Blender Git Commits

Blender Git "master" branch commits.

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Revision 34ea39a by Joshua Leung
December 6, 2006, 03:04 (GMT)
== Action Editor ==

Fix for a few alpha problems with lock icons when markers are drawn
Revision 6c138fc by Joshua Leung
December 6, 2006, 02:37 (GMT)
== Action Editor ==

Now it is possible to 'protect' action channels and constraint channels.
* When a channel is 'protected', the only operation possible on keyframes
is selection. All other operations are not able to be performed.
* The padlock to the right of each channel's name toggles the protection
status of that channel. You can only alter the protection status of one
channel at a time.

Todos:
* Menus still pop up when trying to do stuff to keyframes even if
all the keyframes selected are from protected channels.
* Shapekey channels shown in action editor should also get locks
December 6, 2006, 02:28 (GMT)
Shift+Tab should exit sculptmode (same as for other modes)
December 6, 2006, 02:10 (GMT)
Added slider for the Draw brush that modifies the direction vertices are pulled in relation to the view.
December 6, 2006, 01:29 (GMT)
Correctly propagate selection when switching multires levels on an editmesh.
December 6, 2006, 00:28 (GMT)
CMake: Proper bundle for blender binary for Mac OS X and just keep blenderplayer as regular binary as with download from blender3d.org
Revision 593d9ae by Kent Mein
December 6, 2006, 00:04 (GMT)


added missing -DWITH_FREETYPE2 stuff, provided by Eugene Reilly.

Kent
December 5, 2006, 23:49 (GMT)
Fixed bug #5361, multiple 3d views additional cursors in wrong place
December 5, 2006, 23:36 (GMT)
Another multires triangle fix
December 5, 2006, 23:25 (GMT)
Fixed broken triangle handling in multires.
December 5, 2006, 23:01 (GMT)
Updated the vertex color and mtface handling in multires.c to work with editmesh.

This is the last of the changes needed to support all the EditMesh data that
previously worked only with the regular Mesh, so this should fix bug #5331,
Various problems with Editmode Undo and Multi-Resolution Meshes.
December 5, 2006, 21:33 (GMT)
Node editor: when adding a new node, automatic links are created:

- from all selected nodes
- only connections between highest order socket types; so if there's RGBA
and Value sockets, only RGBA sockets are connected. This because in
these cases the Value sockets usually are for user input.
Example: Mix node.

Thanks Trip for the hint!
December 5, 2006, 19:47 (GMT)
Node shaders bug: using 'shadeless' material inside of node tree, a mode
flag messed up that tried to detect if shadow was needed.
December 5, 2006, 18:58 (GMT)
Bugfix, irc report:

OSA 16 crashed. Wrong sizeof() for memset...
December 5, 2006, 18:35 (GMT)
==== MSVC 7 project files ====
- small update for added files shadeinput.c and shadeoutput.c
December 5, 2006, 18:27 (GMT)
Two more fixes for pass composite:

- Blur nodes didn't accept RGB buffers (only RGBA or single channel ones)
- Mix node had maximum for 'mix' on 1.0, for passes edit that could become
more, made it 5!
December 5, 2006, 18:02 (GMT)
Two fixes:

- Shaded view was black, needed to tell it to use 'combined' pass :)
- Crash when deleting in compositor all nodes with an output.
Revision 4f8079d by Ben Batt
December 5, 2006, 17:42 (GMT)

Modifier Stack: Limit calculation to required data.
This commit upgrades the modifier stack to only calculate the data which is
needed, either by modifiers further down the stack or by other functions at
the end of the stack (e.g. drawing functions).

This speeds up modifier stack recalculation, especially where vertex
groups and UV coordinates are concerned. For example, a mesh with an Armature
modifier followed by a Subsurf modifier would previously have required the
Subsurf modifier to interpolate all the vertex groups in the mesh, slowing
down modifier calculations considerably. With this update, vertex group data
is not propagated beyond the Armature modifier, so calculations are faster.

Note that this depends on the order of modifiers in the stack. If the Armature
and Subsurf modifiers were swapped in the above example, the Subsurf modifier
would have to interpolate vertex groups, as they are needed by the Armature
modifier.
December 5, 2006, 16:44 (GMT)
Damn! Commit for render passes in wrong dir....
December 5, 2006, 16:43 (GMT)
Next stage of RenderPipe refactor: now everything within the pixel was
tackled.

Resulting features:
- render passes
- new pass: Object Index, for masking
- sub-sample alpha masks

Docs:
http://mediawiki.blender.org/index.php/BlenderDev/RenderPipeline
http://www.blender3d.org/cms/Render_Passes.829.0.html
http://www.blender3d.org/cms/New_Render_features.774.0.html

Note that these changes might mean things to not render fully identical...
For the next days a lot of testing is needed!
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021