Blender Git Commits

Blender Git "master" branch commits.

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April 3, 2013, 16:12 (GMT)
Fix #34852: multilayer SSS material rendering different in progressive and
non-progressive integrator.
April 3, 2013, 15:59 (GMT)
Bunch of fixes for GLSL display transform

- GLSL shader wasn't aware of alpha predivide option,
always assuming alpha is straight. Gave wrong results
when displaying transparent float buffers.

- GLSL display wasn't aware of float buffers with number
of channels different from 4, crashing when trying to
display image with different number of channels.

This required a bit larger changes, namely now it's
possible to pass format (GL_RGB, GL_RGBAm GL_LUMINANCE)
to glaDrawPixelsTex, This also implied adding format to
glaDrawPixelsAuto and modifying all places where this
functions are called.

Now GLSL will handle both 3 and 4 channels buffers,
single channel images are handled by CPU.

- Replaced hack for render result displaying with a bit
different hack.

Namely CPU conversion will happen only during render,
once render is done GLSL would be used for displaying
render result on a screen.

This is so because of the way renderer updates parts
of the image -- it happens without respect to active
render layer in image user. This is harmless because
only display buffer is modifying, but this is tricky
because we don't have original buffer opened during
rendering.

One more related fix here was about when rendering
multiple layers, wrong image would be displaying when
rendering is done. Added a signal to invalidate
display buffer once rendering is done (only happens
when using multiple layers). This solves issue with
wrong buffer stuck on the display when using regular
CPU display space transform and if GLSL is available
it'll make image displayed with a GLSL shader.

- As an additional change, byte buffers now also uses
GLSL display transform.

So now only dutehr and RGB curves are stoppers for
using GLSL for all kind of display transforms.
April 3, 2013, 15:04 (GMT)
code cleanup: unused functions
April 3, 2013, 13:43 (GMT)
Fix #34856: crash passing an object rather than a mesh to bpy.data.mesh.remove(),
this should give an error message but it didn't.
Revision 07677e8 by Lukas Toenne
April 3, 2013, 11:36 (GMT)
Fix for old compatibility issue: 2.59.2 do_versions was not handling all local node trees (world and lamp missing).
April 3, 2013, 11:28 (GMT)
code cleanup: use more (blender) conventional naming for group functions.
also change dump_rna2xml.py to dump bpy.data by default.
April 3, 2013, 10:45 (GMT)
new ruler option to be able to interactively measure surface thichness as you drag the ruler about.
Request from Bart Veldhuizen.

Access with Shift+Drag
April 3, 2013, 09:48 (GMT)
pass snap arguments so the ruler doesn't have to temp overwrite scene vars.
also expose snapObjectsRayEx() for more convenient ray-casting about the scene.
Revision bb4ab6a by Lukas Toenne
April 3, 2013, 09:10 (GMT)
Fix #33628, Segmentation fault after pasting a closed group of nodes into an open group. Finally now there is a proper check for pasting nodes into groups. It uses the poll_instance callback of node types to determine if a node can be added into a specific node tree. Currently this is only implemented for group nodes and does a recursive check to avoid pasting a node group into itself (on any level, also nested groups).
April 3, 2013, 09:08 (GMT)
Fix/Workaround #34854: render buffer update writes to wrong layer

Was caused by recent change in image_buffer_rect_update which
was writing data to ibuf-rect_float. Apparently, this buffer
could point to different render layer than came from RenderResult.

Made quick fix for this, which ends up in skipping float buffer
update in image_buffer_rect_update and skipping GLSL when image
has both byte and float buffers.

This will bring speed down a bit, but slower blender is better
than broken blender.

Proper fix will arrive later this week.
Revision 9512ae1 by Lukas Toenne
April 3, 2013, 08:25 (GMT)
Fix #34838, Can not append mesh from 2.5 (Crash in Nodes). The compatibility code for node group socket indices was assuming the new group node types even for 2.56.2 files, before these node groups had actually been converted ... Needs to use old way of identifying node group links (fromnode/tonode == NULL) instead of input/output node types.
Revision 3092b24 by Lukas Toenne
April 3, 2013, 07:56 (GMT)
Fix for missing integer 'type' of the virtual extension socket in group nodes. This could lead to crash in node groups when trying to undefined stack values of the extension socket. type just needs to be set to SOCK_CUSTOM==-1, so the BI execution knows not to look for a stack entry.
Revision de0b017 by Dan Eicher
April 3, 2013, 07:42 (GMT)
Cleanup outliner_dropzone code

* deduplicated a bunch of code and moved it into outliner_dropzone_find()
* moved all the per-dropzone checks into the poll functions
* one functional change, disable drop parenting on self & self->parent

The basic assumption: if poll() == true then outliner_dropzone_find() will return a valid TreeElement
April 3, 2013, 07:36 (GMT)
use floats for transform snapping distance comparisons
April 3, 2013, 05:16 (GMT)
fix [#34825] Transparent background of Empty Images clips objects behind them away when Empty is not selected

allow 'Transparency' option to be used on empty-images.
April 3, 2013, 05:02 (GMT)
fix [#34850] "x" to clear ID prop fields is too close to the right border
April 3, 2013, 03:25 (GMT)
fix [#34847] Box selecting shape keys of a mask causes crash
April 3, 2013, 01:36 (GMT)
style cleanup
April 3, 2013, 01:35 (GMT)
remove workaround for [#34346], checked on applying this workaround for armatures too but it happens in more cases then I originally thought.
for now users of opensource Nouveau and ATI drivers can't use multiple windows, the bug needs to be fixed in the driver.
April 3, 2013, 00:00 (GMT)
Use of text datablocks for storing Python style modules.
Suggested by Brecht Van Lommel and Campbell Barton through code review comments.

Previously style modules were external Python script files whose absolute paths
were kept in .blend files. Now style modules are stored in .blend files as text
datablocks.

Style modules are configured in three steps:
1. Open an external style module file (or create a new text datablock) in the
Text Editor in Blender.
2. Add a style module to the list of style modules (by pressing the "Add" button)
in the Render Layer properties window.
3. Click the name entry and select the style module from the drop-down menu.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021