Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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November 11, 2012, 00:39 (GMT)
game engine material conversion: don't use the material to convert vertex colors, then extract back out (pre face).
November 10, 2012, 23:57 (GMT)
code cleanup: bge - rename 'type' to 'use_mcol' in material conversion.
November 10, 2012, 22:32 (GMT)
- property sensor was converting floating point values to text then back to float - for floating point properties.
- IntValue's GetNumber() was convert int -> float -> double.
- BL_Shader was using STR_String rather then char*, where most callers had a char*, use a char* to avoid STR_String conversion-and-alloc on shader access.
November 10, 2012, 22:31 (GMT)
Cycles: panorama camera in viewport camera view now shows the render mapped
to the camera border rather than the entire viewport.
November 10, 2012, 19:15 (GMT)
Removed determineDependingAreaOfInterest from movie distortion node

It wasn't used and it was incorrect anyway (distortion could be more than 100px).
November 10, 2012, 19:11 (GMT)
Movie clip: display stabilization border even if current frame failed to load
November 10, 2012, 19:11 (GMT)
Solved issue with distorted compositor results in some cases

Originally issue was discovered when using stabilization and movie distortion
nodes, but in fact issue was caused by render layer node always doing nearest
interpolation. Now made it so this node will respect sampler passed to it's
executePixel function and do an interpolation.

Added two new functions to do bilinear/bicubic interpolation in float buffer
with variable number of components per element, so it could interpolate 1, 3
and 4 component vectors. This functions currently mostly duplicates the same
functions from imageprocess.c and it should actually be de-duplicated. Think
it's ok to leave a bit of time with such duplication, since functions should
be generalized one more time to support byte buffers, which could backfire on
readability.

Also removed mark as complex from stabilization node, which isn't needed sine
int fact this node is not complex.
November 10, 2012, 15:13 (GMT)
OSX/ndof: rollback 52072, test showed we need individually weak functions -> todo: solve the clang link issue other way
November 10, 2012, 14:50 (GMT)
Fix #33135: cycles object info random number not working anymore.
November 10, 2012, 13:59 (GMT)
Bevel: patch from Thomas Beck fixes numeric offset input and adds wheel input for number of segments.
November 10, 2012, 13:53 (GMT)
OSX/cmake: little cleanup in ghost
November 10, 2012, 13:53 (GMT)
OSX/ndof: test link whole framework weak rather than single functions to fix clang compile issue
November 10, 2012, 13:50 (GMT)
OSX/cmake: rework the optional frameworks handling more osx-like, make jack weak-linked
November 10, 2012, 11:55 (GMT)
Added UI support to set OpenGL MultiSample.

Code to support it was lying around for long already, but not controlled by UI nicely.
Now you have in user preferences "System" tab an option to set it.

NOTE:
- it only works saving as User startup.blend, and restart Blender.
- your system should support it, no check for it is visible in UI
- tested only on iMac OSX 10.7

Screenshot:
http://www.blender.org/bf/chinchilla.blend.png


November 10, 2012, 10:26 (GMT)
add argument so recent bge function mesh.transform_uv() so you can optionally transform between UV1 / UV2
November 10, 2012, 09:45 (GMT)
add 2 new utility functions to the BGE mesh py api.

mesh.transform(matid, matrix)
mesh.transform_uv(matid, matrix, uv_index=-1))


much more efficient then looping over verts in python to transform them.
November 10, 2012, 08:37 (GMT)
Cycles: correction to how device of lists is exposed to blender

compute_device_list is using static vector of device information which
had pointers (identifier and name) to values from device information
structures. That structures are also stored in static vector and being
refreshed every 5 seconds.

The issue is, as soon as device information is being updated, pointers
in vector from compute_device_list became incorrect.

Seems it was the reason of issues with sudden switching from CUDA to
OpenCL on my desktop and from CUDA to CPU on my laptop, It was also
seems to be making persistent images behaves instable.

Made it so device identifier and name are copied from device info
to structures used by RNA (CCLDeviceInfo).

Alternative could be avoid cacheing CCLDeviceInfo and always use actual
list of device information by RNA. It shouldn't be so much slow.
November 10, 2012, 08:13 (GMT)
Fix #33132: Incorrect render session update when using persistent images issue and changing resolution
November 10, 2012, 05:42 (GMT)
code cleanup: some warnings and formatting for PyMethodDef's in the BGE.
November 10, 2012, 05:03 (GMT)
Fix for wrong usage of RE_engine_free
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021