Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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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.

February 6, 2011, 18:05 (GMT)
Merged changes in the trunk up to revision 34670.
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 :)
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().
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/
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.
February 6, 2011, 06:59 (GMT)
fix [#25947] Smart Project is broken SVN r34664
own recent mathutils updates broke this script.
February 6, 2011, 06:54 (GMT)
fix [#25948] blender-thumbnailer.py does incorrect checking for the number of arguments
noticed by Shinsuke Irie (irie)
Revision 6705d5c by gsr b3d
February 6, 2011, 00:49 (GMT)
SVN maintenance.
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.
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.

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.

February 5, 2011, 16:32 (GMT)
Bugfix #25944

Save image (F3) didn't remember the last saved path on 2nd use.

February 5, 2011, 15:11 (GMT)
This fixes: [#25608] Video Sequence Editor: problem using cut on a strip with a custom proxy file.

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.

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.

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.

February 5, 2011, 13:10 (GMT)
Renamed texture.c in render module, to prevent debuggers to
complain about the same named file in blenkernel.

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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