I’ve been really busy lately, but still managed to take some time to keep you all updated with the latest CVS changes.
I waited till Ton officially said that CVS was in Freeze state to write this article. What this really means is, no more features are getting included and the team is entering the Bug Fixing state.
Since we were so close to the release and had Christmas and New Year along the way I really thought that my job of compiling the latest CVS report would be easier, I was wrong…
Well, a lot has changed, big things have happened and we should all be really happy with it, seems like the developers put on an extra time during the holidays to make the 2.43 release something even better then expected.
Additionally, at BlenderBuilds we got some troubles with the Server and compiling the sources, which led me to move to a new professional hoster and to improve our building workflow too. With all that happened the team also got more connected, everyone helping one another made us all grow as a team.
But without further delay here are the CVS changes till now.
General stuff
- Really BIG change, Blender hotkey for exit is now ‘CTRL+Q’ instead of ‘Q’. Future release event refactor will remove these restrictions.
- It is now possible to (re)center armatures like you can do with meshes and curves.
- Dynamic icon file loading and themeability.
- Lots of translation updates, Romanian language addition and arabic.
- Disabled fly mode for objects with constraints, would do weird stuff.
Action Editor and NLA
- Possibility to protect action and constraint channels.
- Strips under an object’s strip in the NLA editor can now get collapsed.
- Long KeyFrames.
- Removed double confirmation for deleting keys in action editor.
- Auto-Snapping.
- Workflow tweak, add New Empty Action as New Action Strip.
Mesh
- Removed SlowerDraw and FasterDraw from the Mesh Panel.
- Hotkeys for Mirror operations got correct to Shift M, not Ctrl M.
- Re-added the BKey hotkeys to sculpt mode.
- Transform snapping (still WIP). Different snapping target methods.
- Snapping, Grid and Snap exclusively controlled by the Control key.
- Rotation snapping also made possible.
- Added two menu items to sculpt mode for controlling how much tablet pressure affects brush strength and brush size.
- Improvements on the triangle conversion tool, its now slower but more consistent and tweakeable.
- Added Ctrl+FKey shortcut for rotating the brush texture.
Animation
- Contraints on bones working in ‘local’ mode.
- Now, it is possible to add action constraints to the last selected bone from the Add Constraint Menu (Ctrl Alt C)
- Record while in fly mode when record is enabled from the timeline.
- More useful Armature Ghost and Path Drawing.
Render and Compositing
- Additional stuff on Render Layers and Passes control. Passes are now also on the Outliner.
- New button next to the threads button to disable texture processing in a render.
- Composite and Pass render goodies. UV and Rad(iosity) passes and UV Map and Index Mask nodes.
- The incredible Defocus Composite Node.
- And a really cool new Displace Node.
- Added X/Y Offset to Split Viewer node.
- Math node ported from shader nodes to composite nodes.
- Updated luminance node to work in all color spaces.
- Added panel for Bake render (tabbed now in ‘anim’ panel).
Image, Materials, Shadow and Lighting
- Lightgroups.
- New Material LightGroup option, “Always”.
- Removed the insertion of convertor nodes in Node Shaders, when a link is created by non-matching sockets.
- Multiple UV and vertex color layers (still WIP).
- New really cool UV-Calculation tool.
- The Big Image refactor. Multilayer Image support and more. With proper documentation.
- The old “image properties” panel now is available in pulldown menu as “Real-time Properties”.
- Added names to UV and vertex color layers, and support for multiple UVs in the render engine.
- Added Vertex Color material node.
- New script added for UV Calculation, Follow active coordinates, with ‘Loop Average’.
Physics, Game Engine
- Upgrade of bullet to the latest 2.x version.
- Added drawing of rigidbody constraint pivots, and allow passing of full constraint frame.
- Enabled ‘show physics visualization’ in the Game Menu.
- Multi-UV/Lightmap generation available in the game engine.
Python
- Weight Paint Envelope assignment script was rewritten.
- Big goodie, Example Python scripts, really good.
- Initial python support for dealing with multires meshes.
- SVG import updated to the latest version.
- Script blender2cal3d.py was removed (reason was that no one was able to maintain it).
- 3DS export now exports Texface UV images to 3ds’s materials and supports material images.
- Better DXF import, superior import for many files.
- Updates on the Collada script, including a rigid body patch.
- Removed nendo import/export and tex2uvbaker scripts.
Hope you enjoyed the list and if you want to test some of the things head up to our BlenderBuilds and download our latest release.
This month Bassam Kurdali was our Splash artist.
Have fun.
