Revision b95a24c by Campbell Barton April 28, 2011, 09:50 (GMT) |
fix [#27201] icosphere normals problem |
Revision 7c125b9 by Joshua Leung April 28, 2011, 09:46 (GMT) |
Bugfix [#27194] Difficulty selecting bones with boneshapes enabled and some bones made un-selectable Pose Bone selection (like object selection) used OpenGL to draw wireframes with different colours into an offscreen buffer and then from that identify which item was clicked on. The bug here was that unselectable bones were getting drawn for this step too, so they were getting caught instead of the control bones that were selectable. |
Revision 06dc548 by Campbell Barton April 28, 2011, 08:26 (GMT) |
fix [#27193] view/camera/set active object as camera sometimes "disabled" in gui (grayed out) When in quad split view, operators that only apply to the unlocked region can now be accessed from menus and when the mouse is over a locked view. Applied to: - VIEW3D_OT_object_as_camera - VIEW3D_OT_view_persportho - VIEW3D_OT_view_orbit - VIEW3D_OT_viewnumpad |
Revision 49238a3 by Campbell Barton April 28, 2011, 07:55 (GMT) |
smooth view now takes the v3d and region as arguments. (no functional change) |
Revision d97a1da by Joshua Leung April 28, 2011, 07:10 (GMT) |
Mwahahahaha! I think I've found the cause of that awful purple/pink "glow" that was appearing on bones drawn using "octahedral" from certain angles. It seems to have been caused by a typo in the code used to "clear spec colour" |
Revision 11305bd by Campbell Barton April 28, 2011, 06:20 (GMT) |
CMake build option for security report: CVE-2009-3850 Nothing is changed by default but some linux distributions want to have executing python be opt-in. This keeps the same functionality but disables auto-run from factory settings and in background mode unless its enabled as a command line argument. This CMake option is marked as advanced and wont show in the regular options list so its less likely to be enabled by people that like to turn everything ON without reading descriptions :) |
Revision 7a2d648 by Campbell Barton April 28, 2011, 05:34 (GMT) |
skip some calculations with the wave modifier - when the vert has no vgroup weight or 0.0 falloff. |
Revision f280f838 by Campbell Barton April 28, 2011, 05:19 (GMT) |
fix [#27186] Wave modifier falloff regression from 2.4x (own fault) |
Revision fca91f5 by Campbell Barton April 28, 2011, 05:15 (GMT) |
rename duplicate header defines & remove unused var. |
Revision 1484169 by Brecht Van Lommel April 27, 2011, 17:23 (GMT) |
Cycles: another build fix. |
Revision 7b2a13a by Brecht Van Lommel April 27, 2011, 16:56 (GMT) |
Temporary build fix. |
Revision 9e6cdf5 by Campbell Barton April 27, 2011, 14:53 (GMT) |
fix for fix, was incorrectly looping over regions. |
Revision 4e235c1 by Brecht Van Lommel April 27, 2011, 14:36 (GMT) |
Blender modifications for Cycles integration. Some notes about code status: * The Blender modifications were fairly quickly put together, much more code polish and work is needed to get this to a state where it can be committed to trunk. Files created with this version may not work in future versions. * Only simple path tracing is supported currently, but we intend to provide finer control, and more options where it makes sense. * For GPU rendering, only CUDA works currently. The intention is to have the same kernel code compile for C++/OpenCL/CUDA, some more work is needed to get OpenCL functional. * There are two shading backends: GPU compatible and Open Shading Language. Unfortunately, OSL only runs on the CPU currently, getting this to run on the GPU would be a major undertaking, and is unlikely to be supported soon. Additionally, it's not possible yet to write custom OSL shaders. * There is some code for adaptive subdivision and displacement, but it's far from finished. The intention is to eventually have a nice unified bump and displacement system. * The code currently has a number of fairly heavy dependencies: Boost, OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult to compile, we'll try to eliminate some, it may take a while before it becomes easy to compile this. |
Revision 2a7e70b by Campbell Barton April 27, 2011, 13:13 (GMT) |
remove .Bfs, its not used anymore. |
Revision 16bd053 by Sergey Sharybin April 27, 2011, 12:50 (GMT) |
buildbot: switch to ffmpeg 0.6.3 |
Revision da376e0 by Ton Roosendaal April 27, 2011, 11:58 (GMT) |
Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later. Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php |
Revision 6937800 by Ton Roosendaal April 27, 2011, 11:48 (GMT) |
Initial branch for 'cycles' |
Revision da9d559 by Sergey Sharybin April 27, 2011, 08:35 (GMT) |
Fix #27176: Creating a new UV layer in edit mode fails to copy previous one Implemented copying data from active MTFACE layer to newly created. Also, fixed the same bug with vertex colors layer. |
Revision bc68284 by Campbell Barton April 27, 2011, 08:32 (GMT) |
fix [#27174] World Starfield Generation causes crash allow escaping from render if generating stars takes too long. |
Revision 7a44c65 by Campbell Barton April 27, 2011, 07:36 (GMT) |
fix [#27164] uv unwrap stretching |
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