http://www.miikahweb.com/feed.php MiikaHweb - Blender Commits By Mal_cando http://www.miikahweb.com/ MiikaHweb - Blender Commits By Mal_cando fi Wed, 23 Sep 20 13:26:41 +0000 MiikaHweb RSS contact at miikahweb.com <![CDATA[[118ac49] master: Fix poor display of time codes in sequencer Info panel]]> http://www.miikahweb.com/en/blender/git-logs/commit/118ac491d2043cf3fc78cc99034b78666523b865 118ac49
Branches : master
Author : Mal Duffin (mal_cando)
Committed By : Brecht Van Lommel (brecht)
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Fix poor display of time codes in sequencer Info panel

Allow using : in labels inside buttons.

Differential Revision: https://developer.blender.org/D4944

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Mon, 27 May 2019 11:31:27 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/118ac491d2043cf3fc78cc99034b78666523b865Mal Duffin
<![CDATA[[4bf2530] master: FFmpeg: enable multi-threaded encoding of multiple frames,...]]> http://www.miikahweb.com/en/blender/git-logs/commit/4bf2530952c0c772f42595fa79a2c0a9a7559314 4bf2530
Branches : master
Author : Mal Duffin (mal_cando)
Committed By : Brecht Van Lommel (brecht)
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FFmpeg: enable multi-threaded encoding of multiple frames, for a ~20% speedup.

This enables ffmpeg to encode each frame in its own thread. However in most
cases Blender does not pass frames to ffmpeg fast enough to actually use the
more than two threads. In some tests the speed was measured to be about 20%.
If other parts of the video sequencer get optimized, this should improve.

Differential Revision: https://developer.blender.org/D4031

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Tue, 11 Dec 2018 19:44:10 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/4bf2530952c0c772f42595fa79a2c0a9a7559314Mal Duffin
<![CDATA[[03f9c6a] master: Copies all required DLLS for Save Game as Runtime.]]> http://www.miikahweb.com/en/blender/git-logs/commit/03f9c6a3fc5968a4bfeff159341d47bf3b24d766 03f9c6a
Branches : master
Author : Mal Duffin (mal_cando)
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Copies all required DLLS for Save Game as Runtime.

Under Windows, all DLLs are copied to the same folder as the runtime .EXE, so that the process becomes a single click and deploy solution.

Linux doesn't require this ( thx for info centralnoise ) and will update to work on OS/X after I do a bit of research on .a and .so files ( thx for info kaito ).

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Sat, 02 Aug 2008 17:08:16 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/03f9c6a3fc5968a4bfeff159341d47bf3b24d766Mal Duffin
<![CDATA[[aa02e60] master: Fix for GE Make Runtime menu option]]> http://www.miikahweb.com/en/blender/git-logs/commit/aa02e605f1eb4d34f6e7b62a0647d23f784de553 aa02e60
Branches : master
Author : Mal Duffin (mal_cando)
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Fix for GE Make Runtime menu option

Doh - I forgot to add a comment to the previous commit.

This adds a file exists check for Make Dynamic Runtime for the GE. It also removes this menu option for now, as the required file ( blenderdynplayer.exe ) hasn't been included with the Blender app for quite a few releases ( therefore the feature has been broken ).

I also renamed the option, to make it a bit more understandable. This might even be better moved to the Game menu, but I didn't want to do that ( yet :) )

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Fri, 01 Aug 2008 21:17:54 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/aa02e605f1eb4d34f6e7b62a0647d23f784de553Mal Duffin
<![CDATA[[fc52146] master: ]]> http://www.miikahweb.com/en/blender/git-logs/commit/fc52146342bf2116db92f9b3b4d718178946986d fc52146
Branches : master
Author : Mal Duffin (mal_cando)
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Fri, 01 Aug 2008 21:12:47 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/fc52146342bf2116db92f9b3b4d718178946986dMal Duffin
<![CDATA[[34bb446] master: Simple changes to Motion Actuator UI.]]> http://www.miikahweb.com/en/blender/git-logs/commit/34bb44673469dc50e980dec86b5892789449b378 34bb446
Branches : master
Author : Mal Duffin (mal_cando)
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Simple changes to Motion Actuator UI.

This includes...

- Renaming dLoc and dRot as Loc and Rot ( as well as changing the tooltip to location and rotation ). dLoc and dRot are programming terms, not user terms.

- Placing Loc and Rot as the two initial shown values, so that the physical ones are all shown together.

I also changed it so that only Loc and Rot are shown in the UI, unless the object is Dynamic ( as the other values only make sense if it is dynamic ).

These are just a few simple changes, that should make a lot of difference to users when learning how to use the GE.


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Things I'd *really* like to do to this, when I get a chance to code Blender again ( hopefully in a few days time, after I have finished teaching on the GE course )...

