Blender Git Commits

Blender Git "master" branch commits.

Page: 5418 / 5574

November 28, 2004, 02:13 (GMT)
Added nearly full support for Blender's procedural textures, with the exception
of 'envmap', 'magic', and 'plugin' modes.
The stucci texture also is not exact match, since it cannot be fully
emulated in yafray because of implementation issues. It will work best
for low turbulence values (which is actually not taken into account
in the export code).
Also, since Blender's static noise is basically just direct random number
output, don't expect the exact same result when rendered in yafray, but in this
case that probably shouldn't be that much of a problem...
(needs yafray from cvs)

(btw, on a side note, I put this in the comments once when working on the noise
stuff for Blender, but noise is affected by the 'depth' parameter, and there
is no way to control this directly from the GUI, can only be done by temporarily
switching to 'clouds' for instance.)
November 27, 2004, 18:47 (GMT)
Report #1841

Crash in this situation;
- one blender file with more scenes
- render image
- goto another Scene with no camera and larger output size for image
- render

Render buffer has to be freed then :)
November 27, 2004, 18:32 (GMT)
BPython:
- fixed bug #1882: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1882&group_id=9
Crash / hang when changing meshes that had edge data. The mesh->totedge value was not being set to 0. Reported by jms, thanks.
- fixed bug #1780: https://projects.blender.org/tracker/index.php?func=detail&aid=1780&group_id=9&atid=125.
Deleting a Text that was being used as script link crashed Blender. Added a check to unlink the Text from eventual script links when it gets removed. Reported by kaito, thanks.
- doc updates (one related to bug #1807: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1807&group_id=9 , actually a little misleading word in the NMesh doc: you can get the subsurfed mesh with NMesh.GetRawFromObject, but it's the display subdivision level that counts).
November 27, 2004, 17:59 (GMT)
- draw compatibility with engine; without lights texture-less objects
draw shadeless
- buttons for physics in Material menu lined up
November 27, 2004, 17:33 (GMT)
- Bug fix, reported by Stefano;
- Ztransp material didn't raytrace at all (now just traces it entirely,
remember too set the transp depth for it)
- tramsparent material reflected wrong in mirror material, due to
specular being added without alpha.
- Cleaned up some code to improve raytrace speed some. The old conventions
from before the AA recode were still there, this allowed coherence for
octree traversal. Current AA doesn't allow this anymore.
Added is improved check for 'first hit' on shadow render, per lamp this
now is stored
All in all, render with ray trace improved about 10-15%.
November 26, 2004, 20:20 (GMT)
Bug fix #1893

Option to switch left/right mouse didn't work for floating panels. It then
still selected stuff behind the button.
Was due to using wrong variable for events.
November 26, 2004, 19:59 (GMT)
Fixes in reading .dxf (bug #1883)

- fgets() doesn't recognize DOS strings in unices, made my own fgets
- reading polyline didnt support 3d lines
- reading polyline didn't create edges

All in all, this code isn't very nice and badly structured... a code
review or test (yes sirdude!) could have been useful. :)
November 26, 2004, 12:20 (GMT)
Two fixes;

- Bug #1890. While render subsurf in editmode, orco coordinates were
incorrect (subsurf vertices in editmode have different ordering)
Bug was oldie.
- IRC reported by Stefano; oops (not outliner) didnt show lamp textures
nor material ipos correctly.
Found error in oops curved lines too (the ones starting at right side)
November 25, 2004, 21:52 (GMT)
Small tweaks to make 3d drawing a tad more interactive, and; something
for our interactive 3d artists!

- AL+Z (potato) texture view now draws objects without Texture Faces
compliant with (new) default in engine. Meaning lit faces, using
Material RGB for diffuse and specular. It used to draw these as 'shaded'
which is quite useless.
Per definition, Potato mode is supposed to show what engine draws.
(Note; this only for Mesh objects)

- Added a couple of more calls to ensure Shaded drawmode updates on
changing RGB sliders, moving lamps to layers, or switch layers

This based on feedback from Mal, who'll also give it all good tests.
November 25, 2004, 18:16 (GMT)
Fix for #1806

View3d windows have 'unlock' option and 'localview', which was also
supported on render (F12 with mouse in window) to render only what is
visible there.
This didn't work very nice, with even code in render module to read from
interface variable. Removed that from render, and coded the exception
where it belongs, in renderwin.c
November 25, 2004, 16:27 (GMT)
One free too many on shading displaylists, causes material-less objects not
to render.
November 25, 2004, 15:48 (GMT)
Bugfix #1889

Reporter found omission in editmode undo. When you convert objects from Font
to Curve and/or to Mesh, the stack wasn't cleared (same object pointer!)
giving crashes on undo-restore calls. Nice discovery. :)
November 25, 2004, 12:02 (GMT)
Bug fix #1844

Joining Meshes, with the active Mesh having no vertexgroups, and other
Meshes having them didn't work.
November 25, 2004, 11:30 (GMT)
Fix for #1887 and #1636

Old code in displist.c caused crash on OGL "render this view" option for
3D windows. No idea why this exception was in displist.c... must be for
old engine or so?
November 25, 2004, 08:09 (GMT)
Make the material colour the default colour for objects if textures & vertex colours are not available (instead of white)
November 24, 2004, 18:53 (GMT)
Bug fix #1880

Two accumulating errors, causing 'scanline' errors too, but now based on
using different filtering values for transparent shadows.
Was another 2 cases of unused variable render as well. :)
November 24, 2004, 18:02 (GMT)
Made sure exporting files (any, ranging from dxf to python scripts) signal
FileWindow to refresh on second usage, to show new file.
November 24, 2004, 16:29 (GMT)
Bug reported on IRC by Chris Want

Remove doubles, editmode Mesh, returns short. doesnt work nice on large
meshes! Is int now.
November 24, 2004, 15:52 (GMT)
Bugfix, based on Stefano IRC report.

Nkey panel in IpoWindow, the "Xmin" and "Xmax" buttons had a much too
narrow range, causing weird results when trying to fill in larger values.

NOTE; the button range method in Blender is still totally insufficient...
November 24, 2004, 12:11 (GMT)
Uncommit changes for "bind_textdomain_codeset". Apparently windows gettext
doesn't have this function, needs to be updated in lib/ dir.

We also dont have official maintainer for internationalization...
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021