Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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March 3, 2010, 13:20 (GMT)
fix for more crashes with baked fcurves
March 3, 2010, 12:53 (GMT)
baked fcurves would crash on deleting in the graph editor
March 3, 2010, 11:48 (GMT)
marker/camera select, makes active as well as selecting.
March 3, 2010, 11:40 (GMT)
bugfix [#21428] Particle number display offset
March 3, 2010, 11:23 (GMT)
worldspace text locations & made some improvements to string formatting for particle number display.
March 3, 2010, 08:56 (GMT)
set the context on importing bpy module.
March 3, 2010, 07:34 (GMT)
move to make way for external svn addons
March 3, 2010, 06:38 (GMT)
BGE 2D Filters: filters run per scene now (fix for [#18152]) - it (slightly) breaks backward compatibility !!!

Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use.

(1) Performance - To run the filters 2X == 2X slower
(2) flexibility of use - Very often we want the filter in the scene but not in the UI for example.

For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now.
To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes.

* * * * *

Imagine that we have:
(a) Main Scene
(b) Overlay Scene

in Main Scene the Z Buffer and RGB will be from the main scene.
in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b].

So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
Revision c26486f by gsr b3d
March 2, 2010, 22:19 (GMT)
Make object stat consistent with the rest of counters (selected-total).
March 2, 2010, 21:57 (GMT)
Merged changes in the trunk up to revision 27226 (Blender 2.5 alpha 2 release point).
March 2, 2010, 19:24 (GMT)
Splash for testbuild update...

March 2, 2010, 18:49 (GMT)
Blender internal number upped to 252, so it matches testbuild
number 2.5 alpha 2

March 2, 2010, 17:17 (GMT)
fairly horrid feature so Colin can see at a glance what cameras are enabled for switching.
draw timeline text 50% alpha when cameras are disabled.
March 2, 2010, 16:57 (GMT)
Ctrl+RMB on markers selects their cameras too
March 2, 2010, 15:33 (GMT)
convert to mesh (Alt+C), was failing in cases when MDef was used. make the mesh from the original rather then the copy.
March 2, 2010, 14:57 (GMT)
fix for OBJ exporting Texface images
Revision da3802f by Joshua Leung
March 2, 2010, 11:48 (GMT)
Info Header: Non-blocking Info Messages

Reports (i.e. 'info' or 'errors') are now shown in the info header in place of the scene statistics if the last executed operator had some, with this info disappearing again once another operator is run (to show scene statistics again).

For example, this means that info such as the the number of verts merged, or whether a Keying Set successfully inserted keyframes, etc. is now shown again somewhere, and that this is done in a non-blocking manner.

The current implementation is still a bit crude (i.e. lacking fancy polish), but is at least barebones functional. The todos...
* When more than 1 report message is generated by the last operator, there is currently a display of the number of reports. In future, it would be nice to be able to add a button beside this or make the label clickable with appropriate text indicating this (commented out atm) to show popup menu of all the reports...

* There could probably be some kind of coloured backdrop behind the text. Currently using standard box, but that has padding problems, and lacks visual interest.
* Timer based fade out/disappear?
March 2, 2010, 11:35 (GMT)
bugfix for displaying ID properties
- fixed memleak from 2.4x with setting arrays from python
- basic support for IDPropertyArrays

context.object["foo"] = [{"smap": 10}, {"foo": 2}]
March 2, 2010, 09:45 (GMT)
patch from Sergey Sharybin (nazgul), use buildinfod for the player.
March 1, 2010, 21:51 (GMT)
Made an attempt for fixing an instability issue regarding animation
rendering.

RE_BlenderFrame() and RE_BlenderAnim() are Blender's internal
top-level rendering API functions for a single frame and a series of
frames, respectively. These functions rely on global variables to
keep render pipeline states. Freestyle's stroke rendering was also
using RE_BlenderFrame to render a temporary scene of stroke meshes.
These nested calls of the top-level rendering API functions were
causing broken render pipeline states and eventually led to a crash.

This commit is intended to fix the issue, by introducing an rendering
API function RE_RenderFreestyleStrokes specifically used for stroke
rendering in Freestyle. The new function does not do anything with
regard to the global variables in the rendering API implementation.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021