Color / Colour tint the X,Y and Z entry boxes as slightly red, green and blue, to reflect the colour of the axis / transform gizmo
...or...
Just show X,Y and Z labels above all of the values.

Getting to grips with the whole XYZ thing is very confusing for users, esp when they are presented with 6 x 3 entry boxes.

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Tue, 29 Jul 2008 22:44:43 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/34bb44673469dc50e980dec86b5892789449b378Mal Duffin
<![CDATA[[7f3c279] master: Copy Attributes now has option to copy all physical attributes...]]> http://www.miikahweb.com/en/blender/git-logs/commit/7f3c27995ed9a3adf04974f26b7b1a33f58adc5d 7f3c279
Branches : master
Author : Mal Duffin (mal_cando)
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Copy Attributes now has option to copy all physical attributes.

There existed two options to copy only the mass, and only the damping, but no option to copy all of the physical attributes.

This patch adds in this option, right under the Mass and Damping listings.

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Tue, 29 Jul 2008 21:49:59 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/7f3c27995ed9a3adf04974f26b7b1a33f58adc5dMal Duffin
<![CDATA[[ca951b3] master: Am teaching a GE course this week, and am finding some small...]]> http://www.miikahweb.com/en/blender/git-logs/commit/ca951b3627b48beab9ddf14ac18040e2f24d959b ca951b3
Branches : master
Author : Mal Duffin (mal_cando)
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Am teaching a GE course this week, and am finding some small issues that I'm hoping to patch.

This one deals with the very small default clipend value ( 100.0 ) when pressing P to run the GE from a non-camera view. ( ie if the user zooms out a bit from the default box area, the box will get clipped out of view, so it's a WFT from the user )

To see what this fixes, load up Blender default scene, go into perspective, and press P. Everything looks grand. Now, zoom out until the box is about 10 pixels high, and press P again. The box will disappear / be clipped out.

I've set the clip end to the maximum ( 5000 ) as defined in Camera.h.

This should be suitable for inclusion in 2.47 branch also.

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Tue, 29 Jul 2008 20:28:11 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/ca951b3627b48beab9ddf14ac18040e2f24d959bMal Duffin
<![CDATA[[9e0cecc] master: ConvertToMesh for text ( and possibly curves ) was generating...]]> http://www.miikahweb.com/en/blender/git-logs/commit/9e0cecc337b1c8057df234bedb9a252e1387e76b 9e0cecc
Branches : master
Author : Mal Duffin (mal_cando)
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ConvertToMesh for text ( and possibly curves ) was generating the wrong normals - the fact that the generated model was being set to double sided helped hide this.

To test for this in Blender, just add text, TAB out of edit mode, then convert to mesh ( ALT+C ), and press P for the game engine. Alternatively select Textured Draw Mode. You'll notice that the text is only visible from the back. This patch reverses this, to be more correct.

Based on discussions on IRC, I'm now trying to fix another aspect of the extrude code - the fact that the faces at the front and back of the extruded curve face the same way ( ie one of them will be wrong ). I'll keep working on this, but if someone can help out, feel free!

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Tue, 23 Oct 2007 00:02:29 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/9e0cecc337b1c8057df234bedb9a252e1387e76bMal Duffin
<![CDATA[[51b56a4] master: GE Patch by Hamed Zaghaghi - Adding Motion Blur to the Game...]]> http://www.miikahweb.com/en/blender/git-logs/commit/51b56a4d3f17e8cea35ba02132af0c2b893e1ff2 51b56a4
Branches : master
Author : Mal Duffin (mal_cando)
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GE Patch by Hamed Zaghaghi - Adding Motion Blur to the Game Engine.

I reviewed the code, suggested an update ( initialising accumulation buffer ), and tested the resulting update successfully.

It's great to see more GE developers!GE Patch by Hamed Zaghaghi to add motion blur to the GE ( using the accumulation buffer ).

I reviewed code and tested, gave some feedback ( initialising accumulation buffer ) which was implemented straight away, and re-reviewed.

It's great to have another GE coder on the team!

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Sat, 29 Sep 2007 18:51:01 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/51b56a4d3f17e8cea35ba02132af0c2b893e1ff2Mal Duffin
<![CDATA[[57a91d7] master: Test commit by myself ( whitespace ), just spreading my new...]]> http://www.miikahweb.com/en/blender/git-logs/commit/57a91d7659a60933e76a761c1eb7000f9496773a 57a91d7
Branches : master
Author : Mal Duffin (mal_cando)
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Test commit by myself ( whitespace ), just spreading my new Blender commit wings!

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Thu, 31 May 2007 11:20:35 +0000 http://www.miikahweb.com/en/blender/git-logs/commit/57a91d7659a60933e76a761c1eb7000f9496773aMal Duffin