Blender Git Commits

Blender Git "master" branch commits.

Page: 5474 / 5574

April 16, 2004, 15:55 (GMT)
This commit removes the glue from Blender, and with it
the directories decrypt, deflate, encrypt, inflate, readstreamglue,
sign, writeblenfile and writestreamglue.

Sirdude was so kind to modify the makefiles, so SCons and
Make are ready to build with the new Blender.

Visual Studio workspaces, solutions and projectfiles still need
to be updated (I'll do the .vcprojs and .sln myself after this commit).

Runtimes created with the Blender Publisher are not anymore
recognised - if you want these available, you'll have to convert
them first to .blends with the Publisher.
April 16, 2004, 15:32 (GMT)
Improved sample pattern for AO. It used to jitter locatations within
a UV Sphere which isn't a very uniform distribution on a sphere.
Now I itterate a evenly distributed set of points on sphere, and use that
by random rotating the entire sphere for each pixel.

http://www.blender.org/bf/samp3.jpg
http://www.blender.org/bf/samp4.jpg

Both pics same rendertime, 36 AO samples. Quite a difference, eh!

Will put html page for release up.
April 16, 2004, 06:26 (GMT)
Improved rigid body handling for non spherical bounds type.
Polyheder dynamic objects are now converted properly.
April 16, 2004, 06:07 (GMT)
Increased maximum mass to 10000.
Added "%x4" to the end of "Polyheder" in drawtypes menu.
April 15, 2004, 17:59 (GMT)
Bug fix 1161

Rendering showed stripes in scanlines, caused by not re-initializing the
horizon and zenith colors for the AO "only sky color" type.
April 15, 2004, 15:52 (GMT)
Added "Auto AA" toggle in Yafray Render panel defaulted to On (current functionality AA is determined by OSA and GI quality settings)

When disbaled, 2 number buttons appear to allow setting manual AA passes and AA samples.

Johnny Matthews (guitarGeek)
April 15, 2004, 15:15 (GMT)
fix for bug #1144:
the tooltip of the To: field of a message actuator was saying that
messages will only be sent to objects with a property of that name,
while in fact it was sent to objects with that name.

Unfortunately, the GameKit (and probably other documentation, too)
is wrong about this as well.

corrected the tooltip to reflect what's actually happening
April 14, 2004, 23:42 (GMT)
- parenting checks for bone additions to armature
- update to addBone parenting transform code
- hide/unhide bones
- draw axes/draw names
- clear parenting and clear children from bones - removes childbase links from bone and set as root or remove parenting and set as root
April 14, 2004, 13:00 (GMT)
enable openal support for os x and linux-powerpc
as there is a conflict between openal and sdl (when compiled with cdrom
support), i had to disable support for cd playing using sdl on os x
for the time being.
April 14, 2004, 12:52 (GMT)
Solved crash caused by referencing NULL ->camera pointer in preview for
World shading buttons.
Thanks Goofster for reporting it!
April 14, 2004, 05:57 (GMT)
Rigid body physics for non spherical bounding objects.
If your simulation becomes unstable, crank up the 'Form' control.

Removed Solid from class SumoPhysicsEnvironment (since it wasn't actually used.)
April 13, 2004, 18:11 (GMT)
- reversion to 1.5
April 13, 2004, 15:23 (GMT)
- fix for bug 62

I found it was an easy one to fix after all... the stars system is still
old and very cumbersome code, but for parts it now just works too, by
just disabling clipping in advance (as for panorama).
April 13, 2004, 02:14 (GMT)
- Fix for compiler error regarding overloaded binary equality operator not defined on MSVC
April 12, 2004, 20:27 (GMT)
Bug fix 1148

In do_versions() the new texture parameters were always initialized,
whilst we didn't go for a new release number yet.
Now it checks for a value==0.0
April 12, 2004, 19:29 (GMT)
Alternative for abusing enter/exit editmode after doing an import.

mesh_add_normals_flags()

Basically this abuse was only for normals and draw flags. For huge imports
the editmode hack is far too slow.

Now added to vrml importer. Hos can check for his stl work!
April 12, 2004, 17:32 (GMT)
Just code cleanup here. I tried to check if a replacement of malloc() and
friends with a group-malloc system would speedup. That wasn't...
While doing this I noticed such mess... so spent a while cleaning things
a bit:

- all malloc() replaced with MEM_mallocN()
(this except for vertices/edges/faces, for speed)
- unified free_xx names, this was too confusing! so now we have:

free_editvert()
free_editedge()
free_editvlak()

free_vertlist()
free_edgelist()
free_vlaklist()

and only very few calls to free() and alloc() themselves.
April 12, 2004, 14:53 (GMT)
More AO fun to play with:
- AO energy slider to control amount
- option "Use sky color" for colored AO. The horizon color will define
bottom diffuse color, the zenith works on top
- option "Use sky texture" will do a full sky render to define AO color

Please note that AO energy and color only is found when a ray does not
intersect. So for interior scenes make sure 'Dist' value is sufficient
low.

New also is:

- World "Map input" allows "Ang Map" (Angular mapping) which can be used
for 360 degree spherical maps, aka as Light Probes. Check samples here:
http://www.debevec.org/Probes/
Note that Blender doesn't support HDRI images yet, but option "Use sky tex"
already gives intersting results with such images

- World sky rendering with Image Textures now correctly filters and uses
antialiasing. Also noticable for raytrace mirror reflections

- World preview render for sky type "Real" now gives correct view as
defined by current used camera.

I tried to speed up AO tracing with coherence systems, none of it really
worked yet... time to tackle octree itself i guess!
April 11, 2004, 22:28 (GMT)
SCons updates
* Links on Cygwin now.
Blender has trouble in starting up though. That's the next step.
Revision 29bbd90 by Chris Want
April 11, 2004, 21:53 (GMT)
Updated libs/includes for windows-gcc
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021