text:
» Blender 2.66 +LuxBlend +Collada +CUDA +OSL
Updated 09:05 May 2nd, 2013
(2938) 9,249
WITH_BF_OPENMP = False
WITH_BF_FFTW3 = True
WITH_BF_GAMEENGINE = True
WITH_BF_OPENEXR = True
WITH_BF_FFMPEG = True
WITH_BF_OPENAL = True
WITH_BF_JACK = True
WITH_BF_SNDFILE = True
WITH_BF_SDL = True
WITH_BF_DDS = True
WITH_BF_BULLET = True
WITH_BF_FREETYPE = True
WITH_BF_COLLADA = True
WITH_BF_PLAYER = False
WITH_BF_RAYOPTIMIZATION = True
OPENMP is disabled for better sculpt performance, if you want to test fluid/smoke check out the smoke/openmp build in the optimized section!
build on Ubuntu 12.10
tested on Ubuntu 12.04, Fedora 18
Commit by genscher :: r56469 Fix [#35173] Object's draw_type resets when removing smoke New behaviour: * On creation, smoke modifier only changes the drawtype for domain to WIRE. * On deletion, smoke modifier does not change the drawtype. Commit by nazgul :: r56468 Fix #35177: Press P Crashes Blender After Fracture of Cube Root of the issue was fixed by Brecht in svn rev56441. This change only prevents crash of files created in blender before that fix, and also gives more useable information about what's wrong (apparently, assert here was doing nothing). Commit by nazgul :: r56467 Fix #35182: VSE - speed control Trim duration (soft) end reset to 0 Was a regression in rev53509, whic hallowed manual edit of properties which weren't supposed to be editing manually. Added the same effects length update as in trnaslation code, so now updating strip frames from py/interface will keep things consistent. Commit by campbellbarton :: r56466 avoid per-vertex mask layer lookups for dyntopo. Commit by campbellbarton :: r56465 fix [#35178] Autoselect-in-list for Vertex Group selection doesn't work. disallow assigning values that don't exist into a text field with a search-box. Commit by campbellbarton :: r56464 interface: clear red-alert flag when editing a button, confuses and makes it seem the edited value is also wrong. Commit by campbellbarton :: r56463 don't show an 'X' next to never-null pointer search menus. also set ShapeKey.relative_key to never-null. Commit by campbellbarton :: r56462 add missing call to update rv3d->persmatob, mostly this worked except with active-unselected object Commit by campbellbarton :: r56461 remove re-allocations while building weight paint color array, move button to show weightpaint below other overlay buttons in the 'Mesh Display' panel. Commit by campbellbarton :: r56460 fix [#34609] mesh.getVertex doesn't work as spected with poly.getMaterialIndex() and poly vertex indexes revert r22906 (own old commit, was incorrectly trying to make vertex indices absolute) Commit by campbellbarton :: r56459 make rna layer access less cryptic by using ARRAY_HAS_ITEM(), modified this to use unsigned offset. Commit by blendix :: r56458 Fix 2D painting gave squares rather than a disk for the "Max" curve falloff shape. Commit by lockal :: r56456 Fix double free error in OpenEXR when file cannot be saved Commit by mont29 :: r56455 Some minor cleanup/polish... Commit by blendix :: r56454 Fix #35081: opening .blend files with chinese characters not working. For compressed files we were not passing the full wide char path to zlib, so not all file names worked. Now we use gzopen_w available in new zlib versions. Patch by Tamito Kajiyama, I added an extra check for the zlib version so it keeps compiling with older versions for now. For platform maintainers: Part of this commit are zlib 1.2.8 libraries for windows 32 bit. We still need update libraries for windows 64 bit and mingw. There's a readme.txt and build.bat included with instructions on how to build. Commit by campbellbarton :: r56453 edge_inside_circle was doing redundant float -> int -> float conversion, also dist_squared_to_line_segment_v2 is quite simple so remove radius checks. Commit by mont29 :: r56452 Actually, this should do better, sorry for the noise :/ Commit by mont29 :: r56451 This should at least prevent crash in [#35172]... Commit by campbellbarton :: r56450 fix error running ED_view3d_project_float_v3_m4 on 2d vec (thanks Sergey for pointing out!), also remove redundant vector copy in knife project. Commit by blendix :: r56449 Fix Show Brush button being missing from the UI for paint modes, the feature was already implemented, it's in the Appearance panel now. Also added that panel to the image editor now since it's relevant there too. Commit by blendix :: r56448 Fix missing brush cursor redraw for texture paint when no pixels changed in the image, no images need to be refreshed then but the cursors needs to be redrawn still. Otherwise it gets stuck, especially annoying in unexpected cases where the mask has reached the maximum for all pixels in the brush. Commit by blendix :: r56447 Fix #35149: solidify modifier + vertex parent not working after going in and out of editmode on the child object. Problem was that the object custom data mask was not taken into account when rebuilding the derivedmesh in some cases, which is needed for the derivedmesh to contain the mapping back to the original vertices. Now this data mask is used for any derivedmesh build that will be cached. Also problematic was that the datamask for the active object was applied to all objects in the scene, which caused the parent object to be recalculated when it didn't need to be. Now this datamask is only used for the active object. Commit by kjym3 :: r56446 Fix for [#35116] Freestyle StringUtils::toAscii breakes non-ascii path values. Just removed all calls of StringUtils::toAscii() as well as the function definitions. Commit by lukastoenne :: r56445 Fix for bug reported by Thomas Dinges on IRC: OSL script node was not initializing the data_type variable for shader sockets and so tried to set a non-existing float RNA property, leading to failed assert. Commit by dingto :: r56444 Cycles / OSL: * Add a few more OSL templates to the Text Editor, so people can use some of the OSL only shaders and closures. * Temperature (Kelvin) to RGB converter * Wavelength to RGB converter * Ramp closure (Phong and Diffuse) * Toon closure (Diffuse and Specular) Commit by blendix :: r56442 Fix missing brush texture mask in texture properties, for cycles. Handling this properly with blender internal is probably for after release, when we can add the same system to gather textures from brushes, modifiers, force fields, ... Commit by blendix :: r56441 Fix #35171: crash rendering cube with two subsurf modifier in some circumstances. Problem was actually integer overflow in the requested data layers (1 << 31) does not fit in an integer, it only goes up to (1 << 31) - 1. Commit by blendix :: r56440 Fix #35166: texture paint mask texture stencil not scaling properly. Commit by mfoxdogg :: r56439 [Bug #35108] Shortcuts 3dsmax blender 2.67RC Quad View: ALT + W Switch Wireframe / Solid: F3 Render: F10 Properties: F12 Ortho / perspective View: P Zoom to selected center: Z Select/ Deselect all: CTRL + A in changing A hotkeys ctrl-a hotkeys are now ctrl-shift-a and GameEngine is now ctrl-alt-shift-p Commit by campbellbarton :: r56435 replace error reports with poll() function for editmesh select ungrouped Commit by campbellbarton :: r56434 fix for select ungrouped vertices not flushing, also group select menu items more logically. Commit by campbellbarton :: r56433 use 'normal' orientation rather then 'local' with individual origins to use the per-element axis-matrix. Commit by blendix :: r56432 Fix projection paint clone/soften/smear no longer working with textures, Moved the code after the masking check so we can skip the texture lookup if the pixel is done, is a bit faster. Also hide the color wheel for these tools, only did it for 2D paint in previous commit. Commit by campbellbarton :: r56431 style cleanup Commit by campbellbarton :: r56430 fix [#35164] UV unwrapping crash blender (own fail with misuse of alloca) Commit by campbellbarton :: r56429 remove headers from FRS_freestyle.h Commit by campbellbarton :: r56428 holding ctrl when using arrow keys in the text editor didn't navigate newlines. Commit by campbellbarton :: r56427 fix for missing slot in edge bisect bmesh operator. Commit by campbellbarton :: r56426 fix for exception in console auto-completing an object with __getitem__ but no __len__ (BMEdge). Commit by campbellbarton :: r56425 fix for yet another off by one error in console code, could crash deleting words (but mostly it was hidden by guardedalloc), hopefully the last of this kind in console. Commit by campbellbarton :: r56424 remove direct freestyle data access from bmesh, was crashing and this should really only be done via customdata layer support. Commit by psy-fi :: r56423 Fix tiled overlay not matching up with stroke result in 2d painting. Commit by psy-fi :: r56422 Fix: Overlay was getting invalidated too often in image editor making refresh extremely slow. Commit by psy-fi :: r56421 Fix: texture alpha masking not functional after recent commits. Mask is used to see if area has been covered by brush, so exclude the texture alpha and texture alpha masks from mask comparisons. Coming next: texture masks for 2d painting. Commit by dingto :: r56420 Properties Editor / UI: * Render Passes -> Passes, same as Cycles. Commit by campbellbarton :: r56418 fix for setting int customdata layer names not ensuring uniqueness. also use generic layer name callbacks for vert/edge/face/poly/loop. Commit by blendix :: r56417 More painting fixes: * 2D image painting with textures that contained alpha did not work correctly, had been broken for a while. * 2D image panels texture (mask) panels showed wrong buttons for texture overlay. * Texture map mode 3D now also uses masking, like Tiled and Stencil the texture does not move along with the brush so it works fine. * 2D image paint View mapping did not work correct, especially noticeable with Rake rotation. * Masking is now disabled for the smear tool, this can't really work because the original image is constantly changing and gave artifacts. Commit by ton :: r56416 Bug fix #35151 NLA editor: the channel list and the main area were not perfectly aligned, and could jump a bit around. Easy fix. Commit by nazgul :: r56413 Fix compilation in release mode with strict flags Commit by ton :: r56412 Bug fix #35143 Animplayer treated .tif extensions as movie files, so that didn't work. Added another hardcoded check for it, like for png tga exr jpg etc. Why FFmpeg thinks .tif is a movie... that's for another day :) Quicktime QTKit did same btw. Commit by blendix :: r56411 Fix another part of #35141: there was no way to reset the stencil transform after e.g. scaling it along one axis, now there's a Reset Transform button. The Image Aspect button is now also hidden unless the texture is an image texture. And also hide the color wheel for painting tools that don't use colors. Commit by blendix :: r56410 Fix #35141: stencil and 3D texture mode did not work with 2D image paint. Commit by lukastoenne :: r56408 Fix for #35147, view in backdrop and image editor in compositor don't work anymore. The active_viewer_key which sets the active node tree to use for the viewer image was not initialized in do_versions yet. Commit by nazgul :: r56407 Partial fix for #35108: Shortcuts 3dsmax Blender 2.67RC Made keyap use the same select_or_deselect_all operator as used for maya keymap instead of tricks with deselect_all. Solves issue with selection in editor mode (reported as #3 in the original bug report). Commit by nazgul :: r56406 Changes for updated operators Commit by blendix :: r56405 More image painting fixes: * 2D image painting support for masking to limit the max contribution of a stroke to a pixel, to get it