Blender Git Commits

Blender Git "master" branch commits.

Page: 3138 / 5574

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
July 9, 2013, 01:42 (GMT)
BGE cleanup: Getting rid of an unused variable warning in GPG_Canvas::Init().
July 9, 2013, 01:34 (GMT)
BGE cleanup: removing some unused code from GPC_Canvas.
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.
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.
July 9, 2013, 01:18 (GMT)
fix for own error in normal-recalc r58077, initial face flipping wasn't checking against face-island center.
July 9, 2013, 01:14 (GMT)
BGE cleanup: removing various unused code and files from GamePlayer/common.
July 9, 2013, 01:05 (GMT)
* Fix GLSL shader for Light Path node after ray depth addition.
July 9, 2013, 01:04 (GMT)
BGE cleanup: removing unused banner code from GPC_Canvas.
July 9, 2013, 01:01 (GMT)
BGE cleanup: actually remove KX_PhysicsPropertiesobsolete.h from the CMakeLists.txt instead of just commenting it out.
July 9, 2013, 00:59 (GMT)
BGE cleanup: removing an unused KX_PhysicsPropertiesobsolute.h file.
July 9, 2013, 00:58 (GMT)
Merged revision(s) 58059-58092 from trunk/blender into soc-2013-dingto.
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?
July 9, 2013, 00:17 (GMT)
Creating a BGE staging branch.
July 9, 2013, 00:16 (GMT)
Deleting the ge_dev branch so it can be rebranched and used as a staging branch.
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.
July 9, 2013, 00:08 (GMT)
fix [#35806] Unable to check "Correct UVs" option in "Loop Cut and Slide" (Keymap Editor)
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.
July 8, 2013, 22:57 (GMT)
move keymap ui into modules, its not loaded on startup anymore.
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.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021