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2018年6月29日 (金) 02:47時点における最新版
目次
- 1 Make Local
- 2 Union
- 3 Orange empties
- 4 Wave drawing
- 5 softbody
- 6 hack
- 7 images
- 8 memcache limiter
- 9 particle
- 10 autosmooth
- 11 paths
- 12 large textures
- 13 Translations
- 14 misc
- 15 os x icons
- 16 memory management
- 17 spotlamps
- 18 bugfix
- 19 Replacing SDL threads with pthread.
- 20 Sofbody bake "Local"
- 21 copy autosmooth settings
- 22 code cleanup
- 23 text editor
- 24 move
- 25 bake all selected softbody
- 26 Bugfix
- 27 grouping
- 28 nurbs
- 29 UV Editor
- 30 security patch #3910
- 31 copy
- 32 fileseletor
- 33 paint
- 34 vertex paint
- 35 Vertex Paint Blend Modes
- 36 brush hotspot
- 37 paint vertex clear
- 38 library
- 39 paint
- 40 fonts
- 41 translations
- 42 modifiers
- 43 recent files
Make Local
"Make Local" menu (Lkey) now has as first option to make only Objects local, keeping all Data stuff (Mesh, Materials) from Library.
The animation stuff on Object becomes local though; - Ipo - Action - NLA
Union
This commit enhances the support for temporary storage for the structs EditVert, EditEdge, and EditFace. The field "EditVert *vn" has been removed and replaced by a union called "tmp" that can hold:
v,an EditVert pointer; e,an EditEdge pointer; f,an EditFace pointer; fp, a float pointer; p,a void pointer; l,a long;
Please see the mailing list post here for more information about this:
http://projects.blender.org/pipermail/bf-committers/2005-December/012877.html
Orange empties
Display types and variable size for Empties.
New options are in edit buttons for empties to control the display style and the size. New styles are easy to add, too. Just needs useful ideas and minor effort from anyone who wants to.
Support for copying these values has also been added to the Copy Attributes->Drawtype menu command.
Wave drawing
- Fixed a few problems with wave drawing-
- Optimized so only samples inside the screens bounds are drawn.
- Wave display detail is based on zoom - so you can view realy large wave files as well as indervidual samples.
- Changed logic so an approximation of the wave is displayed rather then just the symetrical amplitude of the sound. Triangles at start and end were annoying and obscured the start of the sound. made them alpha. 0.7 for sound clips only.
- a whole CD of music should display well and zoom smoothly now.
softbody
-- fast softbody collision /* caching colliding
objects & some global bounding boxes */
-- to compare .. set rt to 666
hack
Log: yet another temporary strange but straightforward
hack for a script at orange to work! that is: while
Joseph is working on the actual Constraint API for
bones etc., this allows our armature script to set
influences with a simple call:
armatureobject.setConstraintInfluenceForBone(bonename,
constraintname, influence); fails silently at failure
('cause the c calls used do and no retvals are
checked) and is in the strange place (as the current
api is largely not object level) but works for us for
now (e.g. next few weeks).
images
If Images have relative path, and come from a
library, it uses the library
path as reference for loading the image.
memcache limiter
Adds generic memcache limitor (used by the new
sequencer to cache
only a certain amount of frames).
particle
Log: Appending a single object with particle system, will
now also expand to
append its group and objects.
* If an empty is a forcefield, scale the 3D
forcefield shape with the empty drawsize
autosmooth
Log: - Autosmooth now calculates smoothing based on
original object-space
vertex locations, not global coordinates. This
ensures consistant
autosmoothing for each frame. Also fixes missing
vectorblur for parts.
Nice task for a dev: put autosmooth code in end of
modifier stack... then
it also shows in 3D window
paths
- Appending Images now re-assigns relative paths, to match with the file as currently being used
large textures
Interesting commit for artists using huge textures;
The code that generated mipmaps took a real long time to do it... on a 5k x 5k image it took here (no optim, debug compile) 32.5 sec. Recoded the very old filtering routine, which already brought it down to 2.8 seconds. Then tested if we even need this filtering... in many cases the images are painted or photographs, which is filtered OK already. Without the filter, the mipmap timing went down to 0.39 second. :) http://www.blender.org/bf/filters/index1.html Here's an example of two 'mips' generated with or without gauss filter. Note that aliasing in an image remains there... which can be a wanted effect anyway. So; added the gauss filter as option in making mipmaps. Also had to reshuffle the buttons there in a more logical manner. There's also disabled code in the do_versions to set 'gauss' on in older files. Will be enabled during release time.
