Revision 8fae0c6 by Janne Karhu October 16, 2011, 16:14 (GMT) |
Particle dupliobject rotation changes: There has been quite a bit of fuss about particle dupliobject rotation in 2.59, so here are some changes to make things work a bit more consistently and predictably in 2.60. Much of the confusion has been about what the "Initial rotation" for particles actually means. Simply put it's just a vector that that the particles (and the dupliobjects) are aligned to and around which they can be rotated with the phase controls. I've now renamed these controls under a label "Rotation axis". In 2.59 and previous versions the dupliobject's global x-axis was aligned to the particle rotation axis for non-hair particles. This meant that the object's own rotation (in addition to the particle rotation) could effect the dupliobjects' rotations. This old behavior can still be used with the "Rotation" option in the particle render panel when object/group is set as the visualization. This option is also activated automatically for old files to maintain backwards compatibility. Now the default dupliobject rotations ignore the object's own rotation completely and align the object's tracking axis to the particle rotation axis. The tracking axis can be found under the Object tab -> Animation Hacks panel. In 2.58 the way of calculating the rotation for hair didn't work as intended and enabled many non-functional combinations of options. For this reason I removed most of the rotation options for hair in 2.59. Now the options have been reimplemented better and the dupliobject's tracking axis is aligned to the hair direction by default (Rotation axis = Velocity / Hair). All the other axis options work too along with the phase controls. |
Revision 2cecc59 by Andrew Wiggin October 16, 2011, 15:45 (GMT) |
Fixes and restrictions for bridge loops tool |
Revision 1c6d17e by Andrew Wiggin October 16, 2011, 15:44 (GMT) |
Fix an assert when trying to unwrap with nothing selected |
Revision 6d5891e by Campbell Barton October 16, 2011, 15:01 (GMT) |
fix bad URL in bgl doc |
Revision 60b72a7 by Thomas Dinges October 16, 2011, 14:11 (GMT) |
Cycles: * World background was emitting light, even after removal of World shader nodes. |
Revision a575abf by Campbell Barton October 16, 2011, 13:10 (GMT) |
allow passing BUILD_DIR to convenience makefile as an argument incase you dont want to build in the default path. |
Revision b6d0daa by Campbell Barton October 16, 2011, 12:25 (GMT) |
utf8 editing for UI text input, this means backspace, delete, arrow keys properly move the cursor with multi-byte chars. Note that this is only for the interface, text editor and python console still miss this feature. |
Revision 92bc72d by Campbell Barton October 16, 2011, 11:09 (GMT) |
convenience targets for make doc_py, doc_dna, doc_man |
Revision 2d25a12 by Tamito Kajiyama October 16, 2011, 10:29 (GMT) |
Fix for a failure of SVertex::getFEdge due to a discontinuity of underlying FEdges introduced by chaining operations. When two ViewEdges are concatenated by a chaining operator, the last vertex of one ViewEdge and the first vertex of the other reside in the same 3D position, so that the latter vertex is omitted. This caused a pair of SVertices unconnected by an FEdge. The present commit intends to fix this issue. The bug was reported by mato_sus304 with a .blend file reproducing the issue. Thanks! |
Revision 3fd8a91 by Daniel Salazar October 16, 2011, 09:51 (GMT) |
ID Mask node was limmited at 10000 while OB and Mat IDs reach 32767. Set this limit and it's working fine here in my comps |
Revision 2bba8ad by Dalai Felinto October 15, 2011, 23:50 (GMT) |
Set the correct char for Persian name (using ufbfd instead of the arabic yeh one) |
Revision d5b6792 by Brecht Van Lommel October 15, 2011, 23:49 (GMT) |
Cycles: * Sun, area and point lights with size now supported * Cast shadow option to disable shadow casting for lamps * Emission strength of materials tweaked such that setting strength to 1.0 basically makes the material "shadeless" in that the value of the color input will be the resulting color in the image. |
Revision d293d74 by Brecht Van Lommel October 15, 2011, 20:43 (GMT) |
Cycles: more tweaks to get old/new shading systems working better together, for now also made non-material/world/lamp stuff use old texture datablocks, no time to get this fully working now. Still some python tweaks to do to ensure the right panels show. |
Revision 9c959d9 by Brecht Van Lommel October 15, 2011, 20:13 (GMT) |
Cycles: make Attribute node work, code for it was implemented in kernel, only missing was the ability to specify the attribute name in the node. This makes it possible to use multiple uv or vertex color layers now. |
Revision 8fb3762 by Sergey Sharybin October 15, 2011, 19:30 (GMT) |
Camera tracking integration =========================== Some improvements for feature detectors: - Sort features by score when filtering features by distance using FAST library. - Added option to place markers only in areas outlined by grease pencil. |
Revision e168a4f by Sergey Sharybin October 15, 2011, 19:20 (GMT) |
Camera tracking integration =========================== Changes to moviecache pointed and discussed in codereview page: http://codereview.appspot.com/5283049/ |
Revision 70c8e65 by Sergey Sharybin October 15, 2011, 19:19 (GMT) |
Revision 19a42ad by Brecht Van Lommel October 15, 2011, 16:20 (GMT) |
Cycles: fix nodes gone missing after new/old shading node compatibility changes. |
Revision 30141b4 by Andrew Wiggin October 15, 2011, 14:47 (GMT) |
select boundary loop tool (aka region to loop) switches to edge select mode if the mode was face select |
Revision e9a194e by Andrew Wiggin October 15, 2011, 14:46 (GMT) |
More solidify cleanup: comment updates and make shell_angle_to_dist a continuous function in the edge case |
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