Revision 3e8c002 by Campbell Barton January 23, 2015, 01:37 (GMT) |
Cleanup: replace deprecated imp -> importlib |
Revision 6a6e4a9 by Campbell Barton January 22, 2015, 23:52 (GMT) |
Set bAction.chanbase to deprecated |
Revision 87fb7ee by Pablo Vazquez January 22, 2015, 22:52 (GMT) |
Theme Flatty Light As discussed, welcome flatty light to master! |
Revision a730cda by Joshua Leung January 22, 2015, 13:33 (GMT) |
Fix: Joining armatures fixes up the drivers accordingly Finally! At long last, I've gotten this working! This ended up being far trickier to get right than anticipated; the normal remapping API's cannot be used as-is as they will just clobber over subtleties whenever datablock changes are involved. So, for now, we have to duplicate the logic a bit. |
Revision 99a5f37 by Joshua Leung January 22, 2015, 13:33 (GMT) |
WIP: Attempt to get driver links remapped correctly when joining armatures Now, RNA Paths and driver targets get corrected, but at the expense of this always happening (i.e. even for those affecting drivers which existed before). |
Revision 6248381 by Joshua Leung January 22, 2015, 13:33 (GMT) |
Fix: Joining armatures wasn't updating Action Constraints properly The code here was still trying to access ancient 2.4x "action channels" to rename them. Now, this renames the relevant FCurves instead. |
Revision 9617446 by Sergey Sharybin January 22, 2015, 12:04 (GMT) |
Cycles: Fix compilation error with some compilers Not sure why this was not visible previously, but the change is logical anyway. |
Revision cae72ca by Sergey Sharybin January 22, 2015, 10:57 (GMT) |
CTests: Add render tests for Cycles The idea is to use the set of really small images from the lib folder and run Cycles render on them comparing render output to reference images in the tests repository. For sure same thing could become more generic for BI or Freestyle render engines. Thanks Campbell for review and code tweaks! |
Revision 90f2feb by Sergey Sharybin January 22, 2015, 10:53 (GMT) |
CMake: Auto-detect path to idiff application in FindOpenImageIO.cmake Not used at this moment, but will be real soon with new ctests. |
Revision 4d44560 by Sergey Sharybin January 22, 2015, 10:23 (GMT) |
Quit blender with non-zero exit code if tryign to use non-existing render engine via the command line |
Revision fa46f5a by Sergey Sharybin January 22, 2015, 09:56 (GMT) |
Fix T43357: Cycles crash with spatial splits after recent changes When doing BVH leaf node split we can't rely on leaf size limit from BVH parameters in case there's spatial split enabled. This commit basically reverts previous optimization change here which used stack-allocated memory and uses heap-allocated vector now. It's possible to boost this code up again by using own allocator. |
Revision 1841b12 by Sergey Sharybin January 22, 2015, 09:27 (GMT) |
Cycles: Add assert check to triangle packing Handy for troubleshooting. |
Revision a1ffb49 by Sergey Sharybin January 22, 2015, 09:12 (GMT) |
Fix T43120: Cycles mapping node rotation order is different from viewport Root of the issue goes to the fact that since the very beginning Cycles was using ZYX euler rotation for mapping shader node but blender was always using XYZ euler rotation. This commit switches Cycles to use XYZ euler order and adds versioning code to preserve backward compatibility. There was no really nice solution here because either we're ending up with versioning code or we'll need to deal with all sort of exceptions from blender side in order to support ZYX order for the mapping node. The latest one is also creepy from the other render engines points of view -- that might break compatibility with existing bindings or introduce some extra headache for them in the future. This could also become a PITA for us with need of supporting all sort of weird and wonderful exceptions in the refactored viewport project. NOTE: This commit breaks forward compatibility, meaning opening new files in older blender might not give proper result if Mapping node was used. Also, libraries are to be re-saved separately from the scene file, otherwise versioning code for them wouldn't run if scene file was re-saved with new version of blender. Reviewers: brecht, juicyfruit, campbellbarton Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D973 |
Revision 1aa8f0d by Thomas Dinges January 22, 2015, 08:59 (GMT) |
Cleanup / Cycles: Code de-duplication for graph node relinking. Differential Revision: https://developer.blender.org/D1018 |
Revision 82702db by Sergey Sharybin January 22, 2015, 08:52 (GMT) |
Expose shading node shading compatibility to the RNA This way it is possible to probe shading compatibility of a given node from python, making things like versioning code much easier to perform. it's only valid for shading nodes, for other nodes the property also exists but reads as an empty enum. To access this compatibilities: node.shading_compatibility |
Revision 21eb3ce by Joerg Mueller January 22, 2015, 06:06 (GMT) |
Fix: Audaspace threw an exception for files it could not open. |
Revision 5c6ef95 by Dalai Felinto January 22, 2015, 05:20 (GMT) |
Docs: touch ups in the bge.render doc introduction |
Revision 8ed439b by Dalai Felinto January 22, 2015, 05:00 (GMT) |
bge.render.getStereoEye() and bge.types.LEFT_EYE/RIGHT_EYE This function allows the user to run specific code for each of the rendered stereoscopic eyes in the Game Engine. The initial use case is to set the camera projection matrix in a scene.pre_draw callback function for each eye, to be used in VR (Virtual Reality) installations. Reviewed by Mitchell Stokes and Campbell Barton, thank you guys. Sample Test Python Script: """ import bge import bgl import blf def init(): """init function - runs once""" scene = bge.logic.getCurrentScene() scene.post_draw.append(write) def write(): """write on screen - depending on the eye""" width = bge.render.getWindowWidth() height = bge.render.getWindowHeight() # OpenGL setup bgl.glMatrixMode(bgl.GL_PROJECTION) bgl.glLoadIdentity() bgl.gluOrtho2D(0, width, 0, height) bgl.glMatrixMode(bgl.GL_MODELVIEW) bgl.glLoadIdentity() eye = bge.render.getStereoEye() if eye == bge.render.LEFT_EYE: blf.position(0, (width * 0.2), (height * 0.3), 0) blf.size(0, 40, 72) blf.draw(0, "Left") else: # bge.render.RIGHT_EYE: blf.position(0, (width * 0.7), (height * 0.3), 0) blf.size(0, 40, 72) blf.draw(0, "Right") """ |
Revision 1b1a6e0 by Campbell Barton January 21, 2015, 23:56 (GMT) |
error in last commit (missed in review) |
Revision 64e869e by Campbell Barton January 21, 2015, 23:49 (GMT) |
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