Revision db2d737 by Janne Karhu July 5, 2011, 02:56 (GMT) |
Fix for [#27182] particle/collision kill interacting strangely * Particle die time wasn't taken correctly into account in certain situations when calculating dynamics. |
Revision 3596530 by Janne Karhu July 5, 2011, 02:18 (GMT) |
Fix for [#27579] Particles Cache Problem * Horrors from the ancient world of deprecated code: object animation offset can't really work correctly with particles unless point cache takes full control of particle system timing. * Disabled the non-working offset control from effecting particles so that for now particles will work consistently and the offset is only applied to the object. |
Revision afd77d0 by Joshua Leung July 5, 2011, 01:55 (GMT) |
Reduce duplicate code |
Revision a0fa8c3 by Joshua Leung July 5, 2011, 01:54 (GMT) |
Bugfix #27856: Transforming Grease Pencil frames in Action Editor didn't perform updates * This problem was caused by a typo when adapting old code * Fixed crash where keyframes-update was being called in Grease Pencil transforms too Todo: Outliner/Datablocks Viewer doesn't update that nicely when these keyframes get modified. Outside of gdb, I managed to get a few non- repeatable crashes here; while debugging though, there was only some lagging oddness if panning before the tree updated. |
Revision 0dcc370 by Janne Karhu July 5, 2011, 01:49 (GMT) |
Fix for [#27347] Particle x-axis mirror editing not working as expected. * The x-mirror editing didn't mirror strand lengths. |
Revision 355cb26 by Dalai Felinto July 5, 2011, 00:30 (GMT) |
blenderplayer bundle in OSX doesn't need script folder (untested) I can't test this here, somehow blender+scons is failing in my building env. but it should work. Basically it skips the copy of the script folder for the blenderplayer.app I will test it once buildbot get pass this review ;) |
Revision e66b778 by Mitchell Stokes July 4, 2011, 21:21 (GMT) |
BGE Animations: Updating some copy+pasted license blocks. |
Revision 1b7ebd3 by Mitchell Stokes July 4, 2011, 21:19 (GMT) |
BGE Animations: Adding preliminary support for blend shape actions on different layers. This, and shape action blending in general still require more work though. |
Revision fa6d80c by Sukhitha Jayathilake July 4, 2011, 19:41 (GMT) |
Revision af5d852 by Sukhitha Jayathilake July 4, 2011, 19:30 (GMT) |
Light(spot) spot_size (fall of angle in COLLADA) animation support completed. |
Revision 830fe8a by Jeroen Bakker July 4, 2011, 19:22 (GMT) |
Updated the indent, sorry! |
Revision e814f2c by Jeroen Bakker July 4, 2011, 18:48 (GMT) |
====== Proposal: Nodes property windows enhancement ====== ===== Situation before this patch ===== in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function. With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other. When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself. ===== Situation after this patch ===== This patch separates the draw functions of the property panel and the node panel. When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback' ===== Impact ===== ==== BKE_node.h ==== add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc. ==== node_buttons.c ==== if the uifuncbut is set, call it. currently calls the uifunc method ==== drawnode.c ==== static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc. ===== Final note ===== ! PS. this is not limited to the compositor it also works for Materials and Textures ! ! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function ! |
Revision c4491f5 by Jeroen Bakker July 4, 2011, 18:14 (GMT) |
Current situation A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done. In blender movies this feature is known to be implemented, but until now it never got integrated into trunk. Proposal With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index. In the compositor the ID Mask node can be used to extract the information out of the Render pass. Impact User interface On the properties-space the next changes will be done Scene�??Render layer�??Passes�??Material index will be added Material�??Options�??Pass index will be added DNA Material struct will get an new field called �??index�?. this will be a short-type. Material struct the field pad will be removed. A new Render-layer pass will be added (bit 1«18) RNA Material RNA is updated (based on �??pass index�? from object) Render layer RNA is updated (based on IndexOB) Blender internal renderer The Blender internal renderer will process the render pass as a copy of the Object index. Blender compositor The render layer input will get a new output socket called �??IndexMA�? Usage An example on how to use material index can be found at: https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend This is also example of a commit message longer than the commit itself :) |
Revision ab36922 by Sukhitha Jayathilake July 4, 2011, 15:33 (GMT) |
light SpotLight blend and size parameters animation export. on going. |
Revision 7c15143 by Campbell Barton July 4, 2011, 15:09 (GMT) |
bind marker camera now uses active object rather then scene camera (was requested a few times) |
Revision 796c6a9 by Brecht Van Lommel July 4, 2011, 13:48 (GMT) |
Fix #27849: 3D manipulator widget lost on mesh in edge mode. The manipulator was always using vertex selection flags, but those are only valid in vertex mode, as selection flag flushing only happens in the direction vertex -> edge -> face. Now use edge/face selection flags when needed. |
Revision 7e36a75 by Brecht Van Lommel July 4, 2011, 13:33 (GMT) |
Paths: remove some temporary code that was only needed for 2.57. |
Revision 398807e by Brecht Van Lommel July 4, 2011, 13:03 (GMT) |
Fix #27785: blenderplayer + eltopo linking error. |
Revision a552d8e by Benjy Cook July 4, 2011, 11:35 (GMT) |
Finished Freeze constraint, and target space option for Freeze and Point constraints. |
Revision 5918521 by Ton Roosendaal July 4, 2011, 11:28 (GMT) |
Bug report (IRC) Knife cut with long mouse trails failed, increased max amount of input points 4 fold (1024). |
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