Turnover to instinctive-blender 2 - features that are not yet ported: - Non-destructive Mesh modifier stack - Local Editmode - Zoomall Userpref - Horizon color in 3dview UI CHANGES: * 3d view and IPO header options extracted from menus and made accessible directly in the header again * All buttonswindows condensed to fit more buttons in less space * Buttonswindow panels are not drawn anymore, instead only the titles of panels are drawn, can be clicked to switch between button groups formerly in panels, and dragged/tabbed like usual * Floating panels for NKEY, View Properties and Background have been converted into secondary headerbars (horizontal) * Non-1:1 grids are shown dotted in 3d view * OB: Field visible in general buttonswindow header again * Buttonswindow switching buttons are all accessible at once again * Clutter-arrows have been removed from NUMBUTs * NUMBUTs work like before and don't react differently on 3 areas * CTRL-TAB in mesh editmode directly cycles between modes, no popup BUG FIXES: * Increased MAX defines in psfont.c, otherwise it would crash on some complex fonts ----------------------------------------------------------------------------------------------- 2004-09-01: + Internal Network rendering (Render Daemon) support: New buttons in scene buttons. All render machines need access to a central directory (via NFS, etc.) Start blender -D /path/to/directory on each client. Render clients will register automatically with the network rendering system (it does not need to be running). Blender does _NOT_ get restarted for each frame on clients, meaning a substantial speedup compared to other network rendering systems. To let the network render a scene, activate the "Render Daemon" button, and just hit ANIM. To cancel a running job on the network, hit Cancel. A file 'log' in the render daemon directory will contain details. 2004-10-01: + ScrEdge Width userpref. Used to set the width of the 'magic area' around screenarea edges that react to dragging with the mouse. * Sky "Sphere" and "Tube" mapping options now do not artificially clip the bottom half of the world anymore, they use the full image also for the lower part of the horizon 2004-11-10: + Layer manager. Layers can have names and various properties, including: - Not selectable (locked) - Always rendered - Not activated on ~KEY - Adjustable clipping range (for LOD, etc.) Plus buttons for selecting/moving between layers, and colors indicating layer state (contains selected objects / empty) Auto-naming of layers when no name is entered. 2004-11-20: + "Boat" mode for waves effect: Any object (center point) can be used as a boat floating around the water, causing continuous waves. Speed and 'how-deep-it-sticks-into-the-water' are both taken into account for the intensity of waves caused by the boat object 2004-11-23: + Brought "Grab Cursor" back (G-C, or G when no object is active) * Fixed various update glitches in Layer Manager + Introduced a toggle for AutoMerge (in editbuttons) * Renamed ~/.B.blend to ~/.IB.blend to seperate from official versions, included new hard-coded .IB.blend * Made Layer Manager deselect all objects on a layer when it's locked 2004-11-24: * Introduced a variable identifying instinctive-blender files * Converts cameras to correct default values for DOF from non-iblender files * Do not import UIs from non-instinctive-blender files 2004-11-25: RELEASE 2004-11-26: * Append from other .blend files didn't work. YUCK. 2004-11-26: RELEASE 2004-11-26: * Fixed network rendering: When issueing a new job while another job was running, clients would keep using the old file. Also made several clients on the same host behave better (unique client ID) 2004-11-27: * Fixed Vertexpaint (and hopefully other modes) to display the old "Floating Panel" again on NKEY 2004-11-27: RELEASE 2004-11-29: + Added a new scene setting "Use Camera" and "Use View", which determines what is being rendered when pressing F12 or RENDER. In "Use View" mode, the current 3d view will be rendered instead of the camera, unless it is a camera view. Holding CTRL while pressing F12 or RENDER will also render the current 3d view even if set to "Use Camera". ANIM still always renders the camera. 2004-12-01: * Added a warning that network rendering does not work with Focus Lag when trying to render with Render Daemon and Focus Lag 2004-12-04: * 3D View (Potatoe mode) and Game-Engine lighting are now compatible and give same results 2004-12-05: * Network rendering now works with external data (images, fonts) without the need to manually pack the file before launching the render * Potentially fixed compilation with INTERNATIONAL=true, although this is not officially supported + Added theme colors for the Layer Manager: Layer Empty, Layer with objects, Layer with selected objects 2004-12-07: * Network render stats now update correctly without moving the mouse 2004-12-08: * Cosmetic change: Put the DOF toggle in the scene buttons somewhere else so it doesn't "fight" with the Gamma slider from Unified Renderer 2004-12-10: * Object names are now always drawn in front of filled faces (to be always visible) + Object grouping: Any number of objects can be grouped to create a single manipulatable (animatable too) object. Pressing CTRL-G will assign the currently selected objects to a new group and create a group object for them. Pressing CTRL-G with only group objects selected will launch a menu with 2 options: Create a new group (groups can be grouped, too!) or dissolve the currently selected groups. See docs/ for further information. + Added CAPSLOCKKEY as an additional means of toggling the current window between fullscreen * ALT-A now by default animates ALL of the following area types: View3D, IPO, Buts, Seq, Sound. Use SHIFT-ALT-A to animate only the current space. 2004-12-22: + Greatly improved editing of text objects in "Flush" mode. - Lines will not flush until you terminate them by pressing Enter. They will behave like "Left"-aligned until terminated. This way, you get a much more predictable and useful editing experience :) - You can now introduce hard line breaks inside "Flush" text objects. At any point in the line, press CTRL-Enter instead of just Enter, and the line will break hard without flushing. - NOTE: Text objects are now compatible again to pre-2.26, but *not* compatible with anything between 2.26 and the last iblender2 build. This is because incompatible centering code has been introduced in official Blender 2.26 (without any compatibility code), which has been reverted to the pre-2.26 code in this instinctive-blender release. 2004-12-26: * Improved network rendering, thanks to extensive testing by Marc. - When the network renderer can't read lastframe, it will retry 5 times until it considers the job to be cancelled. And more extensive error checking when reading it. Hopefully this gets rid of the "Render job starts over at frame 1" problem. - All files and dirs in the renderd dir are now created with 666/777 permissions on all non-windows systems, which means no worries about correct UID/GID mapping. * Added a few undo pushes for Layer Manager and Grouping 2004-12-26: RELEASE 2004-12-31: + The "Random" logic bricks now give a different sequence of random numbers each time the engine runs if the "Seed" value is set to 0. 2005-01-01: * Audio scrubbing in the sequencer now works without hitting ALT-A once first * Rewrote half of the Game Engine's Sound System. See docs/game_engine_sound.txt + Added an "Enable Audio" toggle in the sequencer window (Waveform Icon) to completely enable/disable sequencer sound 2005-01-08: + Improved game engine static lighting by adding a "Copy vertex colors" function, which works without modifying a mesh, and uses distance in space to correlate between vertices of two different meshes. Take your model(s), calculate a radiosity solution. Choose "Add new meshes", select the old mesh, then the radiosity mesh, then press CTRL-C and choose "Vertex Colours". Ta-daa! 2005-01-14: * Ported Unnamed (GSR)'s modified, linear toolbox 2005-01-18: + Added "Filter" drawmode for realtime faces, which uses the color of the texture to filter what's behind it. Can be used to make true coloured glass, for example (This is not even possible in the renderer! :-) Black will render black and opaque, white will render completely transparent, red (for example) will only let red components of faces behind pass through, etc. 2005-01-28: * Fixed the "Active Layer" toggle in APPEND mode to actually use the active layer instead of all visible layers 2005-01-29: + Sounds are now automatically previewed when parameters are changed + Added a 'Stop' button in the sound buttons 2005-01-29: RELEASE