Revision 03ccc38 by Martin Poirier May 25, 2008, 14:39 (GMT) |
[#11124] Hide Threshold button when Constant QMC sampling enabled Patch by Olivier Saraja |
Revision da1f38f by Benoit Bolsee May 25, 2008, 14:37 (GMT) |
Apply BGE patch 11137: Render objects with negative scaling correctly (as in Blender) |
Revision 2666ff7 by Daniel Genrich May 25, 2008, 14:34 (GMT) |
-== kdop ==- 1. fix crash on collision |
Revision f680b56 by Martin Poirier May 25, 2008, 14:32 (GMT) |
[#11119] Tool tips correction Patch by Olivier Saraja |
Revision 31ec51d by Benoit Bolsee May 25, 2008, 14:32 (GMT) |
Apply BGE patch 12799: Fix quad buffer stereo mode for Windows |
Revision cc98ef4 by Andre Susano Pinto May 25, 2008, 13:53 (GMT) |
Revision 55f1b6b by Campbell Barton May 25, 2008, 13:48 (GMT) |
for for [bf-blender-Bug Tracker][11843] 3DS importer imports broken meshes |
Revision fd53876 by Andre Susano Pinto May 25, 2008, 13:44 (GMT) |
Merge bvh tree from cloth branch |
Revision fcea457 by Daniel Genrich May 25, 2008, 13:15 (GMT) |
-== Cloth / kdop ==- 1. Bugfix for crash on enabling cloth on object 2. Correcting kdop nth element sorting function (fix provided by André Pinto) |
Revision e2a9590 by Benoit Bolsee May 24, 2008, 22:50 (GMT) |
BGE patch: rename rayCastToEx() to rayCast() - better name |
Revision 7b069b9 by Geoffrey Bantle May 24, 2008, 18:43 (GMT) |
-> FLT import: Zero area N-gon bug fix FLT importer would throw errors when importing ngons with zero area. These faces are now ignored |
Revision cc6dac8 by Benoit Bolsee May 24, 2008, 18:06 (GMT) |
BGE patch: add rayCastToEx(), an extended version of rayCastTo() for use in game script |
Revision 459b4ea by Campbell Barton May 24, 2008, 12:22 (GMT) |
fix for [#12797] FBX Exporter Exports Incorrect Matterial EmissiveFactor and DiffuseFactor - own error, swapped diffuse and emit factors |
Revision 7f10f5f by Benoit Bolsee May 24, 2008, 08:34 (GMT) |
fix BGE bug #8646: unusable anaglyph settings The best rules for stereo rendering are now applied to Blender. Here is the new situation: 1) The focal distance is now settable through the GUI: select the camera (each camera can have a different setting) and go to the camera data (F9): the "Dof Dist" and "Dof Ob" can be used to set the focal distance for that camera. The "Dof Ob" is interesting because it sets the focal distance so that the center this object will appear at the surface of the screen when running the game. 2) The eye separation is automatically set to focal_distance/30, which is considered to be a reasonable value. If you need a different value, you can always use Python scripting. Notes: - If you switch camera during the game, the focal distance will also change unless you have set the focal distance by scripting, in which case it overwrites the focal distance setting of all cameras. - If you don't set the focal distance in the camera data or by scripting, the default value will be used. The default value corresponds more of less to the near clipping plane which means that all the objects will be very far with little 3D effect. - If you don't set the eye separation by scripting, it is automatically computed as focal_distance/30, regardless on how the focal distance was set. |
Revision 10dde9b by Daniel Genrich May 23, 2008, 20:36 (GMT) |
Revision 4bf01e8 by Daniel Genrich May 23, 2008, 20:20 (GMT) |
Commit of selfcollisions using new kdop design. Should result in nice speedup. |
Revision 5f70682 by Willian Padovani Germano May 23, 2008, 16:31 (GMT) |
== PyNodes == Fixing bug #11737 reported by Daniel Salazar (Zanqdo, thanks!): assigning as pynode a text that failed to parse as a pynode script, then deleting that text would crash Blender. http://projects.blender.org/tracker/?func=detail&atid=125&aid=11737&group_id=9 |
Revision 18abce2 by Joshua Leung May 23, 2008, 11:12 (GMT) |
Typos and whitespace tweaks |
Revision 02c4866 by Brecht Van Lommel May 23, 2008, 10:06 (GMT) |
Fix for bug #12526: object instancing didn't restore matrices correct for envmap, could give objects rendering in the wrong position. |
Revision b46bdbc by Campbell Barton May 23, 2008, 09:58 (GMT) |
fix for "[#11004] Adding ram sound and alt-U causes ram to look like HD sound and can lead to crash" Missing call sound_initialize_sounds, cant be added BKE_reset_undo since its in blenderkernel. |
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