Translations
* Use newest French translation from Erwan Jacq
misc
- Improved stats drawing while rendering, it now draws - while preparing renderdata - each second the amount of verts/faces. Also while rendering, the amount of finished and total parts are printed. - Added ESC in loop that generated Group render data - On deleting Render Layers, the nodes that use them are now checked and corrected. - Restored drawing all scanlines in renderwindow... this wasn't the bug!
os x icons
Updated Mac OS X icons courtesy of Erik Mendoza, re. this thread on blender.org: http://www.blender.org/forum/viewtopic.php?t=8121
memory management
Added new malloc type in our MEM module; using the unix feature 'mmap'. In Orange we've been fighting the past weeks with memory usage a lot... at the moment incredible huge scenes are being rendered, with multiple layers and all compositing, stressing limits of memory a lot. I had hoped that less frequently used blocks would be swapped away nicely, so fragmented memory could survive. Unfortunately (in OSX) the malloc range is limited to 2 GB only (upped half of address space). Other OS's have a limit too, but typically larger afaik. Now here's mmap to the rescue! It has a very nice feature to map to a virtual (non existing) file, allowing to allocate disk-mapped memory on the fly. For as long there's real memory it works nearly as fast as a regular malloc, and when you go to the swap boundary, it knows nicely what to swap first. The upcoming commit will use mmap for all large memory blocks, like the composit stack, render layers, lamp buffers and images. Tested here on my 1 GB system, and compositing huge images with a total of 2.5 gig still works acceptable here. :) http://www.blender.org/bf/memory.jpg This is a silly composit test, using 64 MB images with a load of nodes. Check the header print... the (2323.33M) is the mmap disk-cache in use. BTW: note that is still limited to the virtual address space of 4 GB. The new call is: MEM_mapalloc() Per definition, mmap() returns zero'ed memory, so a calloc isn't required. For Windows there's no mmap() available, but I'm pretty sure there's an equivalent. Windows gurus here are invited to insert that here in code! At the moment it's nicely ifdeffed, so for Windows the mmap defaults to a regular alloc.
Log: Belonging to previous commit; mmapped memory for large datablocks.
spotlamps
Log: Adding new SpotLamps should get 'buffers' set to 1. Was in the do_version() check, but not in adding lamps... this will fix crashing shadowbuffers.
bugfix
Log: patch #3830 Fix for commenting a block of text with highlight enabled Highlighting would not update when you un/commented a block of code. Contributed by Ricki Myers (themyers).
Replacing SDL threads with pthread.
For some reason I thought SDL thread handling would be much simpler... but the migration to posix pthread went very smooth and painless. Less code even, and I even notice a slight performance increase! All threading code is still wrapped in blenlib/intern/threads.c Only real change was making the callback functions to return void pointer, instead of an int. The mutex handling is also different... there's no test anymore if a mutex was initialized, which is a bit confusing. But it appears to run all fine still. :) Nathan Letwory has been signalled already to provide the Windows pthread library and make/scons linking. For MSVC we might need help from someone else later though.
Sofbody bake "Local"
Sofbody simulation happens in global coordinate space, and this was also used for baking softbodies. Too bad you cannot re-use or further animate the baked softbody then... :) If you now use the new "Local" button in the Bake menu, it will allow to animate or move the baked object.
copy autosmooth settings
New copy option in CTRL+C menu: copy autosmooth settings.
code cleanup
Replacing strcpy with BLI_strncpy where it's safe. Was part of patch #2840 - thanks Eric Forsythe.
text editor
Adds menu item in text editor under format menu to convert whitespace to Spaces or to tabs. Adds function void convert_tabs(struct SpaceText *st, int tab) int tab is eather 0 or 1; 1 if converting to tabs I was going to make this auto run when running a script but did not know what that would do to the GE or any thing else.
move
Rather then just complaining it cant be done, made M move objects out of the current localview. This is quicker then switching to non localview, de-selecting and going back into localview. Test by pressing Mkey in localview.
bake all selected softbody
Baking all selected softbody: press ctrl+b in 3d window!