working compatible with projection painting. Not strictly a bugfix, but the inconsistency here was annoying. * Fix python errors in Texture Mask panel in image editor, was missing overlay options. * Clamp paint mask to 0..1 in case some texture exceeds it, this could give black pixels due to integer overflow. Commit by nazgul :: r56404 Fix #35144: Image editor is not updateing if in new window Was a regression in own optimization on which viewer node to update -- need to check all the windows' screens, not just active one. Commit by campbellbarton :: r56402 fix [#35156] Edge slide gg shortcut brings up wrong settings. switch operator types from transform, this would normally be problematic, but transform operators share callbacks so it can be supported. Commit by campbellbarton :: r56401 fix for an issue raised in [#35154], the cross icon to clear a field wasn't working within popups. Commit by campbellbarton :: r56400 use const vars for UI arrays. Commit by campbellbarton :: r56399 fix [#35154] Python: UI issues with invoke_props_dialog() - highlighed buttons that were never pressed could be activated by accident when canceling search popup. - canceling a search popup on a popup would close both. Commit by campbellbarton :: r56398 convert macro PASS_EVENT_TO_PARENT_IF_NONACTIVE into a static function. (having flow control in a macro is bad practice), own doing. Commit by blendix :: r56397 Fix for previous noisy stroke fix, mask didn't converge to the right strength value, formula should have been simpler actually. Commit by campbellbarton :: r56396 fix [#35150] Crash when bmesh operation called from within a Panel draw() accessing a bmesh from python would reallocate all customdata layers. add an assert to BM_data_layer_free(), when its called unnecessarily since its reallocating all layers. Commit by blendix :: r56395 More build fixes for visual studio 2012. Patch #35019, #35131 and #35152 by Jurgen Herrmann. Commit by blendix :: r56394 Fix collada module build for visual studio 2012. Patch #35153 by Jurgen Herrmann. Commit by mont29 :: r56393 Do not report formatting mismatch between org and translation when message is fuzzy (but "fix" it anyway if asked so). Commit by campbellbarton :: r56392 move modal view3d keymaps out of main list of keymaps into the view3d section. Commit by blendix :: r56391 Fix #35140: texture paint would give 'noisy' strokes and poor results for strokes crossing themselves. Again an old issue, the code that was limiting the max contribution to a pixel by doing a max() operation, which is very sensitive to the spacing of the stroke dabs. Instead we now use a formula does adds up on repeated dabs but approaches the maximum brush value slowly and never exceeds it, which gives nice smooth results. mask_accum = mask_accum + (sqrt(brush_max) - mask_accum) * sqrt(brush_max) * mask; Commit by campbellbarton :: r56389 select loose wasn't working very usefully if you only wanted to select loose verts, now select loose verts/edges/faces depending on the selection mode. Commit by campbellbarton :: r56388 update sphinx docgen was missing context property attributes - context.mode for example. add RNA properties into context docs. also minor updates - exclude freestyle if its not enabled. - add missing context member. Commit by nazgul :: r56387 Fix for --debug-ffmpeg not giving enough information Commit by dingto :: r56386 Cycles / SCons: * Fast math compiler flag was set for Cycles, but not OSL. Commit by nazgul :: r56385 Changes to image draw method options It's now default to 2D textures, and no AUTO mode at this moment, since detecting which method is the best not so simple. Image drawing could manually be switched to GLSL for tests and feedback, but for default GLSL is not so much great. Reason of this is huge images, where operations like panning becomes dead slow comparing GLSL vs. 2D texture. Commit by miikah :: r56384 Fix [#35110]: Dynamic Paint does not paint accurately in baked "Image Sequence" on Armature-Posed-Mesh Dynamic Paint was also being calculated during "orco" mesh generation, causing image sequence baking to use orco derived mesh instead. This likely affected vertex type surfaces too in some cases. Commit by mont29 :: r56383 Usual UI messages fixes... Commit by campbellbarton :: r56382 avoid calling BKE_brush_alpha_get() when project painting onto each pixel, also increase the epsilon for ruler thickness offset. Commit by dingto :: r56381 Fix for [#35146] Move Clip Editor: "T-key panel" bug Commit by campbellbarton :: r56380 project paint unnecessarily split of texure checks into separate checks, calculating the texture coords when outside the falloff. Commit by campbellbarton :: r56379 don't use GPU_extensions for BLF, its not initialized when using the blender-playanim and not really needed. this reverts part of 55995 Commit by nazgul :: r56378 Fix for non-linear float buffer displaying on raw display Commit by nazgul :: r56377 Tweak allocation vars for XYZ space for more accurate GPU transform Also extend 3DLUT edge size to 64 (1 meg of memory) to increase transform accuracy as well. Commit by nazgul :: r56376 Fix #35139] Output panel options are not taken into account when you safe your render (JPG) Was caused by svn rev53181, and it worked before because image buffer didn't have quality set and in this case fall back to scene settings happened. Now or render result quality from scene settings is always used, image buffer's settings is ignored. Commit by lukastoenne :: r56375 Fix for #35134. The node link operator had a feature to automatically expose sockets in node groups when ctrl+shift+clicking on a node socket, which would create a node group input/output node. This was intended as a shortcut but conflicts with other features such as socket selection and viewer creation. It is also hardly necessary now that input/output nodes have an extension socket, which is much easier to use. Removed this expose functionality completely. Commit by ton :: r56374 Bug fix: Labels in UI were not drawing greyed out when disabled. Bug in post 2.66a commit to make greying out buttons draw much nicer. User reported Addon menu was not clearly showing disabled Addons anymore. Commit by nazgul :: r56373 Fix for a typo in scons configuration Commit by campbellbarton :: r56372 minor adjustment to vertex color baking, tag the meshes directly, no need to do via the objects. Commit by campbellbarton :: r56371 cmake - warn when an option is turned off because of boost being disabled. Commit by campbellbarton :: r56370 tweak for epsilon of intersection check, was too small for some cases. Commit by sergof :: r56369 bullet: Fix avoiding collision response between static/kinematic objects Sent patch upstream. Fixes [#35115] Character physics type fails collision with static type with an action on 2.67 rc Commit by campbellbarton :: r56368 fix for reset brushes curve setting a flipped curve Commit by campbellbarton :: r56367 fix for inserting a color-curve point. - was reading outside memory bounds checking the 'x' point. - inserting a point to the right of the last point would add a point to the very left instead. Commit by campbellbarton :: r56366 fix for bug with edge-slide doing UV correction when the faces connected to one of the sliding edges dont have contiguous UV's (or vcols etc). resolve by using faces adjacent to the ones directly connected to the edge that sliding. This isnt a prefect solution but it resolves the common case where an edge slides along a UV seam. Commit by campbellbarton :: r56365 simplify projectEdgeSlideData(), was doing unneeded looping, remove and remove need for visithash also. Commit by dingto :: r56364 Fluid UI: * Display Simulation threads only, when built with OpenMP. Commit by campbellbarton :: r56363 warning cleanup: assignment to unused vars, r56359 changes how brush falloff is used slightly but this isn't so important so just remove falloff adjustment. Commit by mont29 :: r56362 Fix for "new" Cycles handling of textures, UI code assumed all texture users use "texture" as prop name, but at least WeightVG modifiers do not. Fixed by adding a "texture_user_property" member to spacebuts' context, and using it to get the prop identifier in ui script. Thanks to Brecht for its advice! Commit by dingto :: r56361 Fix [#35127] Layout -> Frame doen't exist anymore Commit by blendix :: r56360 Fix #35121: cycles 3D viewport render pause button not working during render. Commit by blendix :: r56359 Fix #34233: bad alpha blending for 3D texture painting. Same changes as the previous fix for 2D image painting were done, and also: * For brushes that do masking (keeping the max contribution to a pixel limited), the alpha from textures is now part of the mask. In many cases the logic worked out the same and where it didn't it used to cause artifacts. * Color interpolation for smear and soften tools now happens in premultipied space, to avoid bleeding of RGB colors from zero alpha areas. * Fix a few cases where byte <=> float conversion was not doing the proper straight <=> premul conversion. * Replace some float division by constants with multiplications, is faster. Note: float texture painting seems to have some issues updating the OpenGL texture, but issue was already there before this commit. Commit by ton :: r56358 Keeping my commit count high! Previous GLSL code had error, the if() statement had to be negated. Commit by ton :: r56357 GLSL display of float buffers with alpha: Previous version worked, now a version with simplifying this GLSL code. Commit by ton :: r56356 This glsl shader works for OCIO with alpha. OSX iMac with ATI. There's no logical reason I can find... but I commit it because many others have the same error, so we can check. Commit by ton :: r56355 Bug fix #35117 Sequencer: Properties region didn't have the general Sequencer keymap, so it didn't respond to "Nkey" to hide the region. Commit by ton :: r56354 Bug fix #35124 Outliner was drawing "Animation" category even when no actions/strips/drivers existed. Would happen after adding Action and unlinking it. Commit by moguri :: r56353 BGE: Fix for [#34383] Blender crash Steering actuator 2.66 -> 2.59 -> 2.66. Reported and fixed by HG1. Commit by campbellbarton :: r56352 fix for crash while drawing editmesh with weights in rare cases when the length was set but array NULL. Commit by campbellbarton :: r56351 fix for out of bounds memory read when running wire-frame tool on empty mesh. Commit by campbellbarton :: r56350 minor changes, BLI_uvproject_from_view was doing matrix multiply for no reason, quiet float/double warning. Commit by campbellbarton :: r56349 BLI_strlen_utf8 was doing size_t / int conversion unnecessarily. Commit by campbellbarton :: r56348 remove unused function: projectf Commit by campbellbarton :: r56347 add vertex color smooth operator. Since the bug was fixed that made blur brush _not_ blur all verts, there is no way to blur vertex colors after baking. While this was hidden it was useful especially for baking vertex colors. Commit by nazgul :: r56346 Solve possible uninitialized variables usage in sequencer draw function Commit by nazgul :: r56345 Fix for fix in alpha de-premul We do not need to premul shader result, opengl is already configured for straight alpha. Commit by campbellbarton :: r56344 quiet warning, color blend c file was missing own include, also minor style tweaks. Commit by nazgul :: r56343 Premultiplication in OCIO shader went wrong, it used to apply alpha on source color after conversion, not on result. Commit by nazgul :: r56342 Apparently better not to use values like 1.0f in GLSL code Fix from debug session of self and Ton, was affecting OSX