Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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October 11, 2012, 10:15 (GMT)
OSX/cmake: after osl librenew with globals patch, forcing oiio is not longer needed
Revision fc1467d by Joshua Leung
October 11, 2012, 09:53 (GMT)
Auto key warning - Stripping down to basics

Now just a static icon + text display in corner of view. No blinking. No
red/orange text. No window borders.

Revision d876e48 by Joshua Leung
October 11, 2012, 08:26 (GMT)
Limit Distance Constraint - jpbouza Feature Request

The Limit Distance constraint is now allowed to use the owner/target space
settings. Previously this wasn't exposed it didn't seem sensible/useful.
However, this can be useful when dealing with dependencies between bones and the
armature gets scaled.

Usage notes:
- It is advised to select the same space for both owner and target, otherwise
the comparisons are meaningless
October 11, 2012, 03:25 (GMT)
style cleanup
October 11, 2012, 00:56 (GMT)
fix [#32829] Crash when making linked Mesh with UV Map local
October 10, 2012, 23:44 (GMT)
style cleanup:

also add helper makefile targets:
* tbz - makes a tar.bz2 of an svn export
* test_style_qtc - outputs style checks in qtc task format.
October 10, 2012, 15:56 (GMT)
Cycles: per-BSDF normal input and new Bump node.

Each BSDF node now has a Normal input, which can be used to set a custom normal
for the BSDF, for example if you want to have only bump on one of the layers in
a multilayer material.

The Bump node can be used to generate a normal from a scalar value, the same as
what happens when you connect a scalar value to the displacement output.

Documentation has been updated with the latest changes:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes

Patch by Agustin Benavidez, some implementation tweaks by me.
October 10, 2012, 14:28 (GMT)
quiet compiler warnings from recent merge.
October 10, 2012, 14:21 (GMT)
Cycles: make anistropic BSDF / tangent work without UV map, based on generated
coordinates map to a sphere.
October 10, 2012, 13:36 (GMT)
workaround for feedback loop when viewing-selected/all with a locked camera.
the camera could try include its own boundbox in its view.

now just skip the camera if 'All Regions' and lock view option is enabled.
October 10, 2012, 13:18 (GMT)
Google Summer of Code project: "Smoke Simulator Improvements & Fire".

Documentation & Test blend files:
------------------
http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements

Credits:
------------------
Miika Hamalainen (MiikaH): Student / Main programmer

Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012
October 10, 2012, 13:02 (GMT)
Cycles: Anisotropic BSDF enabled, with tangents now computed from the active UV map.
It's using the Ward BSDF currently, which has some energy loss so might be a bit
dark. More/better BSDF options can be implemented later.

Patch by Mike Farnsworth, some modifications by me. Currently it's not possible yet
to set a custom tangent, that will follow as part of per-bsdf normals patch.
October 10, 2012, 12:54 (GMT)
- Ctrl+NumpadDel is now view-selected (all regions), ... was view cursor.
- Ctrl+Home: is now view-all (all regions).
October 10, 2012, 12:30 (GMT)
fix error changing the view with a lock-camera-to-view on and smooth-view disabled.
October 10, 2012, 12:22 (GMT)
add `All Regions` option to view_all (homekey), de-duplicate functions with view-selected.
October 10, 2012, 11:37 (GMT)
check addons are enabled before disabling them (would cause python exceptions when removing a disabled addon).
October 10, 2012, 11:36 (GMT)
option for view3d-selected to use all regions (nice for viewing selected in quad-view),

currently not assigned to any keys.
October 10, 2012, 10:05 (GMT)
minor refactor, move view selected rv3d specific logic into its own static function.
October 10, 2012, 08:50 (GMT)
Its silly to use "verify index" because it will add non existing and remove them afterwards.

October 10, 2012, 08:47 (GMT)
fix error setting quadview when there is no camera in the scene, the view would glitch/jump when accessing afterwards.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021