Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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September 30, 2009, 13:58 (GMT)
September 30, 2009, 13:19 (GMT)
comparing float values with the property sensor didnt work
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.
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.
Revision 71b3088 by Matt Ebb
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Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed.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...
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.

September 29, 2009, 20:26 (GMT)
Fix link problem: Rename libed_preview -> libed_render
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.

September 29, 2009, 15:27 (GMT)
adding back changes from soc-2009-kaz branch.
September 29, 2009, 15:16 (GMT)
Copying scripts from 2.4x without 2.5x changes
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.
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.
September 29, 2009, 12:16 (GMT)
Fixed export scripts: 3DS, OBJ, X3D, FBX. These need testing now.
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.

September 29, 2009, 07:51 (GMT)
remove ray sensors own logic manager (now stored in parent class) + other minor changes.
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.
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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