"Flush":
- There are now two modes, "Flush" and "Justify". Justify only flushes
a line when it is *terminated* either by wordwrap or by Enter.
- "Flush" *always* flushes the line, also when it's still being entered.
This mode can be used for things like this:
http://pub.intrr.org/flush.png
..while "Justify" would not flush the second line.
- Fixed "Flush" squeezing all characters on the same spot if the textframe
was set to 0 width
- Improved text editing for justified ('Flush') text: Line will not
be filled up until it is completed (wordwrap or Enter)
- Fixed waitcursor flickering in displist.c
Important notes:
- Full compatibility with old text objects not fully restored
(word spacing will be 0.0, need to set it manually to 1.0), will
either need version upgrade to 238 or a hack. Will check.
- lorem.c (about to be committed) contains BF copyright notice, but as
BF did not exist a few hundred years ago, probably best to remove it :)
- If you notice any cross-platform issues (especially beloved windows),
please report
- A few tiny warnings left, I will fix those issues still.
The rest has been said already - so have fun testing. And please do!
=== Reminder:
=== Documentation at http://blender.instinctive.de/docs/textobject.txt ===
Recurring issue, but also bug in 2.37/37a: OSA sample amount versus AO
sample amount conflict... if AO and OSA amounts were exact equal it gives
black spots. Solution not optimal yet... but at least looks good.
Still think it's useless to sample fewer than AO level 8 (64), but
nevertheless. :)
no executable code.
Martin noticed many of our bpy instance variables were
incorrectly marked as class variables in the doc. This
commit essentially changes the title of sections of the doc
from Class Variables to Instance Variables. Now that we are
adding class or module dictionaries for constants, etc. this is
a distinction worth making. Plus it is right.
Adjustment in wire frame optimizer, it only removes edges with 'valence' 2,
meaning 2 faces sharing edge. Bug was that it removed edges having 3 faces.
- #2646 reported by Campbell: Python/Fileselector (moving from fileselector called by script to another space caused script to hang around open but not accessible)
http://projects.blender.org/tracker/?func=detail&atid=125&aid=2646&group_id=9
- #2676 reported by Wim Van Hoydonck: 2.37 python scripts gui: event 8 ignored (thanks Ton for discussing / pointing what to do, Ken Hughes for also working on a fix)
http://projects.blender.org/tracker/?func=detail&atid=125&aid=2676&group_id=9
- gui-less scripts with calls to progress bar inside fileselector callbacks didn't return to the previous space on exit (staying on Scripts win), requiring an event to do so (mouse movement, for example). Quick fix for now, will rework a little after 2.37a for a better alternative, not needing to move to the Scripts win at all.
- added syntax colors access to Window.Theme module.
Scripts:
- updates by Jean-Michel Soler: svg2obj (svg paths import), tex2uvbaker, fixfromarmature;
- updates by Campbell Barton: obj import / export, console;
- tiny: converted vrml97 export to unix line endings;
- updates in ac3d exporter, help browser, save theme.
Thanks all mentioned above.
Absorption and Dispersion parameters now only visible when 'Ray Transp'
enabled. WardIso specular amount scale to match Blender output.
Updated halo spotlight 'samples' to use new yafray syntax.
Quick addition for access to another yafray feature:
When using HDR backgrounds for lighting ('SkyDome' of 'Full' GI methods),
it is currently not always possible to get smooth lighting results.
Especially HDR images with small lightsource can be very noisy,
because currently yafray still relies on brute force random sampling.
As a temporary simple solution (better options will be available in the
'next generation' yafray), yafray can do some processing on the
image to smooth out all (or most) noise.
Besides smooth lighting, this also has
the advantage that AA will have less work to do,
GI quality can be set to the lowest level and still get reasonably
good results. Disadvantage however is that shadow definition is lost.
To switch on this option, set the world image texture filter parameter
to any value greater than 1.0
When 'filter' is 1.0 or less, normal hdr sampling is done as before.
So, current fastest possible render settings for IBL:
set texture image filter parameter of the background image to any value
greater than 1.0, set GI to 'SkyDome' type, enable 'Cache',
(possibly enable 'NoBump' when scene uses lots of bumpmapping),
set 'Quality' menu to 'Use Blender AO settings',
make sure AO is enabled in blender World buttons and set there the number
of AO samples to 1.
Should at least be good enough for previews.
Ortho render didn't correct texture/shadow coordinates for subpixel
position. Caused small errors where faces intersect each other.
Also found texture subpixel error in unified (using jitter table not
correctly). This also caused errors with z value comparing.
Now triangles and quads of _any_ shape collide nicly with softbodies.
Some tricks don't work in a non euclidian geometry !
Had to brush up that dusty knowlege a bit :)
thanks efbie & ton
ESC during alt+a playback.
Solved in the 'proper' way, which is not abusing the (while render)
ESC callback for UI draw of stars, this confused everything. Means;
you cannot esc stars drawing anymore. Nice feature, bad hack...
When drawing many stars (or for certain slow gfx cards) you can press ESC
to stop it from drawing. The variable set for this escape was not reset,
causing a first F12 render to not work. (Ancient bug!).
Added: redraw event for "Stars" button in worldbuttons.
((me->flag&ME_SUBSURF) && me->subdiv)
In build_mesh_data(). This because meshes with subdiv==0 were calling a
MakeDisplist() for each redraw otherwise, disabling for example the
posemode "delay deform" feature. (bug #2700)
Daniel; it would help if you would add comments in the code, for example
to understand the difference between;
mesh_get_base_derived()
mesh_get_derived()
and how it relates to
build_mesh_data()
I realize most of the mess is in displist code... and confusing use
of features while editing, posemode, & render. Nevertheless, it's not
clear at first sight which parts of derivedmesh is design, and which
part reflects the hacks to make it work. :)
An alternative fix - last one broke stuff that I only discovered
*after* committing! Go figure!
Basically, gave B_REDR events for the sliders -- I still think
there is a bigger underlying issue here, but it is best left for
Ton the interface guru! ;)
Sliders (and potentially other buttons) with no retval were not breaking the ui_do_block() loop, which caused events to propagate to other panels!
(The effect could also be seen by dragging from AO sliders into the
World name textbox.)
Numpad Minus can now be used all the time to type negative numbers, without interfering with PET.
WARNING Behavior change: PET area of effect is not resized with Alt-Num+ and Alt-Num- (in addition to the scrollwheel)
WARNING testing needed: it's late and the laptop here has a funny emulated numpad, so better be tested on a real keyboard by someone who is not coding past midnight.
This because the used integer+float division could result in a
9.999999e-01 value, which is for acos() to return 3.452670e-04.
Converted the division to use doubles instead.
alone with the following flags :
-Wall -Wno-char-subscripts -Wno-missing-braces.
the only one still worrying me is in rand.c line 57 :
rand.c:57: integer constant is too large for "long" type
but i have no clue about how correct cross-compiler and 32/64 bits friendly
see also my mail to commiter list for signed/unsigned issues
Area light soft shadow now renders transparant shadow as well.
ALso: found error in correct threadsafe use of soft shadow tables. Caused
dither/noise not to look as well as it could.