Revision 750b30c by Campbell Barton July 9, 2013, 04:00 (GMT) |
fix [#36008] Can't set values higher than 1.0 in HSV colour picker (But can in RGB) - also some strange behavior |
Revision f6502a6 by Mitchell Stokes July 9, 2013, 01:42 (GMT) |
BGE cleanup: Getting rid of an unused variable warning in GPG_Canvas::Init(). |
Revision b73793f by Mitchell Stokes July 9, 2013, 01:34 (GMT) |
BGE cleanup: removing some unused code from GPC_Canvas. |
Revision 60812e0 by Mitchell Stokes July 9, 2013, 01:24 (GMT) |
BGE cleanup: Removing the GamePlayer/xembed folder and associated build options. This code was very old and not used. For example web player code, look at Burster. |
Revision a6d26cb by Mitchell Stokes July 9, 2013, 01:18 (GMT) |
BGE cleanup: GPC_System was an empty class, so I'm dropping it and having GPG_System inherit directly from KX_ISystem. |
Revision bd5cb6f by Campbell Barton July 9, 2013, 01:18 (GMT) |
fix for own error in normal-recalc r58077, initial face flipping wasn't checking against face-island center. |
Revision 7b8453b by Mitchell Stokes July 9, 2013, 01:14 (GMT) |
BGE cleanup: removing various unused code and files from GamePlayer/common. |
Revision 70caadd by Thomas Dinges July 9, 2013, 01:05 (GMT) |
* Fix GLSL shader for Light Path node after ray depth addition. |
Revision 5b3106b by Mitchell Stokes July 9, 2013, 01:04 (GMT) |
BGE cleanup: removing unused banner code from GPC_Canvas. |
Revision abdb983 by Mitchell Stokes July 9, 2013, 01:01 (GMT) |
BGE cleanup: actually remove KX_PhysicsPropertiesobsolete.h from the CMakeLists.txt instead of just commenting it out. |
Revision 5bcc621 by Mitchell Stokes July 9, 2013, 00:59 (GMT) |
BGE cleanup: removing an unused KX_PhysicsPropertiesobsolute.h file. |
Revision 0b4244d by Thomas Dinges July 9, 2013, 00:58 (GMT) |
Merged revision(s) 58059-58092 from trunk/blender into soc-2013-dingto. |
Revision c4fa047 by Thomas Dinges July 9, 2013, 00:18 (GMT) |
Cycles / Ray Depth: * Added a Ray Depth output to the Light Path node, which returns the current ray bounce (0, 1, 2, 3...) * This can be used to use different shaders for direct and indirect lighting and artificial effects. Examples: * http://www.pasteall.org/pic/show.php?id=55158 Here we use the output to apply a different shader to the third bounce. As in this example, you can use Math Nodes (Greater Than / Less Than) if you want to use values outside of the 0/1 range. * http://www.pasteall.org/pic/show.php?id=55159 Here we restrict the maximum bounce on a per shader basis for the left sphere. This way it looks like we would only have 1 max bounce set in the scene "Light paths" panel. This can be used to e.g. improve performance for objects far from the camera, which do not need full GI. Technical notes: * Implemented for both integrators and SVM/OSL. * This is done by passing state.bounce to the shader_setup_from_* functions. * Note: We don't pass state.bounce to kernel_shader_evaluate() and therefore shader_setup_from_displacement() method doesn't set the value, this is outside the path trace loop. Maybe a ToDo? |
Revision 615edbe by Mitchell Stokes July 9, 2013, 00:17 (GMT) |
Creating a BGE staging branch. |
Revision e970baa by Mitchell Stokes July 9, 2013, 00:16 (GMT) |
Deleting the ge_dev branch so it can be rebranched and used as a staging branch. |
Revision 14ab39c by Campbell Barton July 9, 2013, 00:13 (GMT) |
minor improvements - calc normals only check flag when needed. - keymap, dont get name unless its needed. - keymap, avoid property lookup. - idprop debug print, include pointer, helpful for troubleshooting. |
Revision 6c0d97f by Campbell Barton July 9, 2013, 00:08 (GMT) |
fix [#35806] Unable to check "Correct UVs" option in "Loop Cut and Slide" (Keymap Editor) |
Revision 3d847ed by Brecht Van Lommel July 8, 2013, 23:31 (GMT) |
Fix #36064: cycles direct/indirect light passes with materials that have zero RGB color components gave non-grey results when you might no expect it. What happens is that some of the color channels are zero in the direct light pass because their channel is zero in the color pass. The direct light pass is defined as lighting divided by the color pass, and we can't divide by zero. We do a division after all samples are added together to ensure that multiplication in the compositor gives the exact combined pass even with antialiasing, DoF, .. Found a simple tweak here, instead of setting such channels to zero it will set it to the average of other non-zero color channels, which makes the results look like the expected grey. |
Revision b2b6d56 by Campbell Barton July 8, 2013, 22:57 (GMT) |
move keymap ui into modules, its not loaded on startup anymore. |
Revision a255344 by Brecht Van Lommel July 8, 2013, 22:41 (GMT) |
Fix #35969: blender internal and cycles not updating mesh while in edit mode. Patch for blender internal made by Campbell. |
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