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Blender 2.47Blender Foundation - 8.81MB (オープンソース) |
* New tools and improvement have been made to the Snapping tools.
* Better Game Engine logic.
* Fixed an incorrect transformation for particle group visualization.
* Fixed negative value in the Gamma node with negative input.
* Tangent shading (which only affects specular) made bump mapping not work for diffuse.
* Fixed Mesh Deform Modifier not working on extruded curves.
* Fixed crash converting old particle system from a linked file.
* Object instancing didn't restore matrices correct for Environment Map, this could give object rendering in the wrong position.
* Compositor nodes with use nodes disabled didn't properly redraw the node window on changes.
* Blender would crash if the user cancel the hair softbody bake.
* The Disable Tex option didn't disable textures for the Texface material option.
* Fixed data browse for image painting, which didn't work.
* Action Editor Border Select Channels no longer selects bones.
* Fix bug in X-Mirror for armatures. When a bone in a mirrored chain wasn't named propertly, it would leave the head or tail in an invalid state.
* Fixed baking AO with greater then 16 samples.
* Fixed "Col" option for particle systems does not work correctly with Mat IPOs
* Fixed Particle mirror could fail on some faces.
* Bevel tool was hanging on certain geometry where the edge to be beveled was shared by two faces that had more than one edge in common and caller was not checking return status of Bmesh eulers.
* Fixed Game Engine corrupts Pose data
* When your home directory is full, saving defaults would fail without raising an error.
* Fixed crash on grab/move on axis when nothing selected.
* Update-automatically option in IPO Editor now updates objects using the active IPO-block as their ObAction when transforming keyframes.
* Shift+H would hide unselected objects on unseen layers.
* Color picker didn't always redraw rgb/hsv/hex values.
* Vertex parenting didn't work correct with multiple unconnected curves.
* Fixed crash in fluid bake with large amount of small fluid objects.
* Outliner doesn't update when changing parent in Transform Properties
* Better Game Engine logic.
* Fixed an incorrect transformation for particle group visualization.
* Fixed negative value in the Gamma node with negative input.
* Tangent shading (which only affects specular) made bump mapping not work for diffuse.
* Fixed Mesh Deform Modifier not working on extruded curves.
* Fixed crash converting old particle system from a linked file.
* Object instancing didn't restore matrices correct for Environment Map, this could give object rendering in the wrong position.
* Compositor nodes with use nodes disabled didn't properly redraw the node window on changes.
* Blender would crash if the user cancel the hair softbody bake.
* The Disable Tex option didn't disable textures for the Texface material option.
* Fixed data browse for image painting, which didn't work.
* Action Editor Border Select Channels no longer selects bones.
* Fix bug in X-Mirror for armatures. When a bone in a mirrored chain wasn't named propertly, it would leave the head or tail in an invalid state.
* Fixed baking AO with greater then 16 samples.
* Fixed "Col" option for particle systems does not work correctly with Mat IPOs
* Fixed Particle mirror could fail on some faces.
* Bevel tool was hanging on certain geometry where the edge to be beveled was shared by two faces that had more than one edge in common and caller was not checking return status of Bmesh eulers.
* Fixed Game Engine corrupts Pose data
* When your home directory is full, saving defaults would fail without raising an error.
* Fixed crash on grab/move on axis when nothing selected.
* Update-automatically option in IPO Editor now updates objects using the active IPO-block as their ObAction when transforming keyframes.
* Shift+H would hide unselected objects on unseen layers.
* Color picker didn't always redraw rgb/hsv/hex values.
* Vertex parenting didn't work correct with multiple unconnected curves.
* Fixed crash in fluid bake with large amount of small fluid objects.
* Outliner doesn't update when changing parent in Transform Properties
JP



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![Scientists are getting very close to creating an actual invisibility cloak, as separate research teams over the past week have revealed significant advancements in the area. From an invisibility cloak scaled up to be able to hide a person to a quantum invisibility cloak that can hide objects in time, there is no better moment for fans of H.G. Wells and the Harry Potter franchise than this one. The invisibility cloak that uses time was designed by Purdue University scientists. Unlike the spatial cloak we all saw in Harry Potter, this device uses time cloaking, a relatively new concept based on the idea that in some places in time, the things that happen are not picked up. Since nobody can tell that these things occurred, it’s like they never happened. The concept still has a long way to go before it turns into reality, although scientists have been able to cloak small electrical signals so far. The technology may be difficult to grasp, yet researchers think that if successful , it will be a major breakthrough in making quantum information computing and storage very successful. Another research team, meanwhile, detailed how to make an invisibility cloak to hide large objects, including a person. The New York University of Rochester scientists used a conventional arrangement of lenses and mirrors to drive the light around the area they want to hide from view. The human-scale cloak also manages the impressive feat of hiding items across the entire optical range. But it still faces one major problem: that is only works in one direction, which means the hidden object becomes visible if the viewpoint changes. Nonetheless, this large-scale cloak could be successfully used to hide satellites in orbit and other huge objects. And a Shanghai-based team of researchers unveiled another invisibility cloak which they claim can be adjusted to make items invisible from any line of sight. The scientists demonstrated the cloak by making a pet goldfish and a cat disappear. According to the Chinese team, the device may have important applications in security, surveillance and entertainment. http://www.youtube.com/watch?v=YNO9-DYCi2U With all the new ideas and research, it seems we will see an actual invisibility cloak in use very soon. What do you think of this technology? What would you do if you had your very own invisibility cloak? [Image via Mental floss]](http://cdn.techbeat.com/wp-content/uploads/2013/06/invisibility-harry-120x80.jpg)