builds, making GLSL display transform not working on this platform. Commit by nazgul :: r56341 Print error log to the console if OCIO shader compilation failed Commit by nazgul :: r56340 Some color space issues in sequencer: Sequencer was always trying to do GLSL color space conversion, not respecting user settings at all. This failed a lot when RGB curves a used in color management settings. Now sequencer will fallback if GLSL can not be used and will also respect user settings (however, draw pixels are not supported, sequencer always uses 2D textures). Commit by ton :: r56339 "Bug" & usability fix, own collection. Color Pickers in Blender support precision editing with holding Shift key. Unfortunately, on first click the picker cursor moves to the mouse position, making the precision dragging quite useless. Now, if you hold Shift, the picker editing will only apply the delta motion of your mouse drags, making it much nicer for fine tuning of color grades in Sequencer or Compositor. Commit by blendix :: r56338 Fix #35113: solidify modifier not preserving clamp option on duplicating the object or modifier. Commit by blendix :: r56337 Fix part of #34233: bad alpha blending for 2D image painting. This is a very old issue, the formulas here were never quite right, should all work ok now with byte and float images. Some differences: * Colors with zero alpha from the background will never have an influence, so you don't get alpha fringes when painting over such areas. This does give hard edges when looking at the RGB channels alone, but there's no way to avoid that and fringes at the same time, same behavior as other painting apps. * Add/Subtract/Multiply/Lighten/Darken now leave the alpha channel unchanged and work only the RGB channels, again same behavior as many other apps. * Erase/Add alpha now compensates for premultiplied float images to keep the straight RGB colors the same. Next: fix projection painting. Commit by moguri :: r56334 BGE: Small fix to allow clip alpha to work with alpha shadows. Commit by blendix :: r56333 Fix #35102: crash with experimental cycles displacement feature due to uninitialized memory usage. Commit by campbellbarton :: r56332 fix for own commit r56204, wasnt checking edges exist before adding. Commit by campbellbarton :: r56331 real fix for [#35097], (curve cap flipping). previous commit was incorrect, the face flipping depended on the orientation of the curve. fix by passing the bevel direction to the fill function so we can have a reliable front/back. This also gives some speedup for all curve filling since we can avoid calculating the normal since its already known. Commit by campbellbarton :: r56330 fix [#35097] only one curve cap is visible while backface culling is enabled - (again) also replace array copying with memcpy. Commit by campbellbarton :: r56329 fix for regression where tessface weren't recalculated when running loopcut outside of a macro. Commit by nazgul :: r56327 Fixes for color management: - Sequencer preview was clamping float buffers - ACES color space wasn't correct, was noticeable when applying display processor from linear space to display. - Extended sRGB LUT to sRGBf from nuke-default config. Makes sequencer behave much better in sRGB space. Commit by campbellbarton :: r56326 fix for recent commit that allowed incorrectly flushed face selection. Commit by nazgul :: r56325 Revert 56319, misunderstood API This was completely skipping BA step when point goes behind the camera. Commit by campbellbarton :: r56324 edgeslide fixes/tweaks * re-executing edgeslide was using initial mouse coords only. * allow negative smooth * allow more then 10 cuts in RNA limits. Commit by campbellbarton :: r56323 add support for macro redo if all operators in the macro have an exec() this fixes [#35079] Commit by campbellbarton :: r56322 add exec() to loopcut so it supports redo. Commit by sergof :: r56321 game engine: Use 0.04 as default collision margin 0 is to unstable as a default. Commit by nazgul :: r56319 Fix for BA possible move bundles behind the camera In some cases (was noticed on not good enough keyframe pair) bundle adjuster could have moved bundles behind the camera. This could indeed lead to lower rewprojection error but this is just pointless thing to do. Now added check to residuals functor which will return false to Ceres in cases point moved behind the camera to prevent such issues. Commit by campbellbarton :: r56318 fix/feature [#35085] Loop cut slide Loop cut slide now works with multicut. issue is that since edge slide now supports more configurations, cases where loop-cut-slide silently failed before, now slide (albeit in an awkward way at times). Fix this my adjusting the selection of after loopcut so edge slide can properly operate on it. Commit by blendix :: r56317 Fix image painting not adding alpha when 2D painting in the image editor. This code got lost after the optimizations in revision 55033. Commit by nazgul :: r56316 Fix 35091: Blender internal does not render face texture alpha Issue was introduced in svn rev54374. Now made it so image's flag from imagewrap*() argument is checked instead of using tex->ima, which seems how this functions were supposed to work. Doublechecking on this change is really welcome! Commit by blendix :: r56315 Fix preview render not starting in some cases, now starts the preview rendering job if no render result is found and no preview render job is already running. Commit by aligorith :: r56314 Bugfix [#34645] NlaStrip Tweak Mode - No automatic action length sync on exit Originally I was thinking of not restoring this functionality (see report for further details). However, upon rechecking the code, it seems that there was actually a define set up for this already, but which wasn't actually hooked up yet. So, this commit basically exposes this option ("Sync Length") which ensures that when exiting tweak mode on a NLA Strip, that strip instance (and not other users of the same action) will be updated to include the newly added keyframes. This option is not enabled by default, and shouldn't really be needed in most ("intended") workflows. Commit by campbellbarton :: r56309 fix for out of bounds memory access in solidify modifier (hidden by guardedalloc). Commit by campbellbarton :: r56308 add subsurf limits, in RNA, there were none, but subsurf would assert at 29. Checked and subsurf level 11 gives over 3 million faces from a single triangle. So use this as a limit. Commit by nazgul :: r56306 Fix #35082: Blender Freeze when change smoke domain setting Issue was introduced by svn rev56273 and was caused by both smokeModifier_do and smokeModifier_reset (which is called from smokeModifier_do) do mutex lock/unlock. This lead to quite undefined behavior caused by the same thread released mutex twice. Solved by not locking mutex from inside routines calling from smokeModifier_process -- mutex is locked in parent function anyway. Commit by blendix :: r56305 Fix a few more cases where an operator should not show in the search menu. Commit by blendix :: r56304 Fix #35080: freestyle Fill Range by Selection operator giving error when invoked without a linestyle. Commit by blendix :: r56303 Fix #34172: cycles BVH build crashing in some rare circumstances on 32 bit linux. The problem was (again) the x86 extended precision float register being used for one float value while the other was rounded to lower precision. This caused the strictly weak order requirement for std::sort to be broken. Commit by sergof :: r56302 game engine: Use bullet's default contact processing theshold Blender's old default of 1 was too small here. Now we don't override the default. If it's really needed to use a smaller value here, the property should be first exposed in the ui, but don't think this is necessary. Fixes [#35076] Dynamic objects have periodic glitch in velocity when on an incline Commit by sergof :: r56301 rigidbody: Code cleanup Remove outdated comment. Commit by mont29 :: r56300 Fix [#34545] Render layer name is unwantedly translated in composite node editor Some enums' items actually are generated from data (like the render layers of compo nodes), so they should not be translated. Added a PROP_ENUM_NO_TRANSLATE new RNA flag to tag those enums (only found those for nodes, but may be more of them around). Also fix similar issue in main list of render layers (Py UI code! :P ). Commit by campbellbarton :: r56299 style cleanup Commit by lockal :: r56298 minor fixes for freestyle - update copying code for linestyles to copy gaps - update copying code for freestyle line modifiers to copy mapping flags and seeds - fix drawing code for Material modifiers after a recent refactoring Commit by campbellbarton :: r56297 individual inset was missing relative option. Commit by blendix :: r56296 Fix freestyle crash due to freed memory access. The render data needs to be freed first, and then the scene that it used. Commit by blendix :: r56295 Fix part of #34640: vertex color blur brush would average face corner colors at vertices for the entire mesh, which meant that discontinuous face colors would be lost for unrelated parts of the mesh too. Now only vertices within the brush radius will be affected. Commit by blendix :: r56294 Fix #35077: cycles incorrectly rendered an empty with dupligroup that was dupliverted by its parent. Commit by blendix :: r56293 Fix part of #34640: colors darkening when using the vertex paint blur tool. The problem was that vertex colors only have 8 bits of precision, and integer division always rounds down, so after some color blending iterations everything gets darker. Instead use integer division that behaves like round() instead of floor() for blending operations. Commit by gaiaclary :: r56292 fix:#35073 face normals calculation used wrong mloop index Commit by nazgul :: r56291 Fix #35074: Image editor shows color banding on rendered images (even with dither set to 2.0) Mistake in one of changes to GLSL display function, missed fallback mode in case dither is non-zero, Commit by campbellbarton :: r56290 ruler tweak: don't, snap to edit-object, because it didnt work well when modifiers are applied in editmode. Commit by campbellbarton :: r56289 ruler snapping - draw snap circle to make it more obvious when snapping succeeds. - when not in wire-view, snap to the surface when adding new rulers. Commit by aligorith :: r56288 Bugfix [#35075] Physics Panel of Particles Fluid is Truncated Some RNA Properties were not updated in UI scripts after a recent refactoring there removing "use_" prefix from some of the boolean properties (strangely though, while every other property attached to SPHFluidSettings.flag has gone from "use_factor_blah" to "factor_blah", use_factor_density still keeps the old prefix). Commit by campbellbarton :: r56287 ruler snap adjustments - when in wireframe mode: don't snap to faces, instead snap to the closest edge/vertex. - when not in wireframe mode: snap to the front-most element (was a problem that it could snap to an edge/vert behind the face) - reduce the distance for selecting ruler points, was too easy to accidentally drag a ruler. Commit by campbellbarton :: r56286 fix [#35072] View name of 3Dview is clamped in Japanese just increase size of string to allow for utf8 chars. Commit by xercesblue :: r56285 Fix #29932 Left Shift + Numpad 1,2,3 not Aligning to Active Intermediate Shift+Key messages were resetting modifier flags. Commit by blendix :: r56284 Fix build error with scons + msvc, needs pthread include. Commit by blendix :: r56283 Fix two more high DPI / retina draw issues with running jobs in info header and the node tree name in the node editor. Commit by blendix :: r56282 Fix #34806: rigid body world settings were not copied with a full scene copy. Now copying a scene will also duplicate groups that consist entirely of objects that are duplicated with the scene. The rigid body world will then also pointers to these new groups. Commit by blendix :: r56281 Fix crash going to a scene with no camera, with an inactive 3D viewport space. The regions of the space are stored in a different place depending if it is active or if another space is in use. The code here was iterating over both but it should be only one because the other might contain regions of another space. Commit by blendix :: r56280 Fix rigid body world Solver Iterations not showing in UI and throwing python error. Commit by campbellbarton :: r56279 minor fixes - build with netbsd works again. - select uv more/less was crashing when called outside image space. - node RNA property update was crashing when not called in node space. Commit by blendix :: r56278 Fix #34714: cycles viewport render would restart when minimizing and unminimizing a maximized Blender window in Ubuntu Unity. The window size would slightly change as part of the unminimize effect. Now cycles waits 0.2 seconds before restarting rendering after a viewport resize, also a bit less flickery when changing the 3d view size in Blender itself. Commit by blendix :: r56277 Fix cycles build error, RNA C++ API did not properly handle output parameters. Commit by blendix :: r56276 Fix flickering black tiles in preview render, after viewport render commit, it's nicer when the new preview draws over the old one. The code was changed so that the render result is freed all the time because freestyle manipulates render layers. Now it only does it when freestyle is enabled so cycles and regular blender internal can still avoid it. Commit by blendix :: r56275 Fix blender internal preview rendering continuously restarting after recent viewport render changes. Actually was an older issue that would cause unnecessary preview render restarts if the render result was not allocated before it was drawn. Now the render result is being reallocated each time for freestyle which made the issue worse. Commit by campbellbarton :: r56274 rna api function scene.ray_cast now returns the object and its matrix (incase its a dupli). Commit by blendix :: r56273 Fix #34783: smoke simulation crash when changing frame while preview rendering. Added a mutex lock for smoke data access. The render was already working with a copy of the volume data, so it's just a short lock to copy things and should not block the UI much. Commit by blendix :: r56272 Fix #35068: bpy.ops.node.output_file_add_socket() now works on the active node if there is no "node" in the context, for scripting convenience. Commit by lukastoenne :: r56271 Fix for #34739 and #35060, avoid ambiguity in compositor viewer nodes. The design changes coming with pynodes for the node editor allow editing multiple node groups or pinning. This is great for working on different node groups without switching between them all the time, but it causes a problem for viewer nodes: these nodes all write to the same Image data by design, causing access conflicts and in some cases memory corruption. This was not a problem before pynodes because the editor would only allow 1 edited node group at any time. With the new flexibility of node editors this restriction is gone. In order to avoid concurrent write access to the viewer image buffer and resolve the ambiguity this patch adds an "active viewer key" to the scene->nodetree (added in bNodeTree instead of Scene due to otherwise circular DNA includes). This key identifies a specific node tree/group instance, which enables the compositor to selectively enable only 1 viewer node. The active viewer key is switched when opening/closing node groups (push/pop on the snode->treepath stack) or when selecting a viewer node. This way only the "last edited" viewer will be active. Eventually it would be nicer if each viewer had its own buffer per node space so one could actually compare viewers without switching. But that is a major redesign of viewer nodes and images, not a quick fix for bcon4 ... Commit by blendix :: r56270 Fix #35008: compositing nodes viewer border (ctrl + B) not working correct inside node groups. Commit by campbellbarton :: r56269 allow to scale and rotate from edge/vertex slide. Commit by campbellbarton :: r56268 fix for crash changing transform modes rotate/edge-slide/grab. setCustomPoints() assumed allocated member was big enough which wasnt the case when switching from rotate. Commit by blendix :: r56267 Fix #35063: GLSL texture node Value output was not outputting alpha. Commit by blendix :: r56266 Fix material node editor not working when Blender Game is selected as render engine. Commit by campbellbarton :: r56264 use more rna-constant name for bevel clamping. Commit by campbellbarton :: r56263 fix relating to r56260, when in vertex paint mode the mesh would have tessfaces allocated, which prevented baking from updating vertex colors. baking now clears tessfaces. Commit by campbellbarton :: r56260 fix glitch where vertex baking wouldn't always refresh the mesh. Commit by howardt :: r56259 Fix bug #34611: bevel overlap limit The previous fix limited overlap, but is sometimes too conservative, and artists want way to turn off the limiting, so added 'Allow Overlap' option to modifier. Commit by campbellbarton :: r56258 fix [#34657] Smoothing will not be updated in object mode, when hiding faces in edit mode and changing shape. remove the option to skip hidden faces in BM_mesh_normals_update, use openmp to speedup recalculation for high poly meshes. Commit by campbellbarton :: r56257 fix for mistake in own recent commit r56249 with rna_EffectorWeight_path Commit by campbellbarton :: r56256 simple optimizations for bvhtree_from_mesh_faces() for editmesh, was quite inefficient (unneeded loops, not breaking out of face loop early). also correct own oversight - use TRANSFORM_DIST_MAX_RAY rather then when checking for max value in snapDerivedMesh. Commit by kjym3 :: r56255 Fix for broken Material color/alpha/thickness modifiers. Reverted part of the trunk revision 56234 (RNA attribute consistency edits). Commit by campbellbarton :: r56254 alternate fix for [#24887] - r33294. Casting a ray onto an editmesh was building a derivedMesh, raytree, then freeing for every ray-cast. Noticed while using ruler+snapping in editmode. Instead of attempting to align the MFace and edit-mesh tessfaces, just use editmesh for ray-casting. Commit by kjym3 :: r56253 Fix for full-sample anti-aliasing (FSAA) not working with Freestyle. Reverted the trunk revision 56136 and part of revision 56127 concerning the local Main for Freestyle and temporary scene generation for stroke rendering. The function do_merge_fullsample() in pipeline.c has access to the Scene of each Render, so that the temporary Scene generated by Freestyle has to be kept for FSAA even after stroke rendering has been done. By the same token, the local Main has been moved from the BlenderStrokeRenderer class to Render. It is noted that free_all_freestyle_renders() in pipeline.c is intended to get the temporary Scene of each Render released specifically taking account of the FSAA case. Commit by nazgul :: r56251 Apparently this files had native eol set in svn props, but in fact were using windows-like eol. Sthis screwed up meld and branch diffs here. Shall be no functional changes. Commit by campbellbarton :: r56250 use string escaping when renaming animation paths - BKE_animdata_fix_paths_rename() Commit by campbellbarton :: r56249 fix [#34958] keyframe many items would fail if there was a (") in the text. Commit by lukastoenne :: r56247 Another little fix for #35010. Added better labeling for node groups, so it's possible to see which node group type the sockets in the node tree view belong to. Otherwise would be virtually impossible to use it. Commit by campbellbarton :: r56246 remove negated string macros from BLI_utildefines.h, were unused and can just use !STREQ(...) Commit by nazgul :: r56245 Strip unneeded folders and files from numpy Commit by campbellbarton :: r56244 fix [#34894] Ruler/Protractor: While it's active, one can open the file browser for file saving + Crash Commit by nazgul :: r56243 Buildbot tweaks Add numpy installation to blender player configuration, this is so because player is building first and it installs python, which prevented numpy installation from blender configuration. Commit by campbellbarton :: r56242 fix [#35055] Crash in Edit Source feature for multilevel menus dont show the option when operating on a menu since its not supported. Commit by campbellbarton :: r56241 fix for issues with ruler - disabling ruler snap wasn't setting the points depth back to its previous value before snapping. - adding a new ruler uses the depth of the previous active ruler (fallback to view center as before) - deleting the ruler now sets the prev/next ruler active. Commit by blendix :: r56240 Fix #35058: Mesh > Edge/Face > Bevel would do vertex bevel if that was used in the operator the previous time. However for these menus it makes more sense to always use edge/face bevel and to leave vertex bevel for Mesh > Vertex > Bevel. Commit by campbellbarton :: r56239 minor changes to get numpy working with locally bundled python. - enable site-packages for bundled python distrobution, py3.2 had a problem where it would try to parse headers we didnt include, but its resolved now. - workaround for glitch I was having on arch-linux where lib64 would be be used for the bundled python directory when it was just a symlink. Commit by psy-fi :: r56238 Fix missing feature: fit mask stencil to aspect. Commit by psy-fi :: r56237 Fix issue reported by Campbell: Move texture existence check out of loop and exit ovelay display early. Avoids possible garbage value reading. Thanks! Commit by campbellbarton :: r56236 edit to r56235, min/max are common abbreviations used in rna. Commit by lukastoenne :: r56235 Added registerable size properties for node types in RNA. This allows pynodes to define min/max and default width for nodes. Height is also registerable, but will be ignored for the standard node layout doable with pynodes atm (height is calculated automatically based on sockets and extra buttons). It might be usable in the future, for now just added for completeness. Commit by campbellbarton :: r56234 rna attribute consistency edits, use common prefix for booleans. Commit by campbellbarton :: r56233 style cleanup Commit by aligorith :: r56232 Bugfix [#34869] Switching actions does not trigger animation refresh Changing actions via RNA (or apparently from the Action Editor browse menu too) didn't perform all the necessary updates/tagging/recalc needed to have the results of the new action get immediately applied in the 3D view. This caused problems for exporters, as the first frames exported would be incorrect (though this could probably be worked around by manually stepping the current frame forward one frame then back again). Commit by psy-fi :: r56231 Allow hiding separate hiding of overlays on stroke. Commit by psy-fi :: r56230 Add stencil control for mask overlay. Key combinations are the same as regular stencil but use Alt as well, so Alt-Rclick is translation, Alt- clamping to avoid scaling of stencil to zero. Commit by campbellbarton :: r56229 fix for UI annoyance with popups (such as new image popup) opening their menus to the right of the button. Commit by psy-fi :: r56228 Overlay fixes: * Clobbering enum * Cursor overlay not dependent on mapping (again!) * Brush overlay not updating when size is tweaked