Bugfix
very ancient one even. When you use multiple screens in a project with each having different scenes, changing screens didn't call the proper set_scene() call, which left quite some stuff improperly initialized. With depsgraph code even causes crashing.
grouping
Improved CTRL+G grouping menu; it now offers a choice to add to any existing group, using a 2nd menu.
nurbs
With the commit last week to have curve bevels nice circular (when no
front/back is selected), the UV coordinates for curves should also be corrected. This commit re-uses the same code as for Nurbs, to make sure UV coordinates wrap around nicely. BUT! I've noticed that Daniel's commit of august in this code actually broke this UV correction... in his craze to cleanup old code, he missed the actual functionality. Meaning that in 2.40 and 2.41, "UV orco" texture coordinates wrap around ugly in Nurbs Surfaces, something that was fixed in NaN days. Got no time for tracker now... but I'm sure it's in there! :)
UV Editor
Ctrl+RMB in local sticky mode now selects as if in sticky mode. This used to work only in non-sticky mode, but now with local sticky as default, it's nice to have this functionality working there also.
security patch #3910
provided by Joerg Sonnenberger on Os X file opening
copy
CTRL+C copy menu now has "Copy UV orco" for curves/surfaces
fileseletor
patch #2554: My Documents and Desktop folder automaticly added to the Folders pulldown of the filesector Only affects Windows builds. Uses shell functions to correctly get the My Documents and Desktop folders and then add them to the fsmenu, right below the drive letters. Needs shell32.lib linked, which is already linked by default for VS7 project files. Platform maintainer please check if it has to be added to scons and MSVC6 project files. Patch provided by Martin Poirier (theeth) - many thanks!
paint
-some knitpicking on low scale brushes -- should do 'alpha' right now .. down to brushes of 2 pixel size -making AUX1/2 real air brushes .. must have been lost by brechts
'cleaning'
vertex paint
Added better safety in vertex/weight paint, so it survives painting
outside
the window edge. Also did a paranoia larger memory allocation... weird reports I got.
Vertex Paint Blend Modes
Added lighten/darken paint modes, works in vertex paint mode and weight Usefull for painting in areas with ~0.5 values without overwriting existing 1.0 weights.
brush hotspot
Log: Moved to brush cursors hotspot to be at the tip of the brush.
paint vertex clear
Log: Made vertex clear work for selected faces from the menu, to be the same as
Shift+K.
Also makde Shift+K work in weightpaint mode.
library
Log: Tweaked library link/append rules for groups a bit further; - append group: appends group + puts objects in scene - link group: only links group, doesn't put objects in scene - append particle system with group: appends group + objects in scene - link particle system with group: only links group
paint
change CKEY to toggle paint on or off in image paint patch by Stephan Kassemeyer
fonts
New option for convert-menu font->curve: "Curve (Single filling group)".
Since the text-object remake, it was not possible anymore to 'cut out' text from, say, a box made by a polycurve, by converting text to curve and then joining - only the first character would be cut out. This is because of the filling groups (nu/dl->charidx) I introduced for getting the vast speedup and the possibility of overlapping characters. The new convert menu option now assigns filling group 0 to all of the nurbs generated. Maybe filling groups should be exposed in the UI in general for curves - there are various occasions where they are useful. (Hint to the UI mafia! ;)
translations
update to the italian translation, thanks Gianluca Faletti and the other translators
modifiers
Basic support in modifiers_isDeformedByArmature for multiple armatures per mesh- use Selected armature object first, if no armatures are selected then return the last/only found armature.
recent files
Log: As nobody else ever felt like doing it, and I work too much with official CVS these days in order not to be terribly annoyed by its absence, here it is: instinctive-blender's "Recent files list". It's in the CTRL-O menu. No UI / muscle memory changes -- the first entry is the same as the only entry that used to be in the former popup. .