Revision d198480 by Andre Susano Pinto June 11, 2009, 18:25 (GMT) |
*ray<->bb hit optimization... just to make it "slightly" faster :P Based on Tactical Optimization of Ray/Box Intersection, by Graham Fyffe [http://tog.acm.org/resources/RTNews/html/rtnv21n1.html#art9] *for now it breaks shrinkwrap or other stuff that relies on sphere-raycast of BLI_kdopbvh. |
Revision a417568 by Thomas Dinges June 11, 2009, 18:19 (GMT) |
2.5 RNA: * Tooltip updates by William Reynish. Thanks! |
Revision 6563e9f by Arystanbek Dyussenov June 11, 2009, 18:15 (GMT) |
Started operator registration with python. This is a piece of cake! Made space_script header area customizable with python - need Brecht to check this. Added a base for operator registration: a menu in Scripts Window with two items "Reload Scripts" and "Export". The former will do guess what? The latter will be populated with submenu items each corresponding to an exporter :) |
Revision 4e66f6d by Ton Roosendaal June 11, 2009, 17:21 (GMT) |
2.5 Added search-browse to the Python ID template. Also added icon/button for 'Add new'. (Note, we need icon for it). Also fixed bug in search menu closing too quick on mouse-release, when mouse was close to bottom of menu button. And removed annoying warning if ID pointer was zero. |
Revision 2c8fae1 by Thomas Dinges June 11, 2009, 16:59 (GMT) |
2.5: * Fixed some RNA properties Ranges. |
Revision 49479ef by Andre Susano Pinto June 11, 2009, 16:44 (GMT) |
*Instance support at dupliverts/faces *Octree works nicely on hierarchic trees *the old code was quite destructive at the Isect variable changing isec->start, end, vec..now it only changes isec->labda (and hit results) Currently rendering a BVH of all objects, where each object has it own octree. |
Revision a892799 by Arystanbek Dyussenov June 11, 2009, 15:10 (GMT) |
Pass context to the "invoke" operator method. "invoke" should have three args now: self, context and event respectively. |
Revision db8b4ce by Erwin Coumans June 11, 2009, 13:42 (GMT) |
Bugfix for [#18911] Applied torque breaks rigid bodies in game engine |
Revision 776b8c0 by Campbell Barton June 11, 2009, 11:54 (GMT) |
sequencer patch from Xavier Thomas - allocate transform and crop on "use" - bring back the scopes drawing (histogram, vectorscope, luma) - tweak properties layout (need more) |
Revision cdeb95e by Joshua Leung June 11, 2009, 11:53 (GMT) |
NLA SoC: RNA Fixes - Lower bound for start values has been expanded to -MAXFRAME, to avoid clipping problems when the strip is moved past frame 0 - Removed some obsolete (+ commented out) NLA wrapping in Object stuff |
Revision aaa17a2 by Arystanbek Dyussenov June 11, 2009, 11:46 (GMT) |
Allow defining string property on py operator - a first step towards interfacing the file selector :) |
Revision bf729ab by Peter Schlaile June 11, 2009, 11:44 (GMT) |
== SEQUENCER == This fixes * some issues with Scene strips containing audio by removing the curpos pointer from sequence structure. (the same scene strip can now be used in a row) That also makes the code a lot cleaner. * fixed a corner case on the beginning of a strip, where audio was not mixed in, depending of current audio buffer state. * Also: made some hardwired variables macros to enhance readability. Problem remaining: mixing the same scene strip several times (read put it into a stack instead of into a row) has problems with HD-audio since the same HD-audio state structure is used and therefore the system will seek permanently, which leads to audio distortions... |
Revision 8225caa by Campbell Barton June 11, 2009, 10:46 (GMT) |
update from Aaron Keith, fixes normal flipping |
Revision a543a15 by Campbell Barton June 11, 2009, 10:26 (GMT) |
Sound actuator bug reported by zapman on blenderartist. Negative events would play on an actuator if it hadn't played a sound yet. |
Revision 0bef801 by Joshua Leung June 11, 2009, 05:02 (GMT) |
NLA SoC: Channel ordering change In response to user-feedback, I've changed the order in which channels appear. Now, the channel ordering is: - Object/AnimData block -- Active Action -- Last NLA Track .. .. -- First NLA Track It is important to note several things still: 1) Active action is applied AFTER the NLA Tracks have been evaluated, not before 2) In this new order, the tracks+active action are shown in the evaluation-stack order, i.e. first thing applied is at the bottom, last is at the top. As a result, I've switched the view-orientation back so that it works the same way as for DopeSheet/Graph editors (i.e. expands downwards not upwards). This may cause problems loading files saved with older builds of this branch. There are still some lingering problems due to this change which I'll fix in due course. |
Revision f0f9034 by Joshua Leung June 11, 2009, 03:19 (GMT) |
NLA SoC: Operator for adding new NLA-Tracks New tracks can be added in the following ways (with the mouse hovering over the channels-list): * Shift-A - this will add a new track at the top of the stack (i.e. above all the existing NLA-tracks but below the Active Action) for every AnimData block where there was a selected NLA-Track * Ctrl-Shift-A - this will add a new track above every selected one |
Revision 4a29d0c by Joshua Leung June 11, 2009, 02:18 (GMT) |
NLA SoC: 'Split' Operator (YKEY) Selected NLA Strips are split into two strips, each with half the length of the original strip. Possible improvements subject to demand: - multiple splits? - splits with variable spacing? (i.e. 3:2, or 1:5). |
Revision 64f94a6 by Joshua Leung June 11, 2009, 02:14 (GMT) |
NLA SoC: Evaluation bugfixes * Strip scaling was being evaluated in the wrong way, resulting in scaled strips not being played too fast (for lengthened strips) or too slow (shortened strips) * Also, verified that the 'reversed' option works correctly (no changes needed to be made here) |
Revision 3bdcd4f by Campbell Barton June 10, 2009, 22:03 (GMT) |
patch from Xavier Thomas, color balance and proxy access both need to allocate structs when enabled. |
Revision 1a787ef by Thomas Dinges June 10, 2009, 20:50 (GMT) |
2.5: * Wrapped FFMpeg in RNA (some properties are disabled for now). * Some Texture panel tweaks by William. Thanks! |
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