Revision 7b2172c by Ton Roosendaal May 17, 2013, 11:13 (GMT) |
3D Viewport rendering (Blender Internal) Added incremental re-render on view changes. That means all data preprocessing only needs to be done once on view changes, quite faster that way. Also fixed a bug in raytracing strands with soft shadows, was wrongly changing coordinates in a static array. Note: proper signals for re-renders is still on the todo. Many button options don't signal a re-render yet. Work around: press G+ESC for quick full renders. |
Revision a4e9edb by Sergey Sharybin May 17, 2013, 11:08 (GMT) |
Fix #35393: Sculpt Shortcuts are bananas. Issue was introduced by self in svn rev56815. Brushes list was simply not fully traversing due to mistake in termination condition. |
Revision 79fc2ac by Brecht Van Lommel May 17, 2013, 09:47 (GMT) |
Fix #35390: the verticel lines indicating scene start and end frame in the sequencer now draw such that a strip that spans this time is contained just between these lines. |
Revision 04a9c0e by Campbell Barton May 17, 2013, 07:10 (GMT) |
bump mathutils callback slot size. |
Revision 9d567dd by Bastien Montagne May 17, 2013, 07:10 (GMT) |
This commit addresses the somewhat weak handling of stackless textures in Blender with default (BI) renderer. To do so, it's defining an "other" texture context, and when in this one, it switches to using the "new shading" texture handling already known with Cycles engine. So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures... I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene). This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles). Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too. Thanks to Brecht for reviewing. |
Revision 308d014 by Brecht Van Lommel May 17, 2013, 00:39 (GMT) |
Fix #35398: changing render layer name causes animation to be lost. |
Revision 30d3a57 by Tamito Kajiyama May 16, 2013, 23:49 (GMT) |
Fix for Freestyle built-in style module sketchy_multiple_parameterization.py not working correctly. Suitable for inclusion in 2.67a. Logical AND, OR and XOR operations on freestyle.Nature instances gave an error in some cases. The updated C implementation of these bitwise operations is intended to reproduce the following Python implementation: class Nature(int): def __and__(self, other): return Nature(int(self) & int(other)) def __or__(self, other): return Nature(int(self) | int(other)) def __xor__(self, other): return Nature(int(self) ^ int(other)) The problem report was by plasmasolutions on IRC, thanks a lot! |
Revision 616bc9d by Thomas Dinges May 16, 2013, 21:53 (GMT) |
Code cleanup / Cycles: * Put render resolution x/y into a function. |
Revision 49003dd by Dalai Felinto May 16, 2013, 21:37 (GMT) |
partial revert of commit 54126 - (BGE UI: removing " use_occlusion_culling" from the ui) bug reported by Eloy Felix over email Apparently there are some files that will perform better with "use_occlusion_culling" off. For now the UI option can return. Technically this could make into 2.67a, but the string is not localized (it'll be in English). Not sure what is more important here: - consistent UI OR to expose in the UI an option some people need |
Revision 8e487be by Thomas Dinges May 16, 2013, 18:39 (GMT) |
Cycles / BSSRDF: * Avoid one max() call for the bssrdf radius, the if condition already checks for values < BSSRDF_MIN_RADIUS. |
Revision b9fa4f7 by Campbell Barton May 16, 2013, 18:33 (GMT) |
workaround for loopselect-slide (with multicut enabled) changing from vertex-select to edge-select. this is needed to slide, but wasn't so nice for users, now restore the original mode. |
Revision f334df5 by Campbell Barton May 16, 2013, 17:20 (GMT) |
code cleanup: double promotion warnings. |
Revision 34ba69d by Thomas Dinges May 16, 2013, 15:59 (GMT) |
* This is embarrassing... |
Revision 4475de5 by Thomas Dinges May 16, 2013, 15:47 (GMT) |
Cycles: * Revert part of r56832, if code gets more complicated, it's better to keep it more logical here. |
Revision fbf8902 by Campbell Barton May 16, 2013, 15:28 (GMT) |
fix for crash in grid-fill where it was possible for rail edges to overlap. |
Revision a8964d8 by Lukas Toenne May 16, 2013, 15:06 (GMT) |
Fix #35388, grouped nodes not editable in properties ui. The issue here was that the "active" material node depends on the editor context. Previously (< 2.67) there was only 1 edited node group possible globally throughout Blender, so the active material in the context could be resolved more easily. The solution now involves the active_viewer_key variable (first introduced for compositor viewer nodes in r56271, naming is a bit awkward but hard to change in DNA). This key defines the "last modified" node tree to resolve ambiguity of active context items. For single editors the result is the same as in 2.66, if multiple editors are used with different node groups the last modified tree is used. |
Revision b881dd9 by Campbell Barton May 16, 2013, 13:58 (GMT) |
grid-fill: fix error in detecting face flipping. |
Revision 4dec85e by Brecht Van Lommel May 16, 2013, 12:03 (GMT) |
Fix #35384: animation to enable/disable render layers was applied one frame too late when rendering animations. |
Revision b90108c by Juergen Herrmann May 16, 2013, 11:24 (GMT) |
CMakeLists.txt changes to use new static Jack libs with VC2012 |
Revision cd34945 by Juergen Herrmann May 16, 2013, 11:04 (GMT) |
Fix compile error on VS2012. Unused variables (for debug only) give an error. |
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