It is useful for large scenes, when you work with lot of MetaElems. Example:
http://e-learning.vslib.cz/~hnidek/pics/deer.jpg
(PildaNovak's model)
- shortcuts for hiding of MetaElems:
H ......... hide all selected MetaElems
Shift-H ... hide all unselected MetaElems
Alt-H ..... unhide all hidden MetaElems
- items in header menu of 3dview
- Added correct .libs to be linked to GP_Ghost
- Fixed incorrect library extensions for the linker (*.lib and not unix *.a)
- Projects have been set to be multi-threaded - projects were being linked to different versions of the CRT
- All projects are now linking to python 2.3 (this fixes an error regarding struct sizes in python)
- Removed invalid source paths from inclusion for the compiler
- Fix dependency issues with the GP_Ghost module
- Proper .dll's are now being copied to their respective locations for debug and release version of blender/blenderplayer
- Warnings have been set to level 2
- Import paths have been updated and organized for the compiler
- Duplicate import paths for the compiler have been removed
- Removed silly silly silly silly unix path-separators from window paths
- Post-Build scripts have been updated where neccessary (XCOPY is retatined)
- Fixed the output of various .lib files (PHY_Sumo and Yafray)
- PHY_Sumo now uses a .pch
- Removed #undef _DEBUG from debug builds :p
- FTF_Font is now contains a debug build and is being set to it's correct output path
- Blender/Blenderplayer/3DPlugin all linkto Debug libs where appropriate (instead of static release libs to avoid conflicts with the CRT)
- Python23_d.dll is now loaded into a true debug output of both blenderplayer and blender debug builds
- msvcrtd.dll is now loaded into a true debug output of both blenderplayer and blender debug builds
- Post-builds now clean up their mess
- ActiveX controller now builds
- BlenderPlayer now builds
- Internal libs now using .pch
- Moved the build directory from /blender/obj to ../build/msvc_7/ to follow precedence with scons builds
- Builds are now organized to follow precedence with scons builds with a /libs and a /intern /extern /source obj folders
- Set the proper build path for opennl
- Forcing BLO_loader source files to follow project defaults
- Added an 'extern' project that mimics the /make build of the 'intern' project
- Extern build includes solid and it's associated builds, ftgl, and freetype
- Added .vcproj files to /extern directory
- Added new extern.sln file to /extern directory
- All project now link to the built solid.lib from the extern project instead of lib/windows
- Removed uneeded XCOPYs commands from post-builds
- Added conditional Directory building to post-builds
- Freetype2 source commit (this is need for the building of a correct MFC linked version of the activeX controller as well as a correct release and debug build of the blender project)
- Ftgl is built and linked by the 'extern' project
- Intern/Extern project are now exporting their proper header files
- PHY_Physics is now linking to the correct set of header files (in build path not source)
- Makesdna builds object files into build directory now
- Projects are now ignoring the CORRECT versions of the CRT's :)
- Renderconverter is now outputting it's obj file to it's own directory instead of /render
- Gen_system is now being built to ../kernel
- BL_src_cre is now being built to /creator
- *.exp and *.ilk are now being cleaned up from linkers
- Libpng.dll and zlib.dll are now being copied to the /bin
- MTDLL build are now available for the correct projects
- ActiveX 3D Plugin now links correctly to solid and freetype2
- Corrected the Preprocessor #define that was labeled incorrectly in FTF_Font and Blender that was causing the FTGL libs to export dll calling conventions.
- Changed the solution configurations to 3D Plugin Release, Debug and Blender Release, Debug for internal and external librarys
- Changed the solution configurations to 3D Plugin Release, Debug and Blender Release, Debug for blender and added 2 new solutions configurations BlenderPlayer Release, Debug
-
work. :)
- added static and (void) and some style stuff in transform.c
- first additions in code for posemode (do not even try now!)
- fixed warnings in previous commit martin (gcc only)
Note; posemode old transform had complex dependencies on redraw (Hos' home
grown dep graph), which is first being restored. Including old style
set_base_flags_for_editing. Tomorrow!
On a side note, Shear was fixed in last commit, just forgot to mention it. It wasn't acting correctly in Edit Mode (and Desoto was poking me about it every sunday).
- fixed warnings in compile (transform.h struct defines)
- drawPropCircle was on wrong location in editmode
- removed prop circle drawing for old transform (sorry, but we're going to
move soon anyway!)
- removed spaces from transform.c
Quicktime on OSX now saves Movies with a correct alpha layer.
Also fixed the bottom-to-top orientation problem which occured
with several (OSX) applications.
Moves mouse pointer to center of transformation on grabs init. Easier to select a constraint axis with MMB this way.
This is testing only and very hackish (couldn't find a proper way to get a screen's global coordinates offset).
border selected.
I changed the test to this:
if(R.r.border.xmax <= R.r.border.xmin ||
R.r.border.ymax <= R.r.border.ymin) {
Original patch tested xmin=0 which isn't quite right.
