Jacques Beaurain 2006/11/18 04:02:30 CET
(han puesto una compilación con ffmpeg para windows aquí: http://blendertestbuilds.de/index.ph...lender_FFMpeg/
Ton Roosendaal 2006/11/18 12:11:55 CET
Small fix in Composite "File Output" node: added Z buffer input socket,
for saving rgba+z exr files.
Brecht Van Lommel 2006/11/19 00:07:32 CET
Fix for bug #5250: inaccurate conversión between edit and pose mode bones.
Using acos(dot(u, v)) to find the angle between two vectors is quite
inaccurate, and there's a better way to do it, as explained here:
Alos changed the use of atan for computing roll to atan2 in some places,
the latter avoids accuracy and división by zero issues.
Ton Roosendaal 2006/11/19 19:44:54 CET
- Bugfix: vertex normals were still flipped around, to match viewpoint
- New: option to bake a texture+material only
Nicholas Bishop 2006/11/19 10:25:17 CET
* Replaced the three X/Y/Z sliders that controlled the texture size in sculpt
mode with a single slider. (Doesn't seem likely the user is going to want to
scale in one axis differently from another.) Additionally, the new slider
works correctly in Tile mode in addition to 3D mode. In Tile mode, the slider
value is considered pixel units.
In the process, found and fixed a few sculptmode bugs
* When loading a file that is already in sculptmode, initialize sculptdata
as soon as the first sculpt/partial-visibility operation occurs
* Bug in the undo_push code; reading from free'd memory
Brecht Van Lommel 2006/11/20 05:28:02 CET
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Worque in progress documentation on this is here:
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding múltiple color layers later. Note
that this does mean older Blender versións will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
This now fully replaced by DerivedMesh. To provide access to arrays of
vértices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might breaque some stuff, although I've been
testing it for a few days now. The good news is, adding múltiple color and
uv layers should now become easy.
Nicholas Bishop 2006/11/18 22:01:25 CET
Generalized the sculptmode propset (DKEY) to worque with strength as well as
brush size. Pressing the key once does brush size (same as before), then
pressing it a second time switches to setting brush strength.
Matt Ebb 2006/11/20 06:12:59 CET
* Object level restrictions in outliner
This adds the ability to restrict an individual object from:
- being visible in the 3D View
- being selectable in the 3D View
- being renderable
with 3 columns of buttons in the outliner.
These restrictions are further down the hierarchy than layers, so for example if an object is in an invisible layer, it will be invisible regardless of whether the object's own visibility setting is on or off. This works on a different conceptual level than layers, being better for more quik interaction (like temporarily making a mesh unselectable while you're posing its armature), rather than so much for scene organisation.
The 3 columns of icons can be turned off in the Outliner View menu.
Along with this is some small cleaning up in interface_icons.c and outliner.c.
Matt Ebb 2006/11/20 06:44:30 CET
* Suggestion from Lazareus in IRC, deselect objects when they are made
invisible in the 3D View, so no unintended commands apply to them