had new dependencies added internally (like constraints), changing the
evaluation order for pose channels. My optimized code didn't like it, so
now it falls back to a reliable slower method.
Bug showed as totally messed up characters for proxies...
Also: increased range for 3D Window properties clip-start/end, this is
still a bad construct though...
headers <al.h>, <alc.h>, and <alut.h> instead of <AL/al.h>, <AL/alc.h>,
and <AL/alut.h>
(cmake generated makefiles now work out of the box on my intel mac)
added python api stuff to deal with Color and UV/Image layers.
me.activeUvLayer - int
me.activeColorLayer - int
me.totUvLayers - int
me.totColorLayers - int
me.addUvLayer()
me.addColorLayer()
me.removeUvLayer()
me.removeColorLayer()
Variable names may need changing.
These can be created and deleted in the Mesh panel in the same place as
before. There is always one active UV and vertex color layer, that is
edited and displayed.
Important things to do:
- Render engine, material support
- Multires and NMesh now lose non active layers
Also CustomData changes to support muliple layers of the same type, and
changes to layer allocation, updated documentation is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Plumiferos request: Made individual duplicated group objects still check on
the restriction flag, *after* the group-duplicator itself was checked for.
So it works both. (Matt; was urgent feature, hope you're OK? These options
showed in outliner for groups anyway :).
#5417: Only Shadow material gave shadow outside of Spot bundle
#5414: Material Nodes: sockets without input were always treated as single
value inputs, ignoring color or vector. (Caused by commit to do
automatic conversions of socket links).
#5420: When reading with old Blender a new file that has a new window type,
saving it over, and read back in current Blender, the window type
should be reset to EMPTY, because all its data got lost.
Changed...
me = NMesh.GetRaw(ob.data.name)
To
me = NMesh.GetRaw(ob.getData(name_only=1))
The line above converts the entire mesh to a python thick wrapper just to get its name, then only to that that same mesh again??
A lot of older scripts did this but theres no reason to do it.
in most (all?) cases..
me = ob.data - should be ok, but theres a subtle difference and I dont want to break anything.
xfig_export, xsi_export and videoscape_export need error checking too.
Minor changes to radiosity_export, updated to work with the new API (vertexColors MTFace)
obdatacopier - was getting the selection but not using it. made it ignore some read only properties.
BPyMesh - minor change: use face iterator rather then making a tuple()
console.py - if the scriptdir didnt exist it would do an error, now just ignore and dont try to do the console_autoexec.py stuff
doc_browser.py - If you typed in an invalid module it would give an error and exit, now have a message instead.
Material Nodes still have undefined output to the passes. Currently only
the active Material node gives pass info. Bug was that check for active
was wrong, giving stripes because of hanging variables.
I'll work soon on providing all pass options in the Material nodes. This
fix at least correctly provides passes for active material, and clears
memory of pass info in advance.
Also: outliner view "current scene" did not show render layers.
ALso: outliner click on renderlayer now activates it (for UI)
Also: zbuffer for transparent was not initialized to 'infinity' correctly
added restrictDraw/Select/Render to objects in python
updated group and scene docs for last commit
made 3ds import use new scn.objects rather then Object.New() - (removed import as instance for now)
fixes off import error from this report http://blenderartists.org/forum/showthread.php?t=84182
----------
Bugfix #5398: setting object layers from background render caused "bad call
to addqueue: 0 (18, 1)" messages to be sent to the console. Add a check in
addqueue_ext() for G.background first before printing.
- New Passes: UV and Rad(iosity)
- New Nodes: UV Map and Index Mask
- Z-combine now is antialiased
As usual, please check the log. Has nice pics!
http://www.blender3d.org/cms/Composite__UV_Map__ID.830.0.html
For devs: the antialias code from Vector Blur is now exported in compo
too. Works pretty good. Even fixed a bug in antialias, so vectorblur
will be better.
Also: found out that OpenGL display list speedup accidentally was still
triggered with the rt button... so it did not work by default.