Kent
-- Ton caught a redraw trying to free a busy slider button in a script. Made sure the redraws don't happen in the scripts win during slider updates, but the realtime slider (automatically updates the 3d view) isn't working yet as it probably shouldn't with the current code. There's a pre 2.25 comment in Draw.c about it being hackish and wrong;
-- Melchior FRANZ reported a bug related to a script dict being freed too early (when two instances of the same script were on: one with a gui and the other with a file selector -- selecting the file triggered the problem);
-- bug #2074 reported by Roland Hess: totally empty string button -- no prepended but->str (e.g. "OB:") neither but->poin (the actual string) -- crashing Blender. Crash happened on editscreen.c: screen_delayed_push_undo calls strncpy() without checking the passed string. Didn't mess with it, better let the coder in charge of undo (Ton, right?) choose a preferred way to deal with it (report error, simply use blank string). Staying on the python side at least for now, I just made but->str = " " (a space) when user doesn't define it, so the crash shouldn't happen anymore.
http://projects.blender.org/tracker/?func=detail&atid=125&aid=2074&group_id=9
Thanks guys for reporting the problems.
Disabled behind defines. Uncomment //#define NEWTRANSFORM in transform.h to enable.
Use at your own risk
For more info, see Wiki: http://wiki.blender.org/bin/view.pl/Blenderdev/TransformRefactoring
And tuhopuu mailing list: http://projects.blender.org/pipermail/tuhopuu-devel/
Notes for Ton (things that could need bulldozing:
- TransData conversions. Objects is ok, but others could be rechecked. (some still use totsel). Need to add pose mode support.
- Need more icons in the PET mode dropdown (in the 3D view header) for the new modes
- Add new transform calls to Toolbox and Menus and the one right after Extrude.
That's pretty much all I can think of now.
preview render in buttons window. Solution is to draw 4 lines at once,
instead of 2. glPixelZoom then has a wider range to display without rounding
errors, I hope.
Is going to be verified stil...
Much wanted feature, to have paths with children having fixed distance
offsets from each other, for example to animate a train with wagons.
Solved it with Path option (Editing buttons curve) "PathDist Offs" which
interprets time-offsets of children as blender-unit offsets. The entire
animation system still works, but offsets are calculated based on distance,
even with a CurvePath without motion (speed curve horizontal).
http://download.blender.org/demo/test/pathdist.blend
Thanks to Bassam for kicking my ass!
- applied Campbell Barton's patch for access to Oops location and selection of materials, mesh data and objects, slightly modified. Thanks, Campbell;
- got rid of warnings in many files, hopefully not introducing any other during the process. Mostly this was done: 1) new EXPP_incr_ret_True/False functions were added and used instead of "Py_INCREF(Py_True/False); return Py_True/False;". Currently at least the functions use the fact that PyTrue/False == 1/0 and use 1 and 0 to avoid the warnings. 2) Filling of certain types structs got 0's added for all not defined data and methods. This is surely Python version specific, since these structs can change size and content at each major version number Python update.
- NMesh: made nmesh.update accept an optional 'vertex_shade' param to init vcols with shading info, like when you enter vpaint mode or press the relevant "make" button for a mesh without vcols. This is still a test, the functionality was requested by Manuel Bastioni for the SSS script they are working on:
http://www.dedalo-3d.com/index.php?filename=SXCOL/makehuman/articles/subsurface_scattering_in_python.html
- sys: made makename() accept files with max FILE_MAXDIR+FILE_MAXFILE name length, should fix#2192. Was only FILE_MAXFILE, a mistake;
- Image: added .setFilename(), contributed by Campbell Barton;
- Camera: added camera.get/setScale for the new param added by Ton for ortho cameras. Requested by Jean-Michel Soler for the Texture Baker script;
- related doc updates.
Another fix related to improved preview drawing (shade context buttons),
it didn't update glViewPort and glScissor correctly, causing the buttons
next to the preview-rect not to be offset win the window matrix anymore.
- NMesh: added face.sel and face.hide attributes to NMFaces, to set / get selection and visibility state of faces as they appear in edit mode.
- doc updates, including the right fix to two edge related methods, thanks to Stephane Soppera for pointing it (my fault, Stephane).
- Fix related to bug #2157: crash in Blender.Image.image.reload() method. "G.sima" was not being checked for validity. Fix by Joilnen B. Leite (pidhash). Thanks!
http://projects.blender.org/tracker/?func=detail&atid=125&aid=2157&group_id=9
- Added optional argument to Blender.Object.object.getData() method: getData(only_name = True) or (only_name = 1) or (1) will return only the obdata name, not a wrapper for the given struct. This is a test based on a request by Campbell Barton who submitted code for his proposed .getDataName() method (thanks!).
- doc updates and small fixes.
#2187: Append to active layer now uses the real active layer
#2191: Stars didnt show up correctly in envmap render
#2194: Startfame > Endframe in anim render crashed (now it gives error)
After using clip-safe pixeldraw from glutil.c (preview render, bg picture)
the current viewport had to be re-set. Not doing so caused a 1 pixel offset
for live updates buttons (on mouse over)
It used to be a simple hack, scaling lens with 100, and moving the camera
to the back with an equivalent amount.
Because of the hack, making it 100% compatible with older files I could not
achieve (yet?). To help reminding users, I've added a print when reading
old files with Ortho cameras.
Full description of how it works can be found here;
http://www.blender3d.com/cms/Render_changes.515.0.html
non-manifold. If you want it so all three modifiers are needed
(e.g. ctrl-alt-shift-MKEY) use:
if ( !(~G.qual & (LR_SHIFTKEY | LR_ALTKEY | LR_CTRLKEY)) )
instead of
if ( G.qual & (LR_SHIFTKEY | LR_ALTKEY | LR_CTRLKEY) )
(which really allows any modifier, alone or in combination, to work).