Commit by blendix :: r56227 Fix #35056: crash running bpy.ops.transform.rotate() in background mode. Commit by campbellbarton :: r56226 fix [#34706] Projection precision is zoom dependent ED_view3d_project_float functions were rounding the results. Commit by blendix :: r56225 Fix part of #34882: mesh active face not drawing stippled with the mirror modifier. Commit by psy-fi :: r56224 Fix silly mistake, cursor overlay does not depend on any brush texture mapping Commit by campbellbarton :: r56223 fix/workaround [#34983] bpy.ops.mesh.primitive_torus_add() ignores rotation-parameter Commit by psy-fi :: r56222 Overlay refactor: Allow separate control for tex/mask/cursor overlay. This commit implements separate overlays for mask textures and cursor curves. The user can turn on and off separate parts of the overlay by using the appropriate widgets. The cursor overlay widgets are located at the tool selection panel Also fixed alpha masks not getting correctly masked and mask texture mapping not having the correct update callback Commit by campbellbarton :: r56221 from bug report [#34984] bmesh.ops.recalc_face_normals() ignores use_flip=True the name `use_flip` is misleading, option in fact tags faces that have been flipped, rename to `use_face_tag` Commit by campbellbarton :: r56220 fix [#35007] clipping border error add clip option to ED_view3d_win_to_ray(), ED_view3d_win_to_segment() Commit by campbellbarton :: r56219 add clip_segment_v3_plane_n() to clip a line segment to planes (as used for view clipping). use in ED_view3d_win_to_segment_clip() and fix error, was clipping by only 4 planes rather then 6. Commit by campbellbarton :: r56218 code cleanup: remove duplicate function _det_m3(), clip_line_plane was copying a vector for no reason. Commit by mont29 :: r56217 Yet another Stupid Stub Fix™! Commit by campbellbarton :: r56216 fix for scaling on individual center in mesh editmode when the object has non-unit matrix. (own error when adding support for axismtx in editmode) Commit by lukastoenne :: r56215 Nicer registration mechanism for node categories. The lists of node categories and items are now stored in a dictionary with an identifier key, so they can be registered and unregistered individually. The Add menu is now persistent and gets extended with a draw function for each of the registered node category lists. This allows pynodes to define their own list of node categories and items and register it at runtime without interfering with the standard nodes. Commit by campbellbarton :: r56214 fix own mistake updating edge slide, even edge-slide was broken Commit by blendix :: r56212 Fix part of #34746: crash importing certain collada files with armatures. It still imports the armature wrong though. Commit by campbellbarton :: r56211 tweak to vertex slide drawing, reduce line alpha, could cover vertex and make it hard to see whats happening. Commit by blendix :: r56210 Fix #35051: when viewing a complex node setup in the material properties, the properties were continuously redrawing, which slowed down everything else. The problem was integer overflow, with a short only capable of storing values up to 32767. Note that sockets are collapsed by default since the previous release, and that's it's not very useful to edit such complex node setups in the properties editor, it's mainly meant for simple setups or group nodes to present just a few sockets. Commit by nazgul :: r56209 Fix #34350: Maya Keyboard map preset problems Two main things: - Made a python operator for selection in a viewport which will de-select everything if nothing is under the mouse. To do so needed to modify VIEW3D_OT_select, so invoke sets mouse location which is later used by exec function. This way it's possible to select stuff from python defined operator. Not best-ever solution since ideally exec() shall not do OpenGL stuff, but we've got this issue in some other operators. We'll solve this later. - Used a keymap from Gianmichele Mariani as a reference, updated his keymap to latest changes in operators. We shall match Maya keymap much better now, thanks for the keymap dude! Commit by blendix :: r56208 Attempt to fix #35041 and #34725: cycles crash with OSL and both a 3D viewport and preview running at the same time. It seems there's something in OSL/LLVM that's not thread safe, but I couldn't figure out what exactly. Now all renders share the same OSL ShadingSystem which should avoid the problem. Commit by blendix :: r56207 Fix #35054: adjust tooltip for Render Border option in 3D view panel to say it has an effect outside of the camera view. Commit by aligorith :: r56206 Bugfix [#34836] Crash when driver variable has path == 'data' Most of the places which relied on RNA_path_resolve() did so believing that if it returned true, that it had found a valid property, and that the returned pointer+property combination would be what the path referred to. However, it turns out that if the property at the end of the path turns out to be a "pointer" property (e.g. "data" for Object.data), this would automatically become the pointer part, while the prop part would be set to null. Hence, if a user accidentally (or otherwise) specifies a path for the single-property driver variable type like this, then Blender would crash. This commit introduces two convenience functions - RNA_path_resolve_property() and RNA_path_resolve_property_full() - which mirror/wrap the existing RNA_path_resolve() functions. The only difference though is that these include a check to ensure that what was found from resolving the path was in fact a property (they only return true iff this is the case), and make it explicitly clear in the name that this is what they will do so that there's no further confusion. It is possible to do without these wrapper functions by doing these checks inline, but the few cases that had been patched already were pretty hideous looking specimens. Using these just make it clearer and simpler for all. I've also beefed up the docs on these a bit, and changed these to using bools. Commit by campbellbarton :: r56205 missed setting loop edges in previous commit. Commit by campbellbarton :: r56204 fix [#35026] Curve build modifier Commit by nazgul :: r56203 Footage information panel Displays such information as current frame dimension, frame number within image sequence/movie and in case of image sequence input displays current file name of a frame. Not entirely happy with such approach, but was requested a lot by artists. Commit by psy-fi :: r56202 Support more mapping modes for alpha masks. Tiled, stencil and random Commit by nazgul :: r56201 Fix #35037: Compositor: MultilayerEXR + undo loses image. Crash when selecting in Image Editor Issue was cause dby ima->ibufs being stored in a ma on undo/redo and ima->rr not. In case of multilayer image ibufs hares pointer with render result, so current undo/redo policy lead to a dead pointer stored in ibuf. Made it so ima->rr also stores in the map and restores on redo/undo keeping all the pointers fine. Commit by nazgul :: r56200 Fix #35039: two other issues with curve caps - Skip filling caps if spline is cyclic - Use hard limit of 1024 for curve resolution Commit by nazgul :: r56199 Update Ceres to current upstream version This brings a fixes for threading issue in BLAS making BA step more robust (there were some in-detemrinacy caused by this threading issue). Also brings some optimizations, which does not directly affect on blender. Commit by campbellbarton :: r56198 fix for error in own recent changes to vertex weight drawing in editmode. where disabling show_weight, the colors would still draw. Commit by campbellbarton :: r56197 revision r56196 adding uv select more/less used 4 nested 'for' loops, rewrite to use only 2. also use generic, reusable functions for selection flushing so each operator doesn't need to implement its own. and merge more-less operation into the same function, just call the selection flush function with select/deselect arg. Commit by campbellbarton :: r56196 remove unneeded null checks from commit r56194, also minor style cleanup. Commit by sergof :: r56195 rigidbody: Add function to perform convex sweep test This is a experimental collision detection function, so the API might change in the future. Note: The simulation needs to be stepped before this function can be used, otherwise the rigid body world might not be valid. Patch [#34989] Bullet Convex sweep test API by Vilem Novak (pildanovak), thanks! Commit by lockal :: r56194 Add Select More (ctrl np+) and Select Less (ctrl np-) to UV editor These tools allow to extend or shrink uv selection like in edit mode, but also take selection mode, sync mode and sticky mode into account. Commit by lukastoenne :: r56193 Fix for NULL pointer bug, reported by Jens Verwiebe in IRC. ED_node_tag_update_id tries to get a node tree from the active id pointer, but this only works for standard node types, not for pynodes. Commit by campbellbarton :: r56192 fix [#35043] Camera view breaks with multiple scenes and the "view center camera" action. Commit by mont29 :: r56191 Fix for add nodes search box showing nasty "UUUUUUUU"-like entries with some python builds... Workaround for an issue with python: strings generated by py scripts should also exist in python as long as they are used in C. Else C code may access freed memory. Simply store the generated list of items in the class, for now. :/ Commit by campbellbarton :: r56190 missed this previous commit (r56188), using normalized angle function. Commit by campbellbarton :: r56189 utility function volume_tetrahedron(), for mathutils and BLI math. Commit by campbellbarton :: r56188 code cleanup: avoid unneeded normalizations when joining tris -> quads, also correct assert with edge-collapse-decimate. Commit by kjym3 :: r56187 Minor code clean-up & removal of unused code segments. Commit by kjym3 :: r56186 Fix for a crash due to uninitialized local Main (introduced in revision 56127). Commit by lukastoenne :: r56185 Removed the group_tree_idname property from node types. This was a bit of a hack to associate node group types to specific tree types for node group operators. Since the node group operators now work independent from this property (see r56183) that property is no longer needed and just pollutes the bNodeType struct. Commit by campbellbarton :: r56184 revert own change from 56177, game bounds can be useful to see in editmode, also use gcc attributes for smallhash header and some style edits to recent commit. Commit by lukastoenne :: r56183 Fix #34846, Node->Ungroup menu entry is broken. The standard node group operators now don't require the node_type string property any more. They are limited to the Shader, Compositing and Texture node tree types and will pass through for other (pynodes) tree types. Associated node group types are hardcoded. The original rationale for adding the node_type property was to allow node group operators work generically on any node group type automatically. The problem is that detecting the appropriate node group type and node tree type to use for a group depends on using a node base type. Due to the fact that RNA does not allow multiple inheritance (mixin classes) this is impossible to achieve if node types also have to use a base type such as ShaderNode, CompositingNode or TextureNode. The idea is now to just "make it work" by limiting the node group operators to the standard tree types. For future pynodes we can implement these operators nicely in Python, which will allow pynodes to use mixin base classes or derive their own operator types and re-use the same keymapping. Commit by campbellbarton :: r56182 skip checks in