- "Global Pivot": Maintains a global Pivot and Align mode setting for
all 3d views when enabled, instead of seperate settings per 3d view
- "Auto Perspective": Switch to ortho mode automatically on 1/3/7, and
to Perspective when the view is rotated with the mouse
- "Align mode": As suggested on the list, when enabled, transformations
on several objects only transform their locations, not their sizes or
rotations.
- Grid dotted when not 1:1
***ATTENTION***! The User Interface parts of these features have not been
committed, as I work on my own modified UI here. The three features need
toggle buttons to turn them on and off.
I used the following 3 buttons (first two features are in userprefs,
third as a 3d view setting):
uiDefButBitS(block, TOG, USER_AUTOPERSP, B_DRAWINFO, "Auto Persp",
(xpos+edgespace+(3*medprefbut)+(3*midspace)+smallprefbut+2),y3+10,smallprefbut,buth,
&(U.uiflag), 0, 0, 0, 0,
"Automatically switch between orthographic and perspective");
uiDefButBitS(block, TOG, USER_LOCKAROUND, B_DRAWINFO, "Global Pivot",
(xpos+edgespace+(4*midspace)+(4*medprefbut)),y3+10,smallprefbut,buth,
&(U.uiflag), 0, 0, 0, 0,
"Use global pivot setting for all 3d views");
uiDefIconButS(block, TOG|BIT|10, B_AROUND, ICON_ALIGN,
xco+=XIC,0,XIC,YIC,
&G.vd->flag, 0, 0, 0, 0, "Translate only (align)");
Someone needs to add these to the interface in an appropriate manner!
Thanks.
Fixed a bug where the projection axis for the initial solution was wrong,
causing the solution to collapse into one point.
Made packing denser (by reducing the padding between face groups).
Added the missing anti-aliasing pixel filter size and threshold parameters for manual AA control (disable 'Auto AA' button).
Added support for yafray raytraced depth-of-field.
Added extra panel for Camera in edit window to edit dof paramaters.
The actual focus point will be drawn as a cross when camera 'ShowLimits' is enabled, similar to the aqsis code in tuhopuu.
Note to users: raytraced DoF is very slow, for best results, the default AA parameters are not good enough, especially with higher aperture values (more blur).
So for best results, disable 'Auto AA' and set the AA parameters yourself.
It works best with multi-pass AA ('AA passes' > 1) and a reasonable 'AA samples' value, something in the range 8 - 25 or even higher.
Currently the post-process DoF is not available in yafray, alternatives are being worked on.
http://www.loria.fr/~levy/Galleries/LSCM/index.htmlhttp://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf
Implementation Least Squares Conformal Maps parameterization, based on
chapter 2 of:
Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares
Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002,
July 2002.
Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define
where a mesh will be cut when executing LSCM unwrapping. Seams can be marked
and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark
the selected edges as seams.
Select Linked in Face Select Mode now only selects linked faces if no seams
separate them. So if seams are defined, this will now select the 'face group'
defined by the seams. Hotkey is still LKEY.
LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local
angles). Based on seams, the selected faces will be 'cut'. If multiple
'face groups' are selected, they will be unwrapped separately and packed in
the image rectangle in the UV Editor. Packing uses a simple and fast
algorithm, only designed to avoid having overlapping faces.
LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel.
Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then
executed, these UV's will stay in place, allowing to tweak the solution.
PKEY and ALT+PKEY will respectively pin and unpin selected UV's.
Face Select Mode Drawing Changes:
- Draw Seams option to enable disable drawing of seams
- Draw Faces option to enable drawing of selected faces in transparent purple
- Draw Hidden Edges option to enable drawing of edges of hidden faces
- Draw Edges option to enable drawing of edges of visible faces
The colors for these seams, faces and edges are themeable.
http://crd.lbl.gov/~xiaoye/SuperLU/
This is a library to solve sparse matrix systems (type A*x=B). It is able
to solve large systems very FAST. Only the necessary parts of the library
are included to limit file size and compilation time. This means the example
files, fortran interface, test files, matlab interface, cblas library,
complex number part and build system have been left out. All (gcc) warnings
have been fixed too.
