Blender Git Commits

Blender Git "master" branch commits.

Page: 5310 / 5574

November 15, 2005, 21:33 (GMT)
* update to python docs
- the softbodies documentation was put in object.properties instead of object.object. Hello!
November 15, 2005, 21:14 (GMT)
* update to python docs
- update for the old mathutils rewrite
- update for some other methods ive added
- added explaination of wrapped data
- added a .css file for epydoc gives nice blender/python colors :?
Revision a85ba68 by Ken Hughes
November 15, 2005, 16:34 (GMT)


-- Added OB_RECALC_OB to Object_set* methods.
November 15, 2005, 15:54 (GMT)
Grabbing a targetless IK bone, and ESC, accidentally didnt clear a flag,
causing targetless IK being executed on all bone moving (looked like as if
a bone couldn't be rotated/moved).
November 14, 2005, 22:21 (GMT)
Small fixes;

- Bone Ghost drawing now skips axes and names
- "Snap to cursor" now works for parent-less bones in PoseMode
- Prevented assigning in buttons of negative zero (was confusing)
November 14, 2005, 20:07 (GMT)
Keeping CVS working isn't easy! :)
Optimize for hair caused transp triangles to be not rendered OK anymore.
November 14, 2005, 19:57 (GMT)
Two orange reports;

- Copy Location Constraint didn't update Object when it was copying from a
Bone
- Deleting bone in editmode, and connecting bones crashed due to evaluation
of deformation code (only allowed for pose).
November 14, 2005, 19:00 (GMT)
Another optimize step for huge quantities of hair renders; now per transp
part (64 scanline pixels) it first calculates clipping for faces.
Testfiles - 1 M faces with simple render - show 2 times speedup :)
November 14, 2005, 18:14 (GMT)
Ztransp render has a built-in maximum for amount of faces it can render
on top of each other. Was 100, which gave noise like this in this image;
http://www.blender.org/bf/hairnew.jpg

Made it 200, which solves it for a million hair polygons;
http://www.blender.org/bf/hairnew1.jpg

Also note that hair renders go much faster and better if you insert a real
solid head in it, that will prevent hairs on the back to be inserted in the
buffers. ANd don't make the head Ztransp!
November 14, 2005, 16:27 (GMT)
New zbuffer; added check for zero sized edges in filling in with new
span buffer. caused black stripes in render...
November 14, 2005, 14:27 (GMT)
Strand render/zbuffering optimize recode

I've been going over the zbuf.c code, which is indeed very ancient,
with a load of old optimizing and redundant code in use.

Added more 'modern' Span support, which fills per face two arrays
with the scanline information in it. That way you can zbuffer a quad in one
run as well. It was also exactly that code that's copied all over in zbuf.c

For now, to prevent issues for the release, the 'render a quad in 1 run' is
only in use for the strand render. Tests reveil a speedup of about 33%.

Will work on this recode later... which would also result in making zbuf.c
threadsafe.

And: bugfix #3398
When using the new 'render emitter' for particles, the orco array for
particles was accidentally used by mesh too.
November 12, 2005, 16:22 (GMT)
Finished hair strand render project (well, for release), also with a good
doc;

http://www.blender3d.org/cms/Hair_Strand_Rendering.722.0.html

- added width control for strands
- made tangent (anisotropic) render an option
(so you can render strands more solid, like metal/wood)

Also:
- ALT+A anim playback with static particles made cursor flashing
Revision 0c4172f by Mika Saari
November 12, 2005, 15:40 (GMT)
Undo for editfont fixed. Paste functionality crashed the blender
in case the paste buffer+length of text was bigger than MAXTEXT ->
fixed this, also a error is shown to the user now. editfont.c needs
still some cleaning but will discuss about this with kaito and intrr.
November 12, 2005, 14:39 (GMT)
Removing an extra semi-colon that caused some grief
November 12, 2005, 11:58 (GMT)
Bugfix: when editing a Curve Guide, and deleting all but one control point,
the path code crashed.
November 12, 2005, 11:54 (GMT)
Hairdresser request;

"Additive" Guides. See also:
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html

This Guide type uses the falloff distance to also define how much the
particle (or hair strand) goes over the path, allowing to create local
extremes, or only local particle generating or hairgrowth. Nice for
spiky haircuts!
November 12, 2005, 10:35 (GMT)
Particles now are generated from subsurfed coordinates.

Note that the current default generates particles based on the original
amount of vertices and faces, this for vertex group support (which is not
subdivided with modifiers). That means that particles generated on
subsurfed faces still have minor approximation errors.

Note for DerivedMesh users; I've added a new API call:
float *mesh_get_mapped_verts_nors(Object *ob);
Which returns an array of 2 * 3 * float size, containing the vertices and
normals, deformed and subsurfered, but only the original me->mvert amount.
Works in all non-editmode cases.

Is in use now for vertex/weight paint and particles.
November 11, 2005, 23:10 (GMT)


Bjornmose's fixes for making booleans compile on MSVC 6.

Thanks!
November 11, 2005, 20:54 (GMT)
Inserted a line just above a variable declaration, causing MSVC to
complain :)
November 11, 2005, 20:15 (GMT)
special service for msvc6 projects
post build step for booleans --> copy boolop.lib to lib folder _foo_/lib/windows..

enabeling bullet for GE
wants to link with _foo_/lib/windows/bullet/lib/bullet3.lib
you have to build it with continuous.dsw in exten/bullet and copy it manually there
since bullet is exten i think no automagic in place here
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021