualize the keyframes for the IpoCurves when
the object is selected.
- right mouse can be used to select the keys
- border select in the main area can be used to border
select keys.
- AKEY selects/deselects all of the keys
- GKEY and SKEY can be used to grab or scale the key
selections.
- XKEY deletes the selected keys.
- DKEY duplicated the selected keys.
- VKEY, HKEY and shift-HKEY change the bezier handles for
the selected keys.
Please, please, please test!
do a make clean in source/blender/ to be sure!
- Included the new shaders from Cessen... well, only the shader calls
themselves. To make sure the shaders work I nicely integrated it
- MaterialButtons: layout changed a bit, but still resembles the old
layout. The 'shader' options now are located together.
- Shaders are separated in 'diffuse' and 'specular'. You can combine them
freely.
- diffuse Lambert: old shader
diffuse Oren Nayar: new shader, gives sandy/silky/skinny material well
diffuse Toon: for cartoon render
- specular Phong: new spec, traditional 70ies spec
specular CookTorr: a reduced version of cook torrance shading, does
off specular peak well
specular Blinn: new spec, same features as CookTorr, but with extra
'refraction' setting
specular Toon: new spec for cartoon render
- default blender starts with settings that render compatible!
- works in shaded view and preview-render
- works in unified render
Further little changes:
- removed paranoia compile warnings from render/loader/blenlib
- and the warnings at files I worked at were removed.
size of this;
Finally, the Sequencer audio support and global audio/animation sync stuff!
(See http://intrr.org/blender/audiosequencer.html)
Stuff that has been done:
./source/blender/blenloader/intern/writefile.c
./source/blender/blenloader/intern/readfile.c
Added code to make it handle sounds used by audio strips, and to convert
Scene data from older (<2.28) versions to init Scene global audio settings
(Scene->audio) to defaults.
./source/blender/include/BSE_seqaudio.h
./source/blender/src/seqaudio.c
The main audio routines that start/stop/scrub the audio stream at
a certain frame position, provide the frame reference for the current
stream position, mix the audio, convert the audio, mixdown the audio
into a file.
./source/blender/makesdna/DNA_sound_types.h
Introduced new variables in the bSound struct to accomodate the sample
data after converted to the scene's global mixing format (stream, streamlen).
Also added a new flag SOUND_FLAGS_SEQUENCE that gets set if the Sound
belongs to a sequence strip.
./source/blender/makesdna/DNA_scene_types.h
Added AudioData struct, which holds scene-global audio settings.
./source/blender/makesdna/DNA_sequence_types.h
Added support for audio strips. Some variables to hold Panning/Attenuation
information, position information, reference to the sample, and some flags.
./source/blender/makesdna/DNA_userdef_types.h
./source/blender/src/usiblender.c
Added a "Mixing buffer size" userpref. Made the versions stuff initialize
it to a default for versions <2.28.
./source/blender/makesdna/DNA_space_types.h
./source/blender/src/filesel.c
Added a Cyan dot to .WAV files. Any other suggestions on a better color? :)
./source/blender/src/editsound.c
Changes (fixes) to the WAV file loader, re-enabled some gameengine code that
is needed for dealing with bSounds and bSamples.
./source/blender/src/editipo.c
./source/blender/src/drawseq.c
./source/blender/src/editnla.c
./source/blender/src/space.c
./source/blender/src/drawview.c
./source/blender/src/renderwin.c
./source/blender/src/headerbuttons.c
- Created two different wrappers for update_for_newframe(), one which scrubs
the audio, one which doesn't.
- Replaced some of the occurences of update_for_newframe() with
update_for_newframe_muted(), which doesn't scrub the audio.
- In drawview.c: Changed the synchronization scheme to get the current audio
position from the audio engine, and use that as a reference for setting
CFRA. Implements a/v sync and framedrop.
- In editipo.c: Changed handling of Fac IPOs to be usable for audio strips as
volume envelopes.
- In space.c: Added the mixing buffer size Userpref, enabled audio scrubbing
(update_for_newframe()) for moving the sequence editor framebar.
./source/blender/src/editseq.c
Added support for audio strips and a default directory for WAV files which
gets saved from the last Shift-A operation.
./source/blender/src/buttons.c
Added Scene-global audio sequencer settings in Sound buttons.
