Revision c3ff4b0 by Campbell Barton September 30, 2009, 13:58 (GMT) |
Revision db430c7 by Campbell Barton September 30, 2009, 13:19 (GMT) |
comparing float values with the property sensor didnt work |
Revision 570c187 by Damien Plisson September 30, 2009, 08:47 (GMT) |
Cocoa port start: GHOST*Cocoa.mm & .h files creation First Cocoa version of GHOST_SystemCocoa.mm CMake files update to allow optional (WITH_COCOA option) Cocoa version build - disabled by default SCons files are not updated to allow Cocoa build (the ghost .mm files) |
Revision 2a21c1a by Joshua Leung September 30, 2009, 04:59 (GMT) |
Animato: Bugfixes * #19501: Only the first user of multi-user IPO's were getting converted to AnimData. Now, this AnimData gets converted multiple times - once for each user. This will mean that multi-user actions will no longer be multi-user after conversion though, although this could be fixed manually if there really is such a need. * #19503: Nasty memory leaks when duplicating objects with AnimData Fixed a few little oversights made when coding the copying code for NLA-data (which resulted in exponential copying-loops of doom), and sanitised the AnimData copying code for ID-blocks to be simpler to manage. |
Revision 8b6f5c1 by Campbell Barton September 29, 2009, 22:49 (GMT) |
- rather then passing the python namespace dictionary to the controller function get the namespace from the converter. - renamed SetPythonDictionary() to SetPyNamespace() - remove IsLight(), GetGameObjectType() existed before this but wasnt used for lights. |
September 29, 2009, 22:01 (GMT) |
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later... |
Revision 98ee2a7 by Campbell Barton September 29, 2009, 21:42 (GMT) |
option to build the BGE without python, uses existing python check (cmake and scons) when python is disabled videotextures are not built. |
Revision 53f0c3b by Diego Borghetti September 29, 2009, 20:26 (GMT) |
Fix link problem: Rename libed_preview -> libed_render |
Revision 15d0772 by Brecht Van Lommel September 29, 2009, 19:12 (GMT) |
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably. |
Revision 7f5dc46 by Campbell Barton September 29, 2009, 15:27 (GMT) |
adding back changes from soc-2009-kaz branch. |
Revision f93ca02 by Campbell Barton September 29, 2009, 15:16 (GMT) |
Copying scripts from 2.4x without 2.5x changes |
Revision 1bebe4f by Campbell Barton September 29, 2009, 15:08 (GMT) |
history for these files was lost, will use "svn cp ....." to get the scripts from 2.4x and apply kazanbas's updates. |
Revision 5443844 by Arystanbek Dyussenov September 29, 2009, 12:34 (GMT) |
Fixed import scripts: OBJ, 3DS. 2 bugs still perist though: imported meshes appear upside-down (foreach_set?) and materials don't import. |
Revision 0c3288e by Arystanbek Dyussenov September 29, 2009, 12:16 (GMT) |
Fixed export scripts: 3DS, OBJ, X3D, FBX. These need testing now. |
Revision 704a677 by Brecht Van Lommel September 29, 2009, 09:48 (GMT) |
Fix for CMake/OS X, would fail to copy files to bundle sometimes, doing make twice would avoid this, but that's not very convenient. |
Revision c8b7384 by Campbell Barton September 29, 2009, 07:51 (GMT) |
remove ray sensors own logic manager (now stored in parent class) + other minor changes. |
Revision 64a093e by Dalai Felinto September 29, 2009, 05:22 (GMT) |
bge player - stubs update *note in order to build blenderplayer with cmake+msvc one needs to comment all smoke references in stubs.c - scons + msvc is building fine (raising some warnings for the smole references though) - cmake in linux should be building as well (the smoke references were inserted in stubs to please this building environment IIRC) |
Revision 3198ff8 by Joshua Leung September 29, 2009, 02:19 (GMT) |
Bugfix #19490: Adding UV texture, adds Vertex color instead Seems to have been a copy+paste error (code for Vertex Color adding was pasted in place of texture paint). Restored the code from an earlier revision (from another file). |
Revision 52b28fd by Joshua Leung September 29, 2009, 01:52 (GMT) |
Removed the termporary defines added to make the Game Engine compile. Hopefully this fixes all of the cases which broke. |
Revision be30007 by Martin Poirier September 28, 2009, 19:49 (GMT) |
Adding back more functionalities for transform orientations. Create new orientation is now Ctrl-Alt-Space (Alt-Space is select orientation and the old ctrl-shift-c is taken by add constraints). New orientation panel in 3d view sidebar (nkey) has operator buttons for select, create and delete. Eventually, this should become a list. Note that orientation operators are missing notifiers to properly redraw the 3d view and its header properly. |
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