Revision 0999cf4 by Diego Borghetti May 4, 2009, 15:31 (GMT) |
Fix crash because XSetInputFocus fail. Some WM send a WM_TAKE_FOCUS event before the window is really mapped (for example, change from virtual desktop), because of this, the call to XSetInputFocus fail and close Blender. |
Revision 56fcb7d by Thomas Dinges May 4, 2009, 15:19 (GMT) |
2.5 RNA: *Added missing notifiers for resolution and aspect ratio, so camera border updates while changing the values in camera view. |
Revision 42d571b by Daniel Genrich May 4, 2009, 14:41 (GMT) |
Fix for msvc compile error reported by Wahooney - thanks |
Revision 3226b33 by Campbell Barton May 4, 2009, 13:01 (GMT) |
python geometry function Geometry.BezierInterp(vec_knot_1, vec_handle_1, vec_handle_2, vec_knot_2, resolution) can use 2D-4D vectors Also made 3ds import give a message when no python installed |
Revision e4e70bf by Joshua Leung May 4, 2009, 10:24 (GMT) |
2.5 - Bugfixes * Loading files saved with 2.5 works again now without crashing. Was crashing when trying to load Grease Pencil data (even though there was none) * Fixed some msvc compiler warnings in own code |
Revision 22c2827 by Joshua Leung May 4, 2009, 10:04 (GMT) |
Cycles F-Curve Modifier: 'Mirrored' Option Using this cycling mode option, the keyframe range will be repeated in reverse order every second repeat. Thanks for the idea mfoxdogg :) |
Revision 2f7cd19 by Campbell Barton May 4, 2009, 08:55 (GMT) |
print BGE Py api warnings only once to avoid flooding the terminal and slowing the game down too much, resets on loading scenes/blendfiles and restarting the game engine. |
Revision 9248da8 by Campbell Barton May 4, 2009, 08:17 (GMT) |
gcc4.4 needed this to build |
May 4, 2009, 07:04 (GMT) |
* Icon updates and fixes * Made the buttons space listen to and update for new active objects * Cleaned up the Add Object menu |
Revision 3abb8e8 by Benoit Bolsee May 3, 2009, 22:29 (GMT) |
BGE performance: second round of scenegraph improvement. Use dynamic linked list to handle scenegraph rather than dumb scan of the whole tree. The performance improvement depends on the fraction of moving objects. If most objects are static, the speed up is considerable. The following table compares the time spent on scenegraph before and after this commit on a scene with 10000 objects in various configuratons: Scenegraph time (ms) Before After (includes culling) All objects static, 8.8 1.7 all visible but small fraction in the view frustrum All objects static, 7,5 0.01 all invisible. All objects moving, 14.1 8.4 all visible but small fraction in the view frustrum This tables shows that static and invisible objects take no CPU at all for scenegraph and culling. In the general case, this commit will speed up the scenegraph between 2x and 5x. Compared to 2.48a, it should be between 4x and 10x faster. Further speed up is possible by making the scenegraph cache-friendly. Next round of performance improvement will be on the rasterizer: use the same dynamic linked list technique for the mesh slots. |
Revision 2aa3c93 by Benoit Bolsee May 3, 2009, 21:51 (GMT) |
BGE performance: use inline function as much as possible in scenegraph and logic to avoid function call. |
Revision 2088848 by Benoit Bolsee May 3, 2009, 21:42 (GMT) |
BGE: fix a crash with previous scene destruction speed up commit when sensors and controllers are cross connected between objects. |
Revision f67ffd1 by Campbell Barton May 3, 2009, 20:47 (GMT) |
fix for a problem with setUV2 reported by cthames on blenderartist http://blenderartists.org/forum/showpost.php?p=1369757&postcount=35 there was an undocumented second arg but may as well allow a single vector arg like setUV() |
Revision d85bbb8 by Campbell Barton May 3, 2009, 19:47 (GMT) |
on second thought its less trouble to make a python script that makes all the getset's in the array, apologies to Alex for suggesting this be dynamic :/ included python script to print out getsets as a comment |
Revision 8a83aff by Campbell Barton May 3, 2009, 17:52 (GMT) |
[#18678] Swizzle properties for Mathutils.Vector patch from Alex Fraser (z0r) eg. - vec.xyz = vec.zyx - vec.xy = vec.zw - vec.xxy = vec.wzz - vec.yzyz = vec.yxyx See http://en.wikipedia.org/wiki/Swizzling_(computer_graphics) made some minor modifications to this patch. tested access times and adding 336 attributes to vectors doesn't make a noticeable differences to speed of existing axis attributes (x,y,z,w) - thanks to python dict lookups. |
Revision 03a0770 by Ton Roosendaal May 3, 2009, 17:48 (GMT) |
Bugfix #17929 Old bug (2.42): when using node material, transparent shadow did not work. It was missing to set the proper 'pass flag'. Do note an important difference with non-node materials for 'transparent shadow'. If there are no nodes, it uses the color from the unshaded material. When it has nodes, it uses the color output from the entire node tree, which is typically from shaded materials. The latter is because node shaders have no support for shade passes yet (it only outputs rgb + a). |
Revision 56b8ce2 by Ton Roosendaal May 3, 2009, 13:22 (GMT) |
Bugfix 18671 revisted Node editor didn't support editing non-material texture node trees. Campbell pointed me to fact it's been used already, like for brush painting. However, this only worked via linking the texture to a material... hackish stuff. Now the Node Editor supports all other Textures too, with three extra icon buttons to define which. - Active Object: for textures linked to Materials or Lamps - World: textures from Scene world. - Brush: textures from active Brush The latter can only be set and used when in Paint or Sculpt mode: - Paint mode: in Image window, Paint Tool panel, set active brush - Sculpt mode: in EditButtons, Texture panel, select empty slot, add texture. Note that refreshes of previews in Node Editor is not always happening on switching contextes. Just click a socket to refresh view. |
Revision c352993 by Brecht Van Lommel May 3, 2009, 13:17 (GMT) |
Fix for bug #18659: glsl math material node, "tangent" option didn't work. |
Revision 2e93dc4 by Joshua Leung May 3, 2009, 13:00 (GMT) |
F-Curve Modifiers: Time-Modifying F-Modifiers Cleanup Time-Modifying F-Curve Modifiers now get special callbacks to allow them to specify what frame they need to be evaluated on, instead of forcing a re-evaluation of the preceeding curve + modifier-stack. This should be more robust than the old way in general. It still remains to be seen if some tweaks to this are still needed, as the full consequences of the propogation of modified time-spaces have yet to be fully explored. For now though, evaluation works by finding the last modifier on the stack which modifies time, and asks it what time it modifies the given time to. This modified time is used to evaluate the F-Curve data only. The modifier stack gets evaluated using the original time instead. |
Revision b89126d by Ton Roosendaal May 3, 2009, 12:06 (GMT) |
Bugfix #18676 Map a texture to Material Ambient factor didn't work. Probably not since 2.42 or so... :) |
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