When rotating camera itself in camera view, and choose local axis rotate,
the camera flipped around. Was due to using viewmat[][] while it changes...
Solved in the simplest elegant way; hope Martin will cope with this in new
transform!
thanks for that!
- static particles that are being deformed (curve/lattice/armature) now
display correct in 3d window. Only updates when particle system updates
normally though
- static particles without "animate" set didn't deform even
- static particles used as duplicators had errors with extreme low "life"
value for particles. Also, still cases could happen with unrotated duplis
at the end of a static particle line (with Vect option)
- Added tooltip for "Step" option in particles
Editmode Mesh, edge selectmode, not zbuffer on. Selecting edges didnt give
a small disadvantage to the already selected one, making it hard to select
edges that are extreme close or on top of each other.
Unified render added sky with alpha=1. Found the way how to fix it, didnt
dare that yesterday. :)
Now sky is rendered with alpha=0, like normal render.
Thanks to the recent reports, a lot of old issues with unified render have
been solved. This is going to be pretty OK!
When using a backbuffer with alpha, but alpha is not premulled, you can
get weird rendering results with halos or lens flare. This was caused by
optimize rule in alpha routine that assumed alpha==0 means color is zero.
Removed for the the halo case.
With material slider "Ray Mir" set non zero, but with toggle "Ray Mirror"
off, Blender accidentally entered a part of raytracing code, screwing up
the alpha value of the result.
#define B_UNLINKIMA 1358
Since it was undefined and causing things not to compile. Whoever added it
might want to move it but hey its working again for now. ;)
Kent
In renderwindow, press AKEY to see the alpha in B&W. Another AKEY shows
normal RGB again. This uses glColorMask, an opengl 1.0 function.
Really needed it for debugging alpha in rendering. :)
Halos with Flare option didn't render correct in Unified render, they were
added twice!
Also noticed errors in applying alpha for 'Premul' alpha in Unified. Fixed.
Combining panorama scene and Sequencer effect on scene (like glow) crashed.
Found two other issues;
- on click in sequencer, the image output window didn't redraw correct, but
only when a render window was opened. Caused by missing 'activate' call
- added a pause in dragging-frame loop to make it idle friendly
In unified render, halos can give black/colored overflows. Found it this
happens with halos that are behind the camera clipping range. Halo clip
just had some weird code for panorama corrections...
In the provided .blend of report found 3 more glitches;
- after render particle system with Material Ipo, values for material were
not restored correctly
- Meshes with particles didn't draw axis (draw extra) on correct location
- Same as above, axis didn't draw in selected color.
Using header view3d pulldown for "align active camera to view" didn't clear
the abused modifier value correctly. Learn from this:
incorrect: G.qual &= ~LR_CTRLKEY|LR_ALTKEY;
correct: G.qual &= ~(LR_CTRLKEY|LR_ALTKEY);
- Mesh editmode; SHIFT+F fill didnt set default vertex color
- Parented spotlight had wrong (black) dashed line to parent when selected
- Constraint line draw while transform wasn't reset, causing sometimes to
draw when using the (ugly) G.moving flag...
With mouse cursor over a screen-edge (between windows) none of the hotkeys
worked. Now it checks for the global list of keys, including screen-switch,
quit, frame change, Fkeys, load/save, undo/redo, etc.
When choosing "render engine" in Scene Buttons, the newly added or removed
Panels didn't invoke a re-alignment event yet.
Also added code that inserts new panels as good as possible on their
previous locations. This works reliable for 1 new panel, not for more, this
because a Panel only stores its old location, not the locations of all
Panels in a given configuration. Consider that minor issue...
- The patch only alters files in: blender/source/gameengine/GamePlayer/ghost
- Any blenderplayer.exe (with the patch applied) can be renamed into
something.scr, and it will behave as a Windows screen saver.
(Right-click the .scr file, and select "Install". Then, it will appear
in the screen saver properties dialog part of the display settings,
including small preview et al).
- The screen saving functionality does not affect the executable when
it is NOT named .scr
- The screen saver automatically exits when the mouse/keyboard is
moved/pressed. There is no more need to wrap blenderplayer.exe into a
bat file and use python quit controllers, or whatever else is
suggested at http://download.blender.org/documentation/oldsite/oldsite.blender3d.org/181_Blender%20news%20haloParty.html
- It has been currently been tested to work Windows XP
Lasso select on objects didnt work with multiple views, due to lack of
calculation of screencoords.
- Bug fix#1914
Hooks didn't update 'parent' when snapping to grid a Hook. Solved it for
snap to cursor too.
- Fixes by Jean-Michel Soler: mod_ai2obj.py, mod_svg2obj.py;
- Fixes by Campbell Barton: obj_import.py;
- Small fix to mod_meshtools.py (fixes bug #1605: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1605&group_id=9);
- Updates by Jean-Baptiste (Jiba) to his blender2cal3d.py;
- Updates to all his import / export scripts (added doc data) by Anthony D'Agostino;
- Update to off_import: support for uv data, by Arne Schmitz.
BPython:
- Removed Object.get and .getSelected (deprecated long ago, we use .Get and .GetSelected) -- fixes#1861: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1861&group_id=9
- Applied patch by Michael Reimpell: quat.c - fix for wrong initialization with newQuaternionObject; Mathutils documentation improvements.
- Stani reported a wrong return msg in IpoCurve.Get (that is unimplemented).
Thanks to all coders mentioned above!
- removed rule restricting to co-planar fgons; isn't useful anyway. Now
allows to fgonize the entire surface of a tube :)
- Hide/Reveil fgons cleared fgon flags
- Reveil ended with wrong selection status for verts/edges... solved with
correctly using EM_select_edge and EM_select_face
Leftmouse select option doesn't work with "Emulate 3 button mouse" option.
The latter maps middle mouse to ALT+leftmouse, frustrating loop select for
example.
Add tooltip to say this, made option to disable automatic on load (version
check) and made buttons redraw to show option being disabled.
Note; wrapping middle mouse to ALT+RMB will frustrate 1 button mices... the
current code for leftmouse-select is a hack at best, better do this good
when we have proper event handlers system.
In Object mode, Solid drawing, selection was just always not what you
wanted, the rules for wireframe (cycling) can't be used then.
New rule is;
- it always selects the frontmost visible item (wires in solid too), unless
- frontmost is active already, then it picks the 2nd
- mouse didnt move 2 pixels while selecting, then it starts cycling
Works nice :)
For composting sky behind alpha, a gamma corrected alpha_under was used,
but Blender didnt make the gamma tables unless OSA was set.
Old bug!
Changed; while rendering with "Backbuf" that doesn't exist, blender still
renders, but without backfbuf now. It used to stop render and return, with
only a print in console... confusing.
Gaussian sampling/rendering now supported too!
Also corrected gamma corrected adding of colors, which gives better alpha
and blending with sky than normal render does. The latter I could check
once too...
Added more support for lasso select; it now does:
- UV FaceSelect
- Editmode curve, surface, lattice
Missing: MBall and Armature; these make use of opengl selection still.
Thanks to Brecht & Valgrind, found 2 cases for unitialized variables in
the render code. Both were for 2D texture input (Window and Sticky) which
didn't initalize a the third coordinate. Goes fine for 2D textures, but not
for 3d ones :)