Its been an exhausting month - my son was born on October 7, and everything takes longer when you’re trying to bounce a baby with one hand and type with your right hand!
I’m moving to a slightly different system - putting out a pretty stable release and keeping a less-stable bleeding-edge version as well (basically, the version I’m using). YMMV. So, without further ado:
Pantograph 0.5 changeLog
- the GUI has been thoroughly replaced by a Blender user-interface. Its a little spare, but its growing on me and the experience is much smoother running it from Blender. pyGTK is no longer required.
- The clipping has been re-written - with the hopes of dealing with the memory hole for larger meshes.
- There’s now a “raster fill” option - you can use a rendered version of the scene (a PNG file, to be exact) as a clipped fill - you get sharp linework but also soft shading, textures, shadows. You could take this into Inkscape and poTrace your way back to resolution independence.
- There’s now a proper frustum cull - things outside of the camera view are clipped and not rendered.
- Things now work with Blender 2.48 (GTK was causing a seg fault).
- The Blender GUI doesn’t yet work properly in Windows - to get changes in buttons to register, you have to raise another window and then go back to Blender. Works fine in Linux. Upstream bug?
- There’s a mysterious, unrepeatable seg fault that happens every once in a while, though I’ve only noticed it in Linux.
- SWF output is broken. No, its just not hooked up yet - I’ve been developing on a 64-bit system, and Ming is only 32-bit… if people are clamoring for this, it might happen sooner.