Blender Git Commits

Blender Git "master" branch commits.

Page: 4921 / 5574

May 25, 2008, 14:39 (GMT)
[#11124] Hide Threshold button when Constant QMC sampling enabled

Patch by Olivier Saraja
May 25, 2008, 14:37 (GMT)
Apply BGE patch 11137: Render objects with negative scaling correctly (as in Blender)
May 25, 2008, 14:34 (GMT)
-== kdop ==-
1. fix crash on collision
May 25, 2008, 14:32 (GMT)
[#11119] Tool tips correction

Patch by Olivier Saraja
May 25, 2008, 14:32 (GMT)
Apply BGE patch 12799: Fix quad buffer stereo mode for Windows
May 25, 2008, 13:53 (GMT)
May 25, 2008, 13:48 (GMT)
for for [bf-blender-Bug Tracker][11843] 3DS importer imports broken meshes

May 25, 2008, 13:44 (GMT)
Merge bvh tree from cloth branch
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)
May 24, 2008, 22:50 (GMT)
BGE patch: rename rayCastToEx() to rayCast() - better name
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
May 24, 2008, 18:06 (GMT)
BGE patch: add rayCastToEx(), an extended version of rayCastTo() for use in game script
May 24, 2008, 12:22 (GMT)
fix for [#12797] FBX Exporter Exports Incorrect Matterial EmissiveFactor and DiffuseFactor
- own error, swapped diffuse and emit factors
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.
May 23, 2008, 20:36 (GMT)
May 23, 2008, 20:20 (GMT)
Commit of selfcollisions using new kdop design. Should result in nice speedup.
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
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.

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.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021