This library will be used for LSCM UV unwrapping. With this library, LSCM
unwrapping can be calculated in a split second, making the unwrapping proces
much more interactive.
Added OpenNL (Open Numerical Libary):
http://www.loria.fr/~levy/OpenNL/
OpenNL is a library to easily construct and solve sparse linear systems. We
use a stripped down version, as an interface to SuperLU.
This library was kindly given to use by Bruno Levy.
When using xml export, yafray will now render the alpha channel as well when 'RGBA' button in blender is enabled (Plugin does this automatically).
In plugin code, fixed smooth shading bug for non-mesh objects.
Relative paths for textures are now recognized (plugin & xml).
Fixed problem with duplicate objects (plugin & xml).
Really old bug, sun position is now correct (plugin & xml).
World background now can also be a regular image texture (jpeg & tga), but for now always assumes spheremapping, which is not the same as Blender either. In yafray the texture is assumed to be a full 360 (panorama type) map.
convertBlenderScene.c cleanup, the identity transform 'hack' is removed.
THIS AFFECTS ALL EXTERNAL RENDERERS (Aqsis and others) WHICH RELY ON THE RENDERDATA OUTPUT, VERTICES AND LAMPCOORDINATES/VECTORS NOW NEED TO BE TRANSFORMED BACK TO WORLD COORDINATES. See yafray plugin/export code.
transformation (from vertex -> world space), used defines for vecadd and
vecsub, and intersects quads more efficient.
Result is about 2 times faster.
- Added draw mode for empty used as forcefield
- added defines VECADD and VECSUB
don't have them larger than 1, since vertices are drawn with it.
It is solved by patching code with minimal confusement. So you can get
automatic patched glPoints with:
bglBegin(GL_POINTS);
bglVertex3fv(vector);
bglEnd();
In glutil.c the wrapper can be found, that checks for maximum Pointsize,
and bypasses it to a glBitmap then.
Now you can have multiple buttons windows open, for example one showing
only a larger material preview, and have it updated correctly. Nice for
setups where you can keep preview shown while scrolling buttons.
- Transform properties 3d win, while Vertex/Texture paint is on
- Paint panel in UV window
Note; both use the same GVP struct to store current color in. Also the
function used now to add picker isn't complete... might need further
thinking over. Consult me when you like them in more places.
<http://www.blender3d.org/cms/Installation_Policy.352.0.html>
- Within those confines 'ERROR: File ".Blanguages" not found' won't show up
again (all such bugs in tracker have already been closed, #745 for reference)
And intrr, if it does, 'cp -a .blender ~' already :P
Of course, this issue should not be fixed on a per file basis (.Blanguages,
.bfont.ttf), but instead return the .blender dir location. Duplicating .blender
finding logic everywhere, sigh.
< jesterKinky> that's what I meant. for now this is ok to continue with, and then in a later stage correct it all in one bigger effort
< jesterKinky> and since you point code at policy url we all can get reminded of how it was supposed to go when cleaning it.
< LarstiQ> jesterKinky: yes, I meant to do a "grrrr, this is the last time I'm not fixing the underlying issue"
< LarstiQ> all your lazy coders are belong to me
< jesterKinky> set us up the superficial bugfix
Cleaned the GUI for effectors: Widen the panel and the buttons. Made the button text more conformed.
Added vortex field for particles. Particles swirl around z-axis of the object. Little hackish, could be made better.
Edges in Mesh
- adds automatic when you use creases. For other situations; call the
void make_edges(Mesh *me) in mesh.c. Of course, once in editmode the
edges are automatically recreated.
