Revision c03064b by Ton Roosendaal February 6, 2011, 18:38 (GMT) |
Bugfix #25953 Fix in crashing displacement last friday, assumed wrongly that the old 'new bump' failed for displacement too. It still did work (somewhat). This restores the situation again. |
Revision 5ed1597 by Tamito Kajiyama February 6, 2011, 18:05 (GMT) |
Merged changes in the trunk up to revision 34670. |
Revision 216f9af by Ton Roosendaal February 6, 2011, 17:36 (GMT) |
Two in one: - Bugfix #25937 Child-of constraint now behaves like regular parent-child relationship when all options are set. This prevents the errors that can happen when decomposing non-uniform matrices. - Todo item The area corner hotspots for splitting/merging were far too narrow. Now it uses a circular distance to detect whether the hotspot is active. Also cleaned up drawing code for it. |
Revision 0ea9271 by Janne Karhu February 6, 2011, 15:50 (GMT) |
Bug fix: Particles in dupligroups were mostly drawn properly in 3d view, but rendering them was a real mess. * After countless different bugs particles should now render correctly inside dupligroups. * Only particles with metaball visualization are still problematic, this is mostly due to the ancient metaball code. * I'll also add a test file for some of the situations, so that hopefully these cases stay fixed :) |
Revision d9aa3f6 by Campbell Barton February 6, 2011, 11:17 (GMT) |
mathutils.Matrix.Scale(factor, size, axis) - 'axis' arg was not coerced from a tuple like other args now do. - 'axis' arg was being modified in-place (VERY BAD). - also made new function matrix_3x3_as_4x4(). |
Revision 1cdab66 by Campbell Barton February 6, 2011, 10:18 (GMT) |
- cmake was missing an inclide (IDE's wouldnt index) - made doc generation always sumlink newly built docs to static URL. http://www.blender.org/documentation/250PythonDoc/ |
Revision c82da98 by Campbell Barton February 6, 2011, 09:01 (GMT) |
bugfix [#25824] Quats + Camera + Fly = Madness ensure quat, delta rotation is set to a unit quaternion on older files. |
Revision 967299a by Campbell Barton February 6, 2011, 06:59 (GMT) |
Revision 48a8cba by Campbell Barton February 6, 2011, 06:54 (GMT) |
fix [#25948] blender-thumbnailer.py does incorrect checking for the number of arguments noticed by Shinsuke Irie (irie) |
February 6, 2011, 00:49 (GMT) |
SVN maintenance. |
Revision dd924bb by Martin Poirier February 5, 2011, 22:46 (GMT) |
[#25693] Netrender "shadow" images with last frame always appear More debugging info with -d Also fix some conditions that didn't check the proper list in the ui. |
Revision 2ed0dde by Ton Roosendaal February 5, 2011, 19:07 (GMT) |
todo list item: 3D View: In quad-view mode, the options to set back/bottom/left views were blocked. Now they work again. Note: the oparator polls don't have a check for properties... so it cannot be finegrained here. Checks are inside code. |
Revision 00d95fb by Brecht Van Lommel February 5, 2011, 17:54 (GMT) |
Another fix for the raytracing commit, forgot that it also included vertex reordering to be consistent with the rest of the render engine. That means the self intersection issues with non-planar quads should also be gone now. |
Revision 6011bac by Ton Roosendaal February 5, 2011, 16:32 (GMT) |
Bugfix #25944 Save image (F3) didn't remember the last saved path on 2nd use. |
Revision dbce604 by Peter Schlaile February 5, 2011, 15:11 (GMT) |
This fixes: [#25608] Video Sequence Editor: problem using cut on a strip with a custom proxy file. |
Revision 626de1f by Ton Roosendaal February 5, 2011, 15:05 (GMT) |
Bugfix, own todo Saving a file for the first time (after opening blender) didn't use the last directory as saved/loaded from in a previous session. |
Revision 0429965 by Brecht Van Lommel February 5, 2011, 13:41 (GMT) |
Raytrace modifications from the Render Branch. These should not have any effect on render results, except in some cases with you have overlapping faces, where the noise seems to be slightly reduced. There are some performance improvements, for simple scenes I wouldn't expect more than 5-10% to be cut off the render time, for sintel scenes we got about 50% on average, that's with millions of polygons on intel quad cores. This because memory access / cache misses were the main bottleneck for those scenes, and the optimizations improve that. Interal changes: * Remove RE_raytrace.h, raytracer is now only used by render engine again. * Split non-public parts rayobject.h into rayobject_internal.h, hopefully makes it clearer how the API is used. * Added rayintersection.h to contain some of the stuff from RE_raytrace.h * Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes normalized and sometimes not, confusing... now dir is always normalized and dist contains the distance. * Change VECCOPY and similar to BLI_math functions. * Force inlining of auxiliary functions for ray-triangle/quad intersection, helps a few percentages. * Reorganize svbvh code so all the traversal functions are in one file * Don't do test for root so that push_childs can be inlined * Make shadow a template parameter so it doesn't need to be runtime checked * Optimization in raytree building, was computing bounding boxes more often than necessary. * Leave out logf() factor in SAH, makes tree build quicker with no noticeable influence on raytracing on performance? * Set max childs to 4, simplifies traversal code a bit, but also seems to help slightly in general. * Store child pointers and child bb just as fixed arrays of size 4 in nodes, nearly all nodes have this many children, so overall it actually reduces memory usage a bit and avoids a pointer indirection. |
Revision 90cf78e by Brecht Van Lommel February 5, 2011, 13:19 (GMT) |
Fix bones moving when changing between editmode and posemode. Patch #25901 by Tobias Oelgarte. Bone transformations would be converted back and forth between different representations when changing modes, which due to numerical errors could lead to bone transformations slowly changing as you edit the armature. Now the editmode head, tail and roll values are stored in bones and used directly when entering edit mode. Head and tail were already there but now we ensure they are the exact same value, roll was not yet there, so we have a version patch for it. The sub version was incremented to 1 for the version patch. |
Revision fe99f35 by Ton Roosendaal February 5, 2011, 13:10 (GMT) |
Renamed texture.c in render module, to prevent debuggers to complain about the same named file in blenkernel. |
Revision df9fade by Ton Roosendaal February 5, 2011, 13:07 (GMT) |
Bugfix 25871 Using displacement with new bump caused NaN values or crashes. Since displace code doesn't provide derivatives, it now falls back to "old bump" by default. |
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