「利用者:Ideasman42/WhatImWorkingOnSummary 2011 May Sept」の版間の差分
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2018年6月29日 (金) 04:46時点における最新版
目次
Summary Of Work for 5 Months from May to September
Over the past few months I worked a lot on 2.5x maintenance and general fixes since there was no shortage of tasks to do.
Note: Had 2 weeks holiday and spent one week working on X3D export for BioSkill which had some overlap with general X3D bugfixing and improvements.
For details see:
http://wiki.blender.org/index.php/User:Ideasman42#Week_36_.28May_2nd.29
Summary of Import/Export Work
Note that this work was mostly maintenance however I did some some focused time making improvements to FBX/X3D support.
- added axis conversion to X3D/3DS/OBJ/FBX formats,
this lets you specify the Up/Forward axis on import/export,
this replaced less useful rotation options like 'Rotate X90' which OBJ used. - add ability to apply rotation on a BVH imported rig (which defaulted to standing sideways)
- fixed exporting OBJ/X3D/FBX dupli-instances
- BVH
- export option to only write transform for the root bone
(needed for compatibility with some applications).
- export option to only write transform for the root bone
- X3D
- fix for exporting collision option - use collision modifier now.
- export XML names are now escaped correctly
- export was writing invalid chars in ID's
- export added IndexedTriangleSet support.
- export support for writing normals.
- export added support for writing parent/child hierarchy.
- FBX fixes...
- fix exporting with invalid vertex groups,
- fix for FBX export treating actions with modifiers as 600,000 frames long.
- applied patch [#28118] from John Brown (jcbdigger)
to the FBX exporter to add XNA compatibility,
also made edits on the patch and corrected some errors.
- 3DS
- fix exporting relative paths on windows.
- write object transformation data.
Other Personal Projects
- added H3D export support to X3D, so GLSL shaders can display in H3D.
- ported Quake Map exporter from 2.4x (simple script easy to support).
Summary of Optimization's
- use hash lookups for operator/menu/panel types.
- use vertex arrays for drawing all buttons (rather than immediate mode).
- editmesh solid and wireframe face drawing (on my system gives 1.5x - 2x speedup), merged into bmesh branch too.
- speedup drawing ascii text and dont use inefficient opengl glGet* functions for drawing each character.
- speed up python function calls by using own built-in callable type (speeds up the UI which is written in python)
Summary of Documentation
Wrote new sections to our API docs.
- http://www.blender.org/documentation/blender_python_api_2_59_3/info_gotcha.html
- http://www.blender.org/documentation/blender_python_api_2_59_3/info_tips_and_tricks.html
Wiki Docs
- Autodesk FBX (updated from 2.4x docs) http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Import-Export/Autodesk_FBX
- Wavefront OBJ Import/Export docs http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/Import-Export/Wavefront_OBJ
Summary of Review Work
- Reviewed VertexWeightModifier branch (worked on the branch and made changes needed for merge)
- Reviewed Weight Paint Branch branch (gsoc) (worked on the branch and made changes needed for merge)
- Reviewed Translation branch and worked on translation with python/rna and scripts for getting translations.
... some reviews are quite straightforward, these ones ended up taking some days each.
Bugfixing
- Bugfix stats* (from weekly reports / commit logs)
- 151 - fixed reported bugs
- 184 - fixed unreported bugs
- 335 - total.
note: doesn't include fixes for own recent mistakes :), also doesn't include fixes to the buildsystem.