./source/blender/src/sequence.c
Various stuff that deals with handling audio strips differently than
usual strips.
there)
* replaced with nice local (uiBlock) storage of what goes on in drawing.
it now only calls a glDrawBuffer() and glFinish() when it is actually
needed
Result: interface drawing in general is speedy again, especially for gfx
cards that dont allow frontbuffer drawing, and copy stuff to the frontbuf
with a glFinish() call.
Needs to be tested on all platforms... report to me when you see problems
like menus not drawing correctly, tooltips not drawing or not disappearing,
etc.
- projects vertices without clipping code (xs at 3200)
- sets flag in editvert ( eve->f & 2) when it is not visible
general note: that flag is only valid after the calc_meshverts_ext_f2
call. it is a free flag. be aware that selection
is stored in bit 1 (eve->f & 1)
All modifications are behind compileflag INTERNATIONAL,
and affect these two directories; source/blender/src and
source/blender/ftfont.
Thanks to philipp, a new utf8towchar() function is added
to Shizu's work, which fixes the international support for
OSX. It also makes the iconv library obsolete. This means
all translation files (blender.mo) need to be 'recoded' to
UTF-8, and language support in the fileselect window and
the text editor is not possible. Iconv might be added in
the future to enable these features.
Redesigned the userpreference window layout. (not finished yet)
Enhanced the texteditor with; a rightmousemenu, clipboard text
support (for windows !) and the alt-m keystroke generates a 3d
text object. (up to 1000 characters)
(1, 2, 3, 4 and 7 from http://www.tncci.com/blender/feats.html)
This code allows you to load Quicktime images and movies as textures
and render animations to Quicktime movies.
Note that the selected output codec is *not* saved in the blendfile.
To enable Quicktime functionality you need the SDK from Apple:
OSX: ftp://ftp.apple.com/developer/Development_Kits/QT6SDK_Mac.hqx
Win: ftp://ftp.apple.com/developer/Development_Kits/QT6SDK_Win.hqx
Add the \QTDevWin\CIncludes and \QTDevWin\Libraries directories
from this SDK to your build environment.
Enable the WITH_QUICKTIME compile flag in the following directories:
bf\blender\source\blender\imbuf
bf\blender\source\blender\src
bf\blender\source\blender\render
bf\blender\source\creator
- drawXXXspace, changeXXXspace, and winqreadXXXspace now receive the area
and spacedata as explicit arguments, allowing them to access private
data w/o going through globals.
- pass the new BWinEvent through to the winqreadXXXspace, allowing future
access to extended event data.
Removed direct calls to winqreadXXXspace to simulate user actions, replaced
by calls to action functions in edit.c or the appropriate handler.
- border select initiated in the channel names border
selects the channels and constraint channels.
- right click or border select initiated in the horizontal
scroll causes blender to select all keys for the selected
frames.
- right click or border select in the vertical scroll
causes blender to select all keys for the channel or
constraint channels that are to the left of the selection.
the action window. Selecting action keys and pressing VKEY,
HKEY, or shift-HKEY modifies the handles of the keys in
the same way it does in the IPO window. (suggested by Lyubomir)
#ifdef __APPLE__
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
(also for <GL/glu.h>)
so that people don't have to create symlinks in
/System/Library/Frameworks/OpenGL.framework on Mac OS X
(Charles Wardlaw)
and include both files.
Anyway I was fixing the warning with ascii char... Here is the diff for
editfont.c (the .h was just fixing the header to match it)
Kent
Index: editfont.c
===================================================================
RCS file: /cvs01/blender/source/blender/src/editfont.c,v
retrieving revision 1.3
diff -u -r1.3 editfont.c
--- editfont.c 25 Nov 2002 12:02:05 -0000 1.3
+++ editfont.c 31 Dec 2002 11:52:10 -0000
@@ -226,11 +226,12 @@
}
}
-void do_textedit(unsigned short event, short val, char ascii)
+void do_textedit(unsigned short event, short val, unsigned char _ascii)
{
Curve *cu;
static int accentcode= 0;
int x, doit=0, cursmove=0;
+ int ascii = _ascii;
comment inside of a comment
Also removed the config.h thing since this is a .h
Hopefully I'll get around to the other .h's soon.
Kent
--
mein@cs.umn.edu