- in F9 buttons you can add/remove edges too
- both for Mesh and DisplistMesh, so it speeds up drawing quite some in
wireframe
- render for edges can't work... edges have no material nor tface nor col..
so here still the faces are rendered in wire
Creases in Subsurf
- based on the code by Chris McFarlen
- main changes is that now edges are used, saving quite some data in file
- use SHIFT+E in editmode to set edges-sharpness. values go from 0-1
- in F9 buttons you can set draw-crease mode. It draws now blended from
wire color to edge-select color (as provided in Theme)
Known issue: setting sharpness on 1 cube (subdiv 2) gives weird results
with some values... Chris, can you check?
Further; code cleanups, changing 0 in NULL when needed, no warnings, etc etc
* removed 32 channel limit (can now have 50, or of you know what number to change, 999 ;)
* added new IPOs: mirror fresnel and fac, transparency fresnel and fac, and glow factor transparent materials (add)
The changes from the original include the ability to add a blurred edge with a selectable width to the wipe and to rotate the effect.
Has these sweep types included already
-single
-double
-iris
These still need to be coded
-box
-cross
-clock
- click on palette didn't update button values
- the bottom 'palette' button now restores to old color
- H values scroll allways, also with black or white
Todo still:
- save in file (btw, i changed default colors to my pref :)
from" buttons.
Now a click in palette is default: update the active color.
If you want to store in palette: hold CTRL while click.
This isn't optimal either, but at least better.
the color plane
- removed warnings from glutil.c, made circleXOR call become float instead
of short
- fixed error in drawing text of buttons in pop-up menus, when zoomed small
With a click on the 'COL' buttons (the ones showing RGB) a menu pops up
with three colorpicking fields and a palette.
The fields are the three planar intersections of a HSV cube, each allowing
choosing in the field without the field changing.
The palette is 'modal' unfortunately (couldn't find a simple working other
method) where the button "paste to color" denotes the state that click in
palette copies to edited color, and "copy to palette" means the active
color is copied into the palette...
Todo:
- saving of palette in file
- decide whether ESC leaves without changes...
to use Shift-Click.
As before, clicking on the left side of a number field decreases, clicking on the right side increases, but clicking in the centre, on the text itself, starts editing the
value directly. Other behaviour like dragging left and right
is unchanged.
for Armature. Note: only works for subsurfed Mesh now!
Change in drawobject.c: Halo option on subsurf Mesh now draws points.
but using the original vertices...
- added submenu "Scripts" in both View3D->Object and Mesh menus.
Put them on top (it's better to follow some guideline, so users don't have to search for "Scripts" submenu in a different position in each menu), feel free to change.
- added button 'previous win' to SpaceScript, makes accessing buttons win, for example, much faster. Maybe all spaces could have this button.
BPython:
- added Window.EditMode(), to check, enter and leave edit mode. Scripts that change mesh data need this to leave edit mode before making changes to the active (G.obedit) mesh, of course.
- updated script bevel_center to use the above function and also popup an error msg if the active obj is not a mesh.
- doc updates, minor fixes.
Forgot to mention in my previous commit that I also updated the "-P" command-line option (for running script files) to be able to run already loaded Blender Texts, too. So, if you have a script called 'Text' in foo.blend, you can run it with blender foo.blend -P Text .
- textures: added support for new mixers (div, diff etc) to work on the
other map-to channels too, like ref or spec
Also it works on lamp and world textures
- brought back uncommented line of code that was removed by leon, to have
particle motion based on textures
- recoded the glPylonOffset hack to be nice function, this for future
testing.
- hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms);
- bevel_center by Loic Berthe, suggested for inclusion by jms;
- doc_browser, by Daniel Dunbar (Zr)
Thanks to them for the new contributions!
(I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'. Opinions?)
BPython related:
- Added scriptlink methods to object, lamp, camera and world.
- Object: added object.makeTrack and object.clearTrack (old track method).
- sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither.
- doc updates and fixes.
- made ONLOAD event work. G.f's SCENESCRIPT bit was being zeroed in set_app_data.
- Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...)
- Draw: added mouse wheel events.
- Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A). Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate".
The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode. It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender. Loading after the program is up has no such problems. When I finish I'll post examples of demo mode scripts.