Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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January 24, 2012, 22:44 (GMT)
svn merge ^/trunk/blender -r43676:43685
January 24, 2012, 22:15 (GMT)
found a bug by accident.
- bugfix for setting string defaults in rna functions (incorrect pointer use and would copy past string length).
- Object.dm_info was setting a default when it didnt need to.
January 24, 2012, 20:58 (GMT)
define to enable tesselate to quads, this way files from trunk tesselate back into their original geometry with the same face order.

this will be needed for tangents and most likely hair if its to load correctly from trunk.

disabled for now until this is working correctly - hair still needs more work.
January 24, 2012, 20:56 (GMT)
Node UI:
* Make sure to check on snode_id, raised errors if no world datablock was active.
January 24, 2012, 20:33 (GMT)
fix for memory leak when particles have 0 elements.
January 24, 2012, 20:19 (GMT)
Improvement for last commit, only do redraw when actually needed (in world shader type)
January 24, 2012, 20:19 (GMT)
svn merge ^/trunk/blender -r43664:43676
January 24, 2012, 20:13 (GMT)
Fix compilation error caused by recent changes in file browser stuff
January 24, 2012, 20:10 (GMT)
Cycles Node Editor:
* Add Use Nodes button for World shader type
* UI was not redrawing the Node area, when enabling "Use nodes", added check for it to the listener.
January 24, 2012, 19:57 (GMT)
use a struct to pass normals to normal draw derived mesh callbacks (no functional changes)
January 24, 2012, 19:54 (GMT)
Enable 16 bit format for float textures by default after discussion with Morten and Sergey on irc. Rationale is that for most cases when people create a float texture they will expect the extra precision in the 3D view.

This shouldn't be a problem on any graphics card since internally a very old texture format (GL 1.1) is used. In the case of any unlikely screams, a revert of this commit can be done.
January 24, 2012, 19:37 (GMT)
fix for 3 issues when applying a deform modifier in editmode.
- drawing face normals was broken (using wrong index).
- drawing flat faces in solid mode would display ugly tesselation normals (as if the model was made of triangles).
- drawing smooth faces in solid mode would show vertex normals based on tesselation (heavily slant in 1 direction).

now the normals are calculated and stored per polygon (will save some memory too for non tri meshes).
January 24, 2012, 18:29 (GMT)
Dynamic Paint:
* Converted some more functions to use mpolys/mloops instead of tessellated faces.
* Fixed some bmesh related issues.
January 24, 2012, 18:24 (GMT)
remove redundant casts.
January 24, 2012, 18:20 (GMT)
simplify editmesh mapping lookups.

this really has no effect since they were not created or used, however if we want to use emDM_getEdge or emDM_getTessFace this will need to be called.
January 24, 2012, 18:18 (GMT)
Fix #29946: Recover Auto Save defaults to "Short List" View -- Cannot determine dates

Added option display_type to WM_operator_properties_filesel which defines which file
display type (short/list/icons/default) should be used for file browser.

All current operators are using FILE_DEFAULTDISPLAY display type which means display
type will still be calculated based on type of opening file and user preferences
settings. Recover Auto Save operator is now using long display type so file date can
easily be checked now.

Reviewed by Andrea, thanks!
January 24, 2012, 17:28 (GMT)
Dynamic Paint:
* Fix: Substep update failed if brush was parented to a canvas vertex. Now substeps are ignored in such case.
* Fix: Wave "open borders" option didn't work for image sequence format.
* Fixed a possible crash after changing surface format to image sequence.
* Some code cleanup.
January 24, 2012, 16:54 (GMT)
correct error in recent merge.
January 24, 2012, 16:32 (GMT)
Brightness/Contrast Node for Cycles

Contrast helps to adjust IBL (HDR images used for background lighting).
Note: In the UI we are caling it Bright instead of Brightness. This copy what Blender composite is doing.
Note2: the algorithm we are using produces pure black when contrast is 100. I'm not a fan of that, but it's a division by zero. I would like to look at other algorithms (what gimp does for example). But that would be only after 2.62.
January 24, 2012, 16:18 (GMT)
svn merge ^/trunk/blender -r43639:43664
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