Jacques beaurain 2006/11/18 04:02:30 cet.
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(Han puesto una compilación con FFMpeg para Windows aquí: http://blendertestbuilds.de/index.ph...blender_fmpeg/.
Ton Rosendal 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.
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Brecht van lommel 2006/11/19 00:07:32 cet.
fix for bug #5250: inaccurate conversión between edit and postura mode Bones.
Using acos(Dot(u, v)) todo find the angle between two vectors is quite.
Inaccurate, and there a better bien todo do it, as explained here:
http://www.plunk.org/~hatch/rightway.php.
Alos changed the use of atan for computing roll todo atan2 in some places.
The latter avoids accuracy and división by zero issues.
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Ton Rosendal 2006/11/19 19:44:54 cet.
render baking:
-Bugfix: vertex normals were still flipped around, todo match viewpoint.
Rendering.
New: option todo bake a texture+material only.
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Nicmortal kombats Bishop 2006/11/19 10:25:17 cet.
* replaced the thre x/y/z sliders that controlled the texture size in Sculpt.
Mode with a single slider. (doesnt sem likely the user is going todo want todo.
Scale in one axis diferently from another.) additionally, the new slider.
Works correctly in Tile mode in addition todo 3d mode. In Tile mode, the slider.
Value is considered píxel units.
In the process, found and fixed a few sculptmode bugs.
* when loading a file that is already in sculptmode, initialize sculptdata.
As son as the first Sculpt/partial-visibility operación occurs.
* bug in the undo_push code, reading from Fred memory.
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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 freing these arrays.
Should be done th rouge the customdata Api.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.p...ure/customdata.
Replaced tface by mtface:
This is the same structure, except that it does not contain color, that now.
Always stays separated in mcol. This was not a god design decisión todo.
Begin with, and it is neded for adding múltiple color layers later. Note.
That this does mean older Blender versións Will not be able todo read UV.
Coordinates from the next release, due todo an sdna limitation.
Removed displistmesh:
This now fully replaced by derivedmesh. To provide Access todo arrays of.
Vértices, Edges and Faces, like displistmesh does. The semantics of the.
Derivedmesh, getvertarray() and similar functions were changed todo return.
A pointer todo an array if one exists, or otherwise allocate a temporary.
One. On releasing the derivedmesh, this temporary array Will be removed.
Automatically.
Removed ssdm and meshdm derivedmesh backends:
The ssdm backend was for displistmesh, so that became obsoleete automátically.
The meshdm backend was replaced by the custom data backend, that now figures.
Out which layers ned todo be modified, and only duplicates those.
This changes code in Many places, and overall removes 2514 lines of code.
So, there a god chance this might break some Stuff, Although ive ben.
Testing it for a few days now. The god news is, adding múltiple color and.
Uv layers should now become easy.
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Nicmortal kombats Bishop 2006/11/18 22:01:25 cet.
generalized the sculptmode propset (dkey) todo work with strength as well as.
Brush size. Pressing the key once does brush size (same as before), then.
Pressing it a second time switches todo setting brush strength.
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Matt ebb 2006/11/20 06:12:59 cet.
* object level restrictions in outliner.
This adds the ability todo 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 own visibility setting is on or of. This works on a diferent conceptual level than layers, being better for more quik interaction (like temporarily making a Mesh unselectable while youre posing its armature), rather than so much for scene organisation.
The 3 columns of icons can be turned of in the outliner view menú.
Along with this is some small cleaning up in interfaz_icons, c and outliner, c.
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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 todo them.
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