statvis_calc_thickness(). also remove paranoid NULL checks in smallhash.c Commit by campbellbarton :: r56181 fix [#35025] Mesh Debug samples strange behavior Commit by alexk :: r56180 Forgot disable else and it became: else /* */ break; Caused a crash on Windows on alt-key when a tablet was plug in. Commit by campbellbarton :: r56179 code cleanup: minor improvements to scripts. - make wm-property operators use INTERNAL option. - make console use str.expandtabs() rather then replacing tab->spaces. Commit by campbellbarton :: r56178 code cleanup: simplify python rigidbody operators. Commit by campbellbarton :: r56177 fix for glitch in object drawing, color of texspace was last used editmode draw color. also disable BGE bounds drawing when outside of object mode. Commit by campbellbarton :: r56176 code cleanup: remove unused var from drawobject 'warning_recursive'. also remove unused colors from 'colortab'. Commit by nazgul :: r56175 Bring back support of FFmpeg >= 0.7 After planar codecs support minimal FFmpeg was bumped to 0.10 which was not so much nice because it was only released only later last year. Didn't find a way to make compatibility code local in ffmpeg_compat, so there're some ifdefs in audaspace and writeffmpeg. Not entirely happy, but having a bit of ifdefs in code better than lots of real PITA for platform maintainers. Commit by mont29 :: r56174 Restore usage of difflib's quick_ratio()... Don't actually know what happens here, my tests with timeit showed it much slower than ratio(), but real-life says the contrary... Commit by campbellbarton :: r56173 style cleanup: edge slide Commit by campbellbarton :: r56172 uv project from camera now sets defaults so the image maps to the camera bounds, also rename newly added `Mesh Debug` -> `Mesh Analysis` Commit by mont29 :: r56171 Usual Stupid Blenderplayer Stub Fix™! :P Commit by ton :: r56170 UI drawing fix: Wrongly replaced a "&" with "|" for a define. That made node headers in node editor draw too dark. Also made header for default node not use alpha. In general this drawing is not very good - it gets too transparent and dark. Needs nicer AA function in interface, will be done later. Commit by gaiaclary :: r56169 Added minimal support for progressbar in python Commit by nazgul :: r56168 Fix #34818: Sculpting Mode only rotates around geometry origin (bring bug back) Made it so average coordinate of previous stroke is used as a viewport rotation center when Rotate Around Selection is enabled in user preferences. Commit by mont29 :: r56167 More fix (cleanup) to r56063: remove call to RNA_create_pointer, it has already been called by uiButGetOperatorPtrRNA() if needed. (I thought it would also copy idproperties, but as it does not...). Commit by mont29 :: r56166 Py API doc generation: add bpy.app.translations module, and fix a few errors found while building the doc. Thanks to Campbell for review. Commit by campbellbarton :: r56165 fix for crash in r56063, was just missing an ID property copy (which menu does) Commit by campbellbarton :: r56164 fix for bug where edge slide could set mouse start/end points to the same value - so you couldnt move the edge loop at all, now check that the screenspace projection of the start/end points have some length and fallback to fixed offset if none do. also rename confusingly named vars. Commit by campbellbarton :: r56163 fix for incorrect edge slide interpolation at loop endpoings with ngons. Commit by campbellbarton :: r56162 fix [#35009] Edge/Vertex Slide issue using G-G. add support for edge slide on boundary edge loops as well as loops with mixed in boundary faces. Commit by lukastoenne :: r56161 Fix for bug reported by Dalai Felinto on IRC, crash in blenderplayer after r56055. The ntreeUpdateTree function uses G.main, which is not defined in blenderplayer (NULL). Using G.main is in itself an ugly hack required for the node verification. Just added a sanity check for now. Commit by campbellbarton :: r56160 code cleanup: edge slide, avoid building BVH tree, more logical var names. Commit by campbellbarton :: r56159 fix for incorrect edge loop slide direction when one of the loop sides was lost walking around the loop. Commit by campbellbarton :: r56158 code cleanup: remove unused vars in edge slide, only store the initial vertex coords rather then a copy of the whole vertex, name edge slide directions a/b rather then up/dowb. Commit by campbellbarton :: r56157 simple optimization, replace BM_face_other_edge_loop() with BM_loop_other_edge_loop() in situations where the loop is known this avoids a lookup. Commit by campbellbarton :: r56156 style cleanup Commit by dfelinto :: r56155 BGE: Extend Framing Mode + Camera sensor
16 Comments so far. Leave yours.
04:54 June 2nd, 2012
@fish : thank .. now your blender build running well on my new ubuntu 12.04
11:08 May 17th, 2012
too much changed between narwhal and ocelot :-(
as i changed the build systems from meerkat to ocelot the builds dont run anymore on narwhal and meerkat and i did not find a solution (yet)
i just forgot to update the description text...
so apart from upgrading there is not much you can do at the moment ;-(
too much changed between narwhal and ocelot :-(
as i changed the build systems from meerkat to ocelot the builds dont run anymore on narwhal and meerkat and i did not find a solution (yet)
i just forgot to update the description text...
so apart from upgrading there is not much you can do at the moment ;-(
05:05 May 14th, 2012
my OS Ubuntu 11.04 (Natty Narwhal)
thank.. fish.
your recent build(2.63) did not work for me error :
libstdc++.so.6: version `GLIBCXX_3.4.15' not found (required by ./blender)
but your old build(2.62) work fine : )
i am your big fan : )
my OS Ubuntu 11.04 (Natty Narwhal)
thank.. fish.
your recent build(2.63) did not work for me error :
libstdc++.so.6: version `GLIBCXX_3.4.15' not found (required by ./blender)
but your old build(2.62) work fine : )
i am your big fan : )
03:41 May 3rd, 2012
error :
libstdc++.so.6: version `GLIBCXX_3.4.15' not found (required by ./blender)
libstdc++.so.6: version `GLIBCXX_3.4.15' not found (required by ./blender)
02:55 March 16th, 2012
11 .
In rev 44900 i have a problem. When I unwrap model and next go to texture paint mode the grid from UV/Image Editor window disappear.
This is build bug or compiling ?
Thanks for Your builds they are Great.
In rev 44900 i have a problem. When I unwrap model and next go to texture paint mode the grid from UV/Image Editor window disappear.
This is build bug or compiling ?
Thanks for Your builds they are Great.
01:43 January 22nd, 2012
i always compile and include all kernels :-P
ls 2.61/scripts/addons/cycles/lib/
kernel_sm_10.cubin kernel_sm_11.cubin kernel_sm_12.cubin kernel_sm_13.cubin kernel_sm_20.cubin kernel_sm_21.cubin
ls 2.61/scripts/addons/cycles/lib/
kernel_sm_10.cubin kernel_sm_11.cubin kernel_sm_12.cubin kernel_sm_13.cubin kernel_sm_20.cubin kernel_sm_21.cubin
10:20 January 21st, 2012
Hey, would you please precompile the cuda kernels? For a while I wondered why some graphicall worked with my gpu (Nvidia GTX 240) and some will crash the computer due to excessive memory usage. Turns out the kernels can be precompiled. I don't know why exactly, but somehow some people on graphicall can precompile these kernels without actually crashing their machines... but - understandably as it takes a lot of time - they stopped doing so.
It would be really nice if you could include precompiled Kernels,
It would be really nice if you could include precompiled Kernels,
01:30 November 25th, 2011
thx :-)
blend.polis has a IRC channel on freenode as well
I am almost always there :-)
blend.polis has a IRC channel on freenode as well
I am almost always there :-)
11:56 November 24th, 2011
Hello Fish
This Build seems to do quite well, my nvidia is now working with cuda *freu* Yesterday my system updated some nvidia stuff, that is why I tried again. Maybe my Bug report on their site helped? Congrats for your builds. is there a section on blendpolis how to do so? German would help with a quite technical issue like this..
This Build seems to do quite well, my nvidia is now working with cuda *freu* Yesterday my system updated some nvidia stuff, that is why I tried again. Maybe my Bug report on their site helped? Congrats for your builds. is there a section on blendpolis how to do so? German would help with a quite technical issue like this..
01:44 November 15th, 2011
Ehi, you did it, I think. No more crashes since r 41825. :)
P.S.: the zip says "r41825", not "r41785" as written at the top.
P.S.: the zip says "r41825", not "r41785" as written at the top.
06:08 November 11th, 2011
no problem :-)
I am searching for days/weeks already for the cause of the crash ...tried all kinds of oiio/boost versions...still no luck :-(
I am searching for days/weeks already for the cause of the crash ...tried all kinds of oiio/boost versions...still no luck :-(
02:00 November 10th, 2011
Hey Fish, thanks a lot for all your builds, I used them extensively; apart from the Cycles build, dunno why but only with your builds I always (and still with this one) got an instant crash as I try to render in Cycles uvmapped and textured objects. This doesn't happen with builds from other people.
This is not intended to be offensive, on the contrary it was to say thanks to you and to make you aware that there is probably something wrong (libraries maybe?) in your compiling pipeline, I suppose...
This is not intended to be offensive, on the contrary it was to say thanks to you and to make you aware that there is probably something wrong (libraries maybe?) in your compiling pipeline, I suppose...
12:06 May 2nd, 2011
tested on Ubuntu 11.04 :-)
sudo apt-get install libopenal1 openexr libavformat52 libavutil50 libswscale0 libavdevice52 libfftw3-3
or install those packages via synaptic and it should work
sudo apt-get install libopenal1 openexr libavformat52 libavutil50 libswscale0 libavdevice52 libfftw3-3
or install those packages via synaptic and it should work
00:43 April 29th, 2011
if blender doesnt start on "clicking" the executable (if you dont start it from a terminal)
some libraries/packages might be missing
sudo apt-get install libopenal1 openexr libavformat52 libswscale0 libavdevice52 libfftw3-3
in a terminal or locating those packages in synaptic and installing them should get it working :-)
some libraries/packages might be missing
sudo apt-get install libopenal1 openexr libavformat52 libswscale0 libavdevice52 libfftw3-3
in a terminal or locating those packages in synaptic and installing them should get it working :-)
Feeling talkative?
Log in to leave a comment.
Log in to leave a comment.


text:
I loved everything about the movie!
The film itself wasn't bad, but it will never beat Robin Williams.
Loved the way the characters reflected the teens who chose them. Movie was lots of fun. Thoroughly enjoyable viewing. Can't agree with the prudes who are complaining about the "skimpy" outfit. You see more skin on any beach (and often in town) and it fit with the "man-killer" character. And those complaining seem to have missed the point - the teenager learned how to believe in herself, that she had power and didn't have to be afraid to face boys.
karen is haaaaaaaaaaaaawt
Soooo much fun!!!
Would see it again and again.
Thank you!
funny, very enjoyable! jack black is hilarious!
Was a wonderful family fun movie
Had a couple of adult themed scenes but nothing too offensive
Light mindless but fun
It was a money grabber
Went with no expectations. Was a very fun, entertaining, ride, which is exactly what I wanted on a cold winter's night! Excellent cast and then you throw in a Jonas! What more could you want?
