October 21, 2008, 06:10 (GMT) |
fixed a crash in volume shadows |
October 21, 2008, 02:04 (GMT) |
* fixed a memory leak that was happening during preview render |
Revision 3ac142e by Joshua Leung October 21, 2008, 01:40 (GMT) |
#17873: "switch direction" for bones can cause infinite loop Second attempt at fixing this bug. Previous fix caused segfault when all bones in a chain are selected. Now it should segments which are selected (i.e. get swapped) will get unparented from segments that aren't (i.e. aren't swapped, so are still in old orientation) |
Revision 11afafb by Martin Poirier October 21, 2008, 01:11 (GMT) |
[#17873] "switch direction" for bones can cause infinite loop Stop the infinite loop, but it could be loosing parent relations that it kept before. Aligorith needs to review. |
Revision ff2fcdf by Campbell Barton October 21, 2008, 00:21 (GMT) |
py 2.3 compat for lightwave_import and wizard_curve2tree |
Revision bc55102 by Campbell Barton October 20, 2008, 23:21 (GMT) |
renamed WITH_BF_BPYDOC to WITH_BF_DOCS, added SConscript for building BGE docs too. |
October 20, 2008, 23:12 (GMT) |
* fix for crash after latest light cache commit |
Revision 0107b27 by Martin Poirier October 20, 2008, 20:16 (GMT) |
Add undo push for quick strokes conversion |
Revision ff3924c by Martin Poirier October 20, 2008, 18:55 (GMT) |
Quick Strokes option When turned on, edit mode armature act as usual, but LMB can be directly used to paint strokes or poly lines which will be directly converted to bones once ended (with RMB). Esc now cancels the current stroke instead of ending it (more useful with quick strokes). Video online: http://blenderartists.org/~theeth/bf/etch-a-ton/quick_strokes.ogv |
Revision fd1dcad by Campbell Barton October 20, 2008, 13:36 (GMT) |
fix for [#17871] PLY file import: blender seems to loose vertex color information use Mesh rather then NMesh |
Revision 47345cf by Nathan Letwory October 20, 2008, 12:33 (GMT) |
=== Blender Python API === After some discussion with Campbell, changed the way cstruct sizeof is fetched. Moved DataSize() to Blender.Types.CSizeof(Blendertype). Supported types return sizeof(data struct), otherwise -1. To quickly check what types are supported: import Blender.Types as bt x = dir(bt) for t in x: if t[0] != '_': s = 'bt.CSizeof(bt.' + t + ')' print t,"=", eval(s) |
Revision 25859cf by Joshua Leung October 20, 2008, 09:35 (GMT) |
Another constraint panel (in Armature Editing Panels) bugfix. This time, when adding a new constraint using vertical layout