localview got stuck after an Undo command, it now restores to normal view
when no localviewed objects are there.
Please note again; localview is UI, so actually not saved in the undo...
- onlyshadow material defaulted to black when no shadow calc was used, is
now 100% transparent
- AO 'shadows' were not included in onlyshadow material
- alpha render appeared to be wrong since 2.32... it was gamma corrected
giving difference in OSA render with 'Gamma' on
That alpha issue i am going to tackle once, it is not well functioning, and
might be combined with new 'transmission' colors idea
This was actually a wrong pointer check in fileread that caused no harm
in past, but with UI-less file save it wreaked havoc!
Decided to add undo in sequencer window after all... it also involved
saving Meta strip settings in files. Very nice :)
while its setup to look in $(NAN_FTGL)/include
I added $(NAN_FTGL)/include/FTGL
I've had the mod lying around forever and just never bothered to commit
it but I'm sick of looking at the modified file in cvs update ;)
Kent
- Stephan Gartner reported a crash with Scripts Help Browser script found while porting blender to Linux/x86_64, related to bugs in Blender.Window.Theme module:
two object types were being defined with wrong sizes. My mistake, when I wrote that code I copied/pasted those portions around and didn't check properly. Should be fixed now. Thanks Stephan.
editmesh_loop.c:305: warning: implicit declaration of function `backdrawview3d'
I also removed the config.h stuff from this file, since were not using autoconf
Kent
Lattices seem to have deform lag, when they're animated with Ipos.
Found out this behaviour is already from before 2.25... solved with
removing a where_is_object() from deform code, but dont fully grasp
why.
Tested with good demo file, with motion blur too.
2) No functional changes, just made 2 files compile without warnings;
- added extra ifdefs __NLA_BLENDCON for unused calls
- removed zealot 'const' from function protos and variables, these cannot
work there, and hence gave warnings
- added void pointer casts for array conversions in matrix code
This was caused by a very primitive method of interpolating quaternions.
It was converting quats to mat and back to quat, and then just doing
a linear interpolation. That whilst quaternions are renowned for having
good interpolation possible.
I've experimented with 2 quaternion interpolation methods, and can only
get one to work correctly... the "official" version from Watt brothers
I can't get working, both are in arithb.c now.
Will arrange *close* review with experienced NLAers for it! But testing
here gives fully predictable results.
Also changed;
- added pointer check in drawaction
- changed puldown menu for correct hotkeys for move NLA strips up/down
Original commit message:
"Cosmetic change (after bugreport), scaling in axis (press X,Y,Z) now prints in header "local" too, this to indicate it only does local scales."
The solution was half good, since only object mode is restricted to local axis constraints. Fixed by checking for the Local flag (which was properly set).
in header "local" too, this to indicate it only does local scales.
In editmesh: added NULL pointer in return of function to prevent crash
on error "give quad verts"
MetaElems aren't truncated. It was caused by bad filling of octal tree.
- bug fix: when non basis mball is in edit mode, then it is polygonised again.
- bug fix: fixed some other unexpected disappearing of MetaBalls caused by bad filling of octal tree.
Rotate edges was unfinished still, and not supposed to work on large
selections. Code cleaned up some, and restricted to work on a single
selected edge, or two adjacent selected faces.
Also changed menu description, and give error() on wrong selection.
2) Fix for undo mixup in texteditor
Global hotkey list now passes on ctrl+z (global undo) to local queue
in textwindow. (Also for ctrl+y). Scriptwindow also doesn't accept
global undo key.
- Added "Add Hook" menu in mesh editmode pulldown (Vertices) and toolbox
- Small tweak in editmode undo, tighten rules for what to do inbetween
editmode sessions. (use same stack when object names identical)
- Added correct redraw events for CTRL+C CTRL+V (r g b sliders for example)
- pulldown button for textwindow header OK
- color picker had no correct border around it
- border around 'game framing' and 'edge settings' smaller now
- Small doc update in a script;
- Fixed bug #1742:
http://projects.blender.org/tracker/?func=detail&atid=125&aid=1742&group_id=9
It was an internal error in bpython. I was using G.main->script.last to find the currently running (if any) script, but this isn't reliable, we must check each open script to find out if one of them has the SCRIPT_RUNNING bitflag set.
Thanks intrr for reporting and blendix for pointing how to reproduce the bug. From my tests it should be working fine now.
Using ImageSelect window for background pic in 3d window, assigned it to
wrong window... this because the image-select window wasn't pushed before
it used the callback to set the image.
- On click on camera object in outliner, world buttons didnt display always
Plus; commented out the calls to select items with rightmouse. This is too
much WIP for official release, too much not working, and Matt prefers time
to further work on it as well.
But this was promised on conference, and have to keep that promise. :)
Buttons in Blender now allow copy/paste values and strings. Also works
for object names!
Mouse over button and press CTRL+C or CTRL+V for copy/paste
(Macs can do Apple key)
Plus bugfix: name button for object in Nkey panel didn't check name
existing ones that use edges (like when creases or fgons in use).
Added proper free and NULL for it to prevent crashing, rest is for py
team after release ;)
- Mesh editmode, draw 'bleeding edges' works again for subsurf (not optimal)
- New draw method (again!) for armature-add-bone loop. Should work now! Is
also nice for cpu this version
- Draw screen edges (black lines inbetween windows) should not draw leftmost