Fun ride, but all surface, no depth (like its predecessor). Nothing wrong with that, though. Notice that this is a short, spoiler-free review that was not written by a prudish and imbecilic teacher. Brevity is the soul of wit. Look into it.
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subset: commoncrawl


text:
The Extinction Game-mode Teaser of Call of Duty: Ghosts.
Editor's Note: RealGamerNewZ has moved web servers, some older posts can no longer be commented on and have been preserved without their images. Thank you for your understanding in this matter. This article was written by Louis Thompson on 20131028 and was last modified on 20131028 .


text:
Jim Ellis Buick GMC Mall of GA in Buford is the New & Used GMC, Buick Car and Truck Dealer Choice in the Greater Atlanta Area
Jim Ellis Buick GMC Mall of Georgia in Buford has one of the largest inventories in the Southeast at our new and used cars dealership. We have a complete lineup of new Buick and GMC models for sale for Atlanta area drivers, as well as pre-owned cars, trucks and SUVs for the Duluth, GA, Gainesville and Alpharetta region. We are dedicated to providing you with a great car-shopping experience and our customer care continues long after you buy or lease a Buick or GMC thanks to our dedicated car service and auto repair team. The Jim Ellis Buick GMC dealership, serving the Atlanta area, makes the process of securing your next vehicle easy. Stop in and see what makes us different! We're reliable Buick, GMC dealers near Atlanta and one of the top car dealerships in Buford, GA.Our experts will gladly take you for a test drive in one of our stylish new Buick GMC models for Atlanta and Duluth, GA area drivers, including the new GMC Terrain Acadia, Sierra 1500, or Sierra 2500. We also have other new GMC trucks to test drive as well. You can also explore Buick models, like the new Cascada, Buick Enclave, Verano; and Encore. We would love to bring you up to speed on every aspect of the vehicle you're considering explaining all the features, upgrades and safety features. You can easily visit our new Buick and GMC dealership in Buford near Atlanta in person by following our simple Dealership: Directions to the Mall of Georgia. We serve drivers from Alpharetta, Gainesville, GA and beyond! We're your top dealer for Buick and GMC trucks and SUVs.
At Jim Ellis Buick GMC Mall of Georgia, we also offer a great selection of used cars, trucks and SUVs and are well known as a quality used Buick and GMC dealer for the Atlanta metro area. Our certified used inventory is hand-picked to give you the very best pre-owned vehicles to choose at our Buford dealership. We take photographs of each vehicle on the lot, and provide you with every detail available about our pre-owned cars online. Every vehicle is thoroughly inspected by our mechanics to ensure that they are in excellent condition. You will find that our Buford used cars are competitively priced to sell and in top condition. Visit our used Buick car dealership, serving Atlanta, and let us help you find the used Buick, GMC or pre-owned vehicle that meets all of your needs!
In addition to the great inventory of new and used cars, trucks and SUVs we offer at our Buick and GMC car dealership near Atlanta, we also provide many other automotive services. You can rely on our team of finance experts to help you secure the car loan or Buick, GMC lease in Buford and the surrounding Duluth, GA, Atlanta and Alpharetta area that works for you. We want our customers to drive away in their new ride feeling confident and happy.
Jim Ellis Buick GMC Mall of GA also has a car service and repair center in Buford where you can bring your vehicle for quality routine maintenance or larger repairs. Our team of mechanics and technicians have the knowledge and skills to provide you with the superb auto service you are looking for in the greater Atlanta area. You can rest easy knowing that we are a Buick and GMC dealership that only uses genuine auto parts from our Buford car parts and accessories center when performing any repairs on your Buick or GMC.If you don't see one of the Buick or GMC models you were looking for, click on CarFinder and complete the form. We will gladly inform you when a matching car arrives. If you'd like a see a vehicle in person, or have any questions about any of the many services our Atlanta area Buick, GMC dealership has to offer to Gainesville and Alpharetta drivers, visit us at 3600 Buford Dr in Buford, GA 30519, or give us a call. We look forward to serving you!


text:
This is the homepage for the EU research project "Multiresolution in Geometric
Modelling" (MINGLE for short). The main objectives of the project are:
The term `multiresolution' captures the concept of representing a single
mathematical model in several levels of detail or accuracy. The 3D geometric
models we have in mind are organized sets of point data, typically in the form
of triangle meshes, such as those used to represent terrain models or free-form
surfaces in computer graphics.
Multiresolution decompositions show great potential in applications such as the
fast rendering, editing and compression of 3D geometric models, their
transmission over the World Wide Web, computer animation, and scientific
visualization in general. Though several promising techniques are emerging in
this field, the mathematical theory is not yet mature when compared, for
example, with 2D image analysis. Existing commercial software systems for 3D
geometric modelling have not yet realized the full mathematical potential of
multiresolution methods.
EU Contract No. HPRN-CT-1999-00117
Coordinating Partner: SINTEF
Project Coordinator: Michael Floater


text:
Got $1.1 billion to spare? Then you can buy one of the most iconic buildings in the London skyline. The skyscraper, the so-called Gherkin, has been put up for sale and the duo of Savills and Deloitte Real Estate that has been appointed to sell the office bloc is hoping for offers around £600 million to £650 million, according to U.K. media reports Tuesday.
The 505,000-square-foot Gherkin was put into receivership in April after one of the owners was placed in insolvency. But the owners' financial problems aren't reflected in the building interior or exterior, and Stephen Down, head of central London investment at Savills, said, "It's in very good order," according to the Guardian.
The first potential buyers have already expressed interest, and Down said he expects the sale to close by the end of September or the beginning of October.
But the Gherkin — known formally as 30 St Mary Axe and formerly as the Swiss Re Building — isn't the only prominent office building that's up for sale in London at the moment. Designed by the same famed architect, Sir Norman Foster, HSBC's /quotes/zigman/13843/delayed UK:HSBA /quotes/zigman/207333/delayed /quotes/nls/hsbc HSBC headquarters in Canary Wharf is also on the market. That 44-story building could be sold for more than £1.1 billion ($1.9 billion), which would be a record price for the British property market.
In the residential market, meanwhile, the most expensive U.K. apartment sale ever occurred in May. The London flat came with a price tag of £140 million, or about $237 million.
Bit rich for your blood? Then consider that the apartment in question was actually just a shell — it didn't even come with baths or even interior walls. And to think the buyer could instead could have snapped up the entire Gherkin for less than five times the price.
— Sara Sjolin
More must-reads from MarketWatch:
6 white-collar criminals for hire
FTSE 100 breaking two-day losing streak; BP slips


text:
Departures of Craig, Kelly hit Cardinals hard
SAN DIEGO -- Before the Cardinals began to digest the addition of a second starting pitcher in as many days, they had to first swallow some difficult goodbyes.
In acquiring veteran right-hander John Lackey from the Red Sox on Thursday, the Cardinals parted with Allen Craig and Joe Kelly, two players drafted and developed by the organization and both quite popular among their now-former teammates. It left those in the clubhouse who were preparing for a day game against the Padres subdued and shocked.View Full Game Coverage
SAN DIEGO -- Before the Cardinals began to digest the addition of a second starting pitcher in as many days, they had to first swallow some difficult goodbyes.
In acquiring veteran right-hander John Lackey from the Red Sox on Thursday, the Cardinals parted with Allen Craig and Joe Kelly, two players drafted and developed by the organization and both quite popular among their now-former teammates. It left those in the clubhouse who were preparing for a day game against the Padres subdued and shocked.View Full Game Coverage
"It's a tough morning for us, no question," manager Mike Matheny said. "We ask these guys from day one to buy into the fact that we're in this thing together and we're going to be together more than we are probably with the majority of our family, to buy into the fact that we are all here for each other, to buy into the culture and everything that this organization stands for. To see guys who have bought into that and then you're seeing them pack up their stuff to go, yeah, there is a business here, but we're asking for more than just business. That makes it difficult.
"There are a bunch of guys in there who just watched their friends and respected teammates go somewhere else. I wouldn't want them or any of us to say, 'Well, that's the business. We'll move forward.' It takes a little time to let that sink in. … Guys came in ready to go to work. There was all kind of [trade] speculation, but I don't think this was the speculation that was out there. I think it caught everyone off guard, especially the two guys most closely involved."
Matheny and general manager John Mozeliak met with both Craig and Kelly once the trade was official, though by then both players had already learned of the deal while watching the clubhouse television. Neither was prepared for the possibility of leaving, and it was evident in their immediate reactions.
Kelly, long the team's jokester, sat alone in a room outside the clubhouse for several minutes as he let the news sink in. Craig paced outside and declined interview requests before leaving the ballpark. He looked on the verge of tears. Kelly couldn't hold his back when he did answer a few questions.
"It definitely took me by surprise," said Kelly, who was drafted by the Cardinals in 2009. "It's kind of a blur to me. Our team is like family. It's going to be sad leaving all these guys. … My name wasn't tossed around at all. Coming off an injury and making four starts, three of them were absolutely horrible. I didn't know if any other team wanted me at this point. It definitely was a shock. I had no idea. I was blindsided by it."
Though the organization has been active at the Trade Deadline in recent years, players have not been accustomed to seeing core players on the Major League team leave.
"A day like this, even though I'm extremely excited about the trades we've made and I think the team is in a good spot, no doubt I feel sorry for those two gentlemen because they were a part of this and took a lot of pride in being a part of this," Mozeliak said. "When you think about having those kind of players, those are the kind we try to build around."
Both Kelly and Craig have endured their share of adversity this season. Kelly recently returned to the rotation after missing nearly three months recovering from a hamstring strain. He earned a starting job out of Spring Training after playing a critical role in helping stabilize the Cardinals' rotation the second half of last season.
In parts of three seasons pitching in various roles for the Cardinals, Kelly posted a 3.25 ERA and 1.380 WHIP in 68 games (38 starts). With the Red Sox coming to St. Louis next week, he may find himself pitching against his former team in his Boston debut.
Craig's season has been especially tumultuous. Expected to anchor the Cardinals' lineup as the cleanup hitter, Craig has spent four months trying to rediscover his swing mechanics. A year after hitting .454 with runners in scoring position and emerging as an MVP candidate until a late-season foot injury, Craig had fallen into a timeshare in right field.
Though third on the team with 44 RBIs, Craig hit .237/.291/.346 this season. A member of the organization since 2006, he went hitless in his final 13 at-bats with the Cardinals.
