Moved get_con_target from editconstraint to constraint kernel file and renamed to get_constraint_target
Make scene.c use constraint functions from kernel instead of doing the switch itself (regrouping specific constraint code in one file).
Add LockTrack as an option in the Make Track menu (Ctrl-T)
Adding fun for vortex forces in 3D window, the representation now match the orientation and direction of the force (this is code will need optimisation). I'll probably be slapped for mixing two things in one commit but some function calls needed to be fixed for the new spelling and since this is really isolated code I didn't feel like wasting time getting a fresh copy, doing the changes and then readded this after commiting.
Fixed some warning regarding implicit casts and constants (this last one is a MSVCism where you need to explicitely tell the compiler to use floats with an f. AFAIK, it doesn't affect/bother other compilers).
Removed a useless commented piece of code in readfile (there was an uncommented copy a couple of lines before)
* Quaternion action ipos accidently got swapped in the Ipo module
* Ipos not editable if not linked to a datablock (was possible in 2.33a)
Also fixed a typo in Object.getMatrix(): localespace -> localspace
And I add:
* channels Key 32 through Key 63 for relative vertex keys
included in the duplicate objects list.
Added support for spherelight 'dummy' mode when used with global photonmap.
It now behaves the same as arealight when used with gpm.
Running the system info script with a text window (empty) open caused dereferencing of a null-pointer with obviously unwanted results.
Catching the possible situation before it happens.
with 'emulate numpad' disabled plus/minus hotkey in imagewindow for zoom.
Added it also for oops. More problems with it for other spaces makes it
important te review for next release. But this is for people who use
laptops or minimalistic keyboards... :)
* LarstiQ patched SConstruct to have it name tarballs and zips better for 'scons release'
* bump version numbers to 234
* added splash.jpg and datatoc'ed version
* add release notes
People can now do still some final tests. Can you feel the heat?
Moved the buttons to the side, so it's:
* consistent with the layout of the floating panel version
and consistent with the vertical R/G/B sliders layout
* using real number fields instead of abused menus :)
Scripts:
- Jean-Michel Soler probably lost some hours of sleep since Sunday,
but he managed to send me the updated path import scripts a few
hours ago. My tests with Inkscape .svg and .ps and Gimp worked fine.
He also tested a lot and sent me info about what is already
supported. I'll send Ton a doc about bundled scripts including this
info. Importers: .ai, .svg, .eps/.ps, Gimp 1-1.2.5 / 2.0.
- Jean-Michel also contributed his Texture Baker script.
- Campbell Barton contributed two new scripts: a mesh cleaner and a
vloop skinning / lofting script. He also sent updates to his obj
import / export ones.
- A Vanpoucke (xand) contributed his Axis Orientation Copy script.
And that makes 8 last minute additions. Thanks a lot to the authors
and special thanks to JMS and Campbell for their hard work : ).
BPython:
- tiny addition (I'm forced to call it a showstopper bug ;) so JMS's
path import scripts (that actually convert to obj and make Blender
load the .obj curves) can use Blender.Load() and not rename G.sce,
the default filename. Blender.Load(filename, 1) doesn't update G.sce.
Nothing should break because of this, Load(filename) still works fine.
- Made Blender complain again if script is for a newer Blender version than the one running it.
WHen you select the yellow keylines in iposwindow (camera.blend regression
suite) it should update 3d window; that didnt work... fixed with simple
redraw.
Checks for operating systems should be that, and not checks for hardware.
Linux/sparc is a valid combination, using sparc to check for Solaris thus
results in problems on non-Solaris.
those who work with visible dock where experimenting slowdown of UI when
blender window was overlapping dock.
now :
- check available space excluding dock
- create window with a 10 pixels border
- maximised mode is only 1 click away
This code is fixing only. Will review that when consensus will be found
about how we should create the window.
coordinate, only noticable in Panel versions of picker
- the fix to give Transform properties new name "Paint" can't
work with this code... this due to fact that panel positions are saved
in files or looked up on re-open based on their names. Giving the Panel
a new new name then causes it jump to another position, and back on end
of painting.
Needs to be solved in another way. Not feasible for 2.34...
that draws the XOR border as well, this prevents unnecessary updates, and
makes sure all drawing uses a single glFlush()
Should solve redraw errors as reported by Goofster
- making Blender not warn about 2.34 scripts, as Ton requested. Will turn this on again before release;
- small fix to the new helpwebsites and helpsystem additions in BPy_menus.c, should solve problem reported by Jean-Luc Peurière about empty menus on startup;
- updated version info of a few scripts to 2.34, since they use recently added bpython api functions.
Note to users: even when you only want reflection caustics (metals/mirrors)
you have to set a IOR value higher than 1, similar to glass materials.
The higher, the brighter the caustics.
That should be it...
Thanks to Willian for integrating the webbrowser module.
Some of the URLs (Python reference, Release notes) will
need to be updated upon release. These are contained in
http://www.blender3d.org/Help/index.php
So removed 'ray shadow' button for that case.
So what I said in the previous commit is not true, with halo for
spots enabled, shadows are always cast, and cannot be disabled, sorry...
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.
Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.
Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.
Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.
And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.
Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.
Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
- Campbell Barton updated his sel_same.py script;
- Added to Mesh scripts a call to Window.EditMode(0) to leave editmode before changing meshes.
BPython:
- small doc fixes / updates;
- added a call to undo_push_mesh inside Window.EditMode(0).
Mesh scripts could change the mesh but not the editmesh -- that would then overwrite the changed mesh. Made all mesh scripts leave edit mode before changing a mesh.