September 23, 2008, 04:26 (GMT) |
* Volumetrics update - Fixed a shading bug, due to issues in the raytrace engine where it would ignore intersections from the starting face (as it should). Disabled this for single scattering intersections, thanks to Brecht for a hint there. It still shows a little bit of noise, I think due to raytrace inaccuracy, which will have to be fixed up later. before: http://mke3.net/blender/devel/rendering/volumetrics/vol_shaded_old.png after: http://mke3.net/blender/devel/rendering/volumetrics/vol_shaded_correct.png Now single scatttering shading works very nicely and is capable of things like this: http://mke3.net/blender/devel/rendering/volumetrics/vol_shaded_clouds.mov - Added colour emission. Now as well as the overall 'Emit:' slider to control overall emission strength, there's also a colour swatch for the volume to emit that colour. This can also be textured, using 'Emit Col' in the map to panel. This animation was made using a clouds texture, with colour band, mapped to both emit colour and emit (strength): http://mke3.net/blender/devel/rendering/volumetrics/vol_col_emit.mov - Added 'Local' mapping to 'map input' - it's similar to Orco - Fixed texture 'map input', wasn't using the offsets or scale values. |
Revision f187d68 by Campbell Barton September 23, 2008, 01:28 (GMT) |
fix for [#13825] Lack of Flags in Face Mode Set undo was also not working. |
Revision 8727040 by Campbell Barton September 23, 2008, 00:49 (GMT) |
[#8540] Import scripts for MilkShape3D file formats from Markus Ilmola (glome) note, UV's will be incorrect in some faces because of eekadoodle problem. |
Revision 7a28ca4 by Campbell Barton September 23, 2008, 00:37 (GMT) |
Make GameLogic work for python autocomplete (after running the BGE once at least) only clear newly added items from the gameLogic dictionary rather then the whole dictionary. |
Revision 2911df4 by Andre Susano Pinto September 22, 2008, 22:48 (GMT) |
Fixed shrinkwrap constraint handling of matrixs. Also since contraint uses BVHCache its now usable and fast. Being possible to shrinkwrap constraint several objects to another and only have one BVHTree being build. |
Revision 18c954e by Benoit Bolsee September 22, 2008, 21:49 (GMT) |
BGE patch #17569 approved: Make FrameProp: work in Shape Action. PyDoc updated. |
Revision 2875cc9 by Brecht Van Lommel September 22, 2008, 21:22 (GMT) |
Fix for second part of bug #17506: issue with swapped uv coordinates on creating multires in editmode, wasn't doing test_index_face for the face data. |
Revision d438b46 by Benoit Bolsee September 22, 2008, 21:15 (GMT) |
Fix file browser for Windows: going to the parent directory introduces ../. Correct parent is .. under Windows. |
Revision 0cf7bf7 by Brecht Van Lommel September 22, 2008, 20:26 (GMT) |
Fix for part of bug #17506: uv editing with multires is only allowed at level 1, missed a case. |
Revision 9b4956a by Benoit Bolsee September 22, 2008, 19:54 (GMT) |
BGE patch: KX_STATEx constant to allow simple state manipulation in setState() The constants KX_STATE1 to KX_STATE30 can be used with setState() to change the object state in a python controller. The constants are defined in the GameLogic module so that the full name is GameLogic.KX_STATE1 to GameLogic.KX_STATE30 but you can simplify this with the import statement: from GameLogic import * cont = getCurrentController() ob = cont.getOwner() ob.setState(KX_STATE2) #go to state 2 KX_STATEx constants are defined as (1<<(x-1)) Binary operators |, &, ^ and ~ can be used to combine states: You can activate more than one state at a time with the | operator: ob.setState(KX_STATE1|KX_STATE2) #activate state 1 and 2, stop all others You can add a state to the current state mask with: state = ob.getState() ob.setState(state|KX_STATE3) #activate state 3, keep others You can substract a state to the current state mask with the & and operator: state = ob.getState() ob.setState(state&~KX_STATE2) #stop state 2, keep others You can invert a state with the ^ operator: state = ob.getState() ob.setState(state^KX_STATE2) #invert state 2, keep others |
Revision eef475a by Brecht Van Lommel September 22, 2008, 19:37 (GMT) |
Fix for bug #11163: strand render without tangent shading didn't give correct results. |
Revision 4e731c5 by Diego Borghetti September 22, 2008, 19:09 (GMT) |
Revert full screen, maximized and minimized code (rev 16543). Revert this because don't work "fine" with dual-monitor. The problem is not the code, this work fine, but full screen for a window manager is not both monitor (until set xinerama or whatever..). |
Revision 48c54c2 by Brecht Van Lommel September 22, 2008, 18:33 (GMT) |
Further fix for #8132, mac/nvidia driver issue drawing node previews, zoom level was not correct. |
Revision 315ef82 by Benoit Bolsee September 22, 2008, 17:12 (GMT) |
BGE patch #17483 approved: object actuator DRot reverted since Blender 246. |
Revision b40ed96 by Ton Roosendaal September 22, 2008, 15:59 (GMT) |
Patch #17665 by Vladimir Marek Fixes for solaris compiling |
Revision 558d749 by Ton Roosendaal September 22, 2008, 15:59 (GMT) |
Patch #17666 by Vladimi<C2>r Marek Fixes for solaris compiling |
Revision 627c617 by Ton Roosendaal September 22, 2008, 15:38 (GMT) |
Realy time for 2.5! Takes half an hour to find a nice empty spot for a button! Another attempt to locate new shadow color swatch. Now back in shadow panel, bottom. |
Revision e4def00 by Campbell Barton September 22, 2008, 15:37 (GMT) |
fix for [#15020] File browser: going back from the root of all directories introduces "../" ad libitum + harcoded path? bug was introduced when fixing BLI_cleanup_dir not to write to negative character indicies. added a BLI_parent_dir(char *path) |
Revision bc151f1 by Ton Roosendaal September 22, 2008, 14:52 (GMT) |
Bugfix: - Button for 'shadow color' was drawn over 'layer shadow' button... The shadow+spot panel was cramped... spot shadowbuffer uses all space. Moved it to the Lamp panel with label, more clear now. Panel reorg is for later :) - Small fix: Area Lamp 'gamma' slider didn't update preview. Unfortunately had to move this slider to smaller button... |
Revision c79f992 by Joshua Leung September 22, 2008, 13:01 (GMT) |
Bugfix #14428: Constraints lost when object made single user When there was a setup where an object was linked to more than one scene at once, and in one of those scenes some of the objects in that scene were related to it, the objects related to it were not correctly relinked to the new copy. This was due to the 2nd check for selected objects if( (base->flag & flag)==flag) meaning that only selected objects would get corrected. |
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