"Not frustrated at him, but frustrated with him," Matheny said. "We were frustrated that we were working consistently to try and make it work and trying consistently to help him find that [swing]."
With the departures of Craig and Kelly, the Cardinals lose two players that they had contractual control over for another four seasons. Craig was still early in a multi-year deal he signed in March 2013 that guarantees him $26.5 million over the next three years and includes a club option at the end. Kelly won't be arbitration eligible until after next season.
However, the Cardinals were content with the cost as it did help them address a future outfield logjam. The organization's stockpile of young outfielders had made Craig expendable.
"It really came down to what we had coming," Mozeliak said. "Obviously, Matt Holliday is our left fielder. And you look at where else we could play, whether it's Oscar [Taveras] or Stephen Piscotty, at some point we were going to have to move somebody. This deal allows us to redeploy resources."
Jenifer Langosch is a reporter for MLB.com. Read her blog, By Gosh, It's Langosch, and follow her on Twitter @LangoschMLB.


text:
Flood-related resources:
How to help victims of the flood
Complete coverage:
As rain continued to come down at Boulder Municipal Airport early Monday morning, six 10-man Federal Emergency Management Agency rescue teams climbed up into the backs of National Guard trucks and prepared to head into the foothills.
"We're just trying to get some boots on the ground today," said Craig Outzen with the Utah Type-1 FEMA team.
Outzen and his team were sent into the Lefthand Canyon area to begin the process of going door-to-door checking on residents and evacuating those who needed assistance.
As the crews came up to a house, they assessed it for damage and checked to see if any residents were home. Each home was marked with a piece of neon green paper so other teams would knew they had been checked.
In some cases, crews found residents safely stashed away and prepared to ride out the storm.
Lydia Tirpak said her house in the 4200 block of Lee Hill Drive saw some minor water damage to its roof, but she had plenty of food and water and cell phone reception.
"We didn't have it nearly as bad as other people," she said. "We have a really good supply of food, so we're good for a couple of days."
Outzen said he was in Fourmile Canyon on Sunday, and many residents there also elected to stay behind.
"We're trying to encourage them to evacuate," Outzen said. "But some of them are well prepared to stay. We had a guy yesterday who said he had four weeks' worth of food."
As Outzen's team was talking to Tirpak, one man on a motorcycle pulled up and said he was running out of food and water but didn't want to leave his horses, knowing he wouldn't be allowed back up the road.
Tirpak said she and her neighbors pooled food and resources, but knowing they couldn't get down the mountain to help was the hardest part of waiting out the flooding.
"We want to help, we have able hands and able backs, but we can't get into town," she said. "I just hope everyone is OK."
More than 180 people remain unaccounted for since the flooding began, and the FEMA teams are recording names of people they meet in the flood areas in the hopes of whittling down that list. Accompanying the team were several live-search dogs, trained to detect live people -- not bodies -- under rubble.
"At this point the priority is recovery," Outzen said.
More than 200 people were rescued Monday from flood ravaged areas, adding to the more than 1,200 people that were evacuated on Saturday. About 500 of those brought to safety Saturday were by truck out of Lyons, but many others were airlifted out of isolated foothills communities by military helicopters operating out of Boulder Municipal Airport.
Officials are saying it is the largest aerial rescue since Hurricane Katrina. After weather hampered the operation Sunday, conditions allowed the crews to resume the search Monday.
Outzen responded with his FEMA team to Hurricane Katrina in 2005. He said that in any emergency, federal task forces are important because local crews are not only tired, but have their own families and homes to worry about.
"When we get here, they are not only tired, their emotional gas tank is empty," he said. "And that's when mistakes start happening. We don't have to worry about that, so we can focus on our job."
Contact Camera Staff Writer Mitchell Byars at 303-473-1329, firstname.lastname@example.com or twitter.com/mitchellbyars.


text:
I first met Robbie Conal back in 2001 when B/D was just a part time hobby run out of my bedroom. He was one of the first LA artists that I met, and we immediately hit it off. Fast forward a decade, now Robbie is a great friend of mine, and a loyal Cult Of Decay supporter. He is the type of artist that gives his time, energy, and sharp wit to anyone and everyone without thinking about what they can do for him. Over the years we've featured Robbie on our cover (you can get a copy here), included him in shows we've curated, released videos about his work, and had him write an amazing article about his painting mentor and hero Leon Golub (You can get a copy of that issue here). Needless to say we back him 200%.
Robbie is having a much deserved show opening this week in LA at Country Club. If you're a fan of what we do at Beautiful/Decay then you must go to this show to support the original King of Postering, and the ultimate Mad Man of Paint. If you've only seen his work on the street then this show will be a true eye opener, as all of Robbie's posters are actually prints of paintings with hundreds of layers of rich paint. So join me, the rest of the B/D team, and help celebrate one of LA's great artistic treasures.
Robbie Conal:The Missing Link
November 20th-December 22nd 2010
Opening Reception: November 20th 6-9pm
Country Club
@ The Buck House
805 South Genesse Avenue


text:
Friday, May 21, 2010
4th Grade Bottle Cap Mural
14 comments:
- Mrs. Hahn said...
This is lovely! I'm glad to have found this blog. You (and your students) did a great job!!!!
- May 23, 2010 at 10:25 PM
- christian said...
WOW. Thats great!
- May 24, 2010 at 3:46 AM
- Katie Gonzalez said...
Another great mural! Exciting! We had fun working with bottle caps this year, too. Check my blog, bottlecap post coming. Next year, we are planning some other fun units with the caps we have collected. The students loved it!
I am getting ready to do a big series of posts featuring some more of the green art units we did this year - we've been so busy I just haven't had the time to keep up with my blog. Looks like you had a great year too! Thanks for the ongoing inspiration!
Happy Summer!
- May 24, 2010 at 1:10 PM
- Linda said...
I think this is such a great idea! I can't wait to see what they do next year!
Thank you for a great Art Show again this year, it gives our children that extra confidence boost they need.
Good job!
- May 25, 2010 at 9:24 AM
- Zach Stoller said...
Thanks for all of the positive comments. I'm going to try to get some better photographs put up sometime this week.
- May 25, 2010 at 1:24 PM
- DellaRae said...
I loved this project so much I sent a letter home today asking parents to save their bottle caps over the summer.
- May 25, 2010 at 11:42 PM
Hi Zack,
I had planned a bottle cap project with my students for last year but wasn't successful with it. I had planned to cut flowers from ply wood and have the students draw "eco" symbols with permanent markers on the caps. The problem was attaching the bottle caps to the plywood. I tried different types of glue (the heavy duty stuff like GOOP and SUPER GLUE). Nothing held!! I need the project to be weatherproof as the finished flowers will (hopefully) be placed in the school's butterfly garden. Any suggestions on how to adhere the bottle caps to plywood?
Marion Shrewsbury, MA
- August 5, 2010 at 9:45 PM
- Zach Stoller said...
I haven't ever tried to glue the caps down for permanent placement. The caps end up with screws in them to hold them to the board. When you place them on the plywood, they need to be upside down so the flat surface of the cap is in contact with the wood. The screws do a great job from there. Here is a link to where I get the screws I use-->
Hopefully that helps you out. Good luck!
- August 6, 2010 at 8:39 AM
- tishalou said...
Did the students come up with the design? Were the boards painted witht he design first? I would like to hear more about the process - and I have sent out the word to save caps too!
- August 31, 2010 at 9:56 AM
- Zach Stoller said...
The students did have input into the design, but I sketched the final version. The wood was first primed, then the design is drawn on it. The kids painted the boards with some basic colors before the caps were added. Once all of the boards were finished, kids attached the caps. I commented a bit earlier in this string about what kinds of screws I used. I had the kids glue the caps on, then I put screws into them later. I have heard of other teachers that get volunteers to come in to help kids with the electric drills. Let me know if you have any other questions. It's a great project!
- August 31, 2010 at 11:05 AM
- Hope Hunter Knight said...
love this idea...i'd like to try it! thanks for sharing.
- October 19, 2010 at 9:07 PM
- AC Johnny said...
I am a PTA parent in New York, and we are in the middle of creating a bottle cap mural for our school. We are using the screws that were mentioned earlier, and classes are coming in to work with parent volunteers and cordless drills. Michelle Stitzlein visited our school in April to "kick off" the project with a presentation, and she spent the day drilling caps with the students & parent helpers. We are finishing the project on our own. The children, parents, and teachers are all very excited about the project and looking forward to seeing the the finished product hanging in our school!
- May 21, 2011 at 9:01 PM
- Zach Stoller said...
Michelle is great. She came out to my school the very first time we did a bottle cap mural. We've now finished three!
Here is a link to the latest one--> http://thomaselementaryart.blogspot.com/search/label/bottle%20caps
- May 21, 2011 at 10:03 PM
- Roy D. Slater said...
These are just great. I loved them so much that I had my daughter give it a try. She put them on a few tiles and now it's up to me to install them in the bathroom. Guess it's time to get the fein blades out.
- August 4, 2011 at 11:27 AM


text:
The Boy with Tape on His Face
He was the hit of the 2012 Edinburgh Fringe, selling out one of the festival's biggest venues in a year when ticket sales were slow. Now Sam Wills (aka new-wave silent comedy sensation The Boy With Tape On His Face) finds himself in a grand West End theatre, can his modern take on vaudeville compete with the jukebox musicals? Yes it can.
As the audience take their seats, Wills – who spends the show gagged with his trademark gaffer tape – is sat on stage, examining his future playthings. He doesn't say a word over the next 70 minutes, as he builds elaborate contraptions and puppets out of everyday objects, and picks on punters to take part in childlike challenges with him on stage.
The laughs come as Wills cleverly reveals where his complex set-ups have been heading, and although the throwaway gags are witty, his jokes are most impressive when they develop into routines, with one prop being used in numerous ways for multiple laughs. Wills backs these reveals up with impressive physical comedy skills, whipping the audience into hysterics with just a confused look or a quick gesture.
Unlike his previous show, there's now a slightly sinister edge to the seemingly innocent Tape Face character – watching a couple being directed to kiss, when they clearly didn't want to, was excruciatingly awkward. But mostly this is harmless, playful, celebratory fun that's a perfect fit for a Christmas run, and the big, interactive finale will leave a warm feeling in your mince-pie-filled belly.
|Event phone:
|08444 124659
|Event website: