Revision a857a6f by Campbell Barton December 30, 2013, 09:09 (GMT) |
Fix T37970: Node scale/rotate use incorrect pivor note: added code to use real node center, but ifdef'd for now since it doesnt work well with absolute snapping. |
Revision 4606ded by Campbell Barton December 30, 2013, 08:23 (GMT) |
Node Editor: enable transform helper line |
Revision 6a47330 by Campbell Barton December 30, 2013, 04:49 (GMT) |
Fix T37920: BGE LibLoad failed for meshes with no materials |
Revision 0d6ae3f by Campbell Barton December 30, 2013, 02:25 (GMT) |
Main API: refactor naming, use BKE_main_ prefix and add main arg. |
Revision 19103b4 by Campbell Barton December 30, 2013, 01:19 (GMT) |
Code Cleanup: quiet unused define warning |
Revision d44132d by Campbell Barton December 30, 2013, 01:18 (GMT) |
Fix for crash with game engines LibLoad feature |
Revision 6d9e6bc by Campbell Barton December 30, 2013, 01:06 (GMT) |
Code Cleanup: cycles tips and long lines |
Revision 24c807f by Campbell Barton December 29, 2013, 23:58 (GMT) |
Code Cleanup: unused defines & style |
Revision 889d77e by Brecht Van Lommel December 29, 2013, 23:04 (GMT) |
Cycles Volume Render: heterogeneous (textured) volumes support. Volumes can now have textured colors and density. There is a Volume Sampling panel in the Render properties with these settings: * Step size: distance between volume shader samples when rendering the volume. Lower values give more accurate and detailed results but also increased render time. * Max steps: maximum number of steps through the volume before giving up, to protect from extremely long render times with big objects or small step sizes. This is much more compute intensive than homogeneous volume, so when you are not using a texture you should enable the Homogeneous Volume option in the material or world for faster rendering. One important missing feature is that Generated texture coordinates are not yet working in volumes, and they are the default coordinates for nearly all texture nodes. So until that works you need to plug in object texture coordinates or a world space position. This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself. |
Revision af128c4 by Brecht Van Lommel December 29, 2013, 23:04 (GMT) |
Fix cycles volume emission not working with OSL. |
Revision 30aa0c2 by Brecht Van Lommel December 29, 2013, 23:04 (GMT) |
Code refactor: better distinguish scatter and absorption for volume integration. |
Revision 5d3adaf by Martijn Berger December 29, 2013, 18:56 (GMT) |
Buildbot SCons MSVC 2013 packing also requires something extra |
Revision 8c4d40d by Martijn Berger December 29, 2013, 16:43 (GMT) |
MSVC 2013 buildbot changes |
Revision 21d587d by Martijn Berger December 29, 2013, 13:57 (GMT) |
Added option to have a seperate environment for executing nvcc This can be used to compiler cuda kernels with Visual Studio 2010 while the rest of blender is compiled with MSVC 12.0 / 2013 |
Revision 42aa190 by Campbell Barton December 29, 2013, 12:55 (GMT) |
Text3d: add select all operator also add Edit menu for 3d text and move cut/copy/paste there. |
Revision 1c8d156 by Campbell Barton December 29, 2013, 12:34 (GMT) |
correction to previous commit |
Revision 4513430 by Campbell Barton December 29, 2013, 12:18 (GMT) |
Fix crash moving the cursor after deleting 3d text |
Revision 748b800 by Campbell Barton December 29, 2013, 12:16 (GMT) |
Text3d: add assert's to check the selection and length are valid |
Revision 873c6e5 by Sergey Sharybin December 29, 2013, 11:25 (GMT) |
Fix movie output when using render border Reported by @plasmasolutions in IRC. |
Revision 3b08ee8 by Sergey Sharybin December 29, 2013, 11:07 (GMT) |
Follow up to the previous commit: vfont_get_data is to use the same RW lock |
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