Revision 0f8ad22 by Brecht Van Lommel February 6, 2014, 20:10 (GMT) |
Fix T38526: crash using blackbody node on background with multiple importance sampling. |
Revision 135e4e6 by Brecht Van Lommel February 6, 2014, 20:10 (GMT) |
Fix T38524: Cycles not rendering sky texture correct when the direction vector is not normalized. |
Revision 28936a4 by Daniel Genrich February 6, 2014, 17:55 (GMT) |
Patch T31269: Add sewing seams to cloth simulation Description: -------------------------- Use loose edges marked as seams as sewing springs. Usage: ------------------------- All this patch does is set the rest length to 0 and the stiffness to 1 for springs for loose edges marked as seams so that during the cloth simulation they will be brought together. Example Video: ------------------------- https://www.youtube.com/watch?v=-Y_bC0gjoM0 Original Patch by thesleepless (+ git patch by codemanx) Thank you! |
Revision e2541f8 by Brecht Van Lommel February 6, 2014, 17:02 (GMT) |
Fix T38516: crash when using color picker from redo panel. |
Revision 10b8247 by Brecht Van Lommel February 6, 2014, 15:14 (GMT) |
Fix T38515: python menu tooltip description affecting unrelated menus. |
Revision e8e32db by Brecht Van Lommel February 6, 2014, 15:10 (GMT) |
Fix compile error in last commit, forgot to include this change. |
Revision a41648c by Brecht Van Lommel February 6, 2014, 14:24 (GMT) |
Cycles: add pass alpha threshold value to render layers. Z, Index, normal, UV and vector passes are only affected by surfaces with alpha transparency equal to or higher than this threshold. With value 0.0 the first surface hit will always write to these passes, regardless of transparency. With higher values surfaces that are mostly transparent can be skipped until an opaque surface is encountered. |
Revision 5cbddd4 by Sergey Sharybin February 6, 2014, 12:13 (GMT) |
Bye-bye FAST! FAST detector has been replaced with fancier Harris, so no need to keep FAST library in the sources now. |
Revision 9c587ae by Sergey Sharybin February 6, 2014, 09:57 (GMT) |
Fix wrong animation duration when using older Libav |
Revision 4f40f87 by Sergey Sharybin February 6, 2014, 09:31 (GMT) |
Remove unnecessary debug print |
Revision 11112d4 by Lukas Toenne February 6, 2014, 09:14 (GMT) |
Fix T38498: properly unlink scene pointers from SpaceNode. This fixes the first case mentioned in the report. Has to do some ugly DNA access to SpaceNode, unless we'd allow a bad level call there to do it in ED_node ... The second case has been fixed by @sergey in D274: https://developer.blender.org/D274?vs=838&id=879#toc So actually asan just did its job here, good to know! |
Revision 2b9702f by Sergey Sharybin February 6, 2014, 07:50 (GMT) |
Fix T38500: Audio of a scene strip can't be muted Exposed Audio Volume of a scene to properties of a scene strip. |
Revision 39ad2cd by Brecht Van Lommel February 5, 2014, 21:14 (GMT) |
Fix lamps drawing only partially in OpenGL render. It should draw lamps entirely, this happened due to hack to hide object centers. |
Revision 0f91f56 by Martijn Berger February 5, 2014, 20:55 (GMT) |
Cycles Network rendering, remove some exception throwing, replace with saner error handling This patch adds a network_error() function more alike how other devices handle error's - it adds a check for errors on load_kernels to make sure we do not crash if rendering without a server. - it uses the non throwing variation of boost::asio::read. Reviewers: brecht Reviewed By: brecht CC: brecht Differential Revision: https://developer.blender.org/D86 |
Revision aa3d88d by Sergey Sharybin February 5, 2014, 17:46 (GMT) |
Fix T35328: Disk caches of multiple particle systems on a single object overwrite each other It was intended to work actually using particle cache's stack index but this index might have been calculated incorrect in special case: * With default cube scene, add particle system to the cube * Add disk cache to the particle system * Save file and reload it * Add another particle system and enable disk cache This would lead to two point caches with the same stack index of zero. This happened because point cache indices list wasn't stored in the .blend file so once you've reload your file blender doesn't know anything about number or point caches used. And what was even more confusing is that point cache indices list was trying to be load from the file, but this failed because it wasn't in the file. This commit solves the root of the issue which is ability of producing .blend file with two point caches using the same disk cache. This is done by making it sure that point cache indices list is stored in the .blend file. And also made it so disabling disk cache will tag it to recalculate stack index. Old broken files wouldn't magically start working, but fixing them is rather simple manually by toggling Disk Cache option. Reviewers: lukastoenne, brecht CC: sergof Differential Revision: https://developer.blender.org/D286 |
Revision 6a4f2fd by Sergey Sharybin February 5, 2014, 17:46 (GMT) |
Fix T35810: Texture faces display white in 3D view, when used as a Particle Object This in fact seems some kind of video driver limitation, because it worked fine on windows but failed on linux here. The guess is that textures doesn't always work on display lists, or we simply do have some wrong OGL context somewhere. This is a workaround for until bigger viewport draw refactor is done (as Brecht mentioned display lists are deprecated in new OGL anyway). |
Revision 78c491e by Sergey Sharybin February 5, 2014, 17:46 (GMT) |
Fix T35247: Particle texture behaves incorrectly after changing the number of particles Root of the issue goes to the order of particle initialization which does texture evaluation (which does depend on particle coordinate) and particle birth coordinate calculation. So basically what happened is: * Changing number of particles re-allocated all the particles, which sets their coordinate to (0,0,0) * Texture evaluation used this non-initialized coordinate * Coordinates were calculated for particles Reshuffled code a bit so now texture evaluation happens after particles. coordinate calculation. Basically moved texture evaluation to particle reset function. Reset happens after initialization anyway and it does know particle coordinates. Also, if reset is being called without init then it's also kind of logical to re-evaluate texture because particle coordinates might change. |
Revision 9800ed5 by Sergey Sharybin February 5, 2014, 17:46 (GMT) |
Code cleanup: replace magic constants with more verbose bitnames |
Revision 290e1fc by Sergey Sharybin February 5, 2014, 17:46 (GMT) |
Add debug print to ID update tagging |
Revision 0b63704 by jens verwiebe February 5, 2014, 17:44 (GMT) |
Fix player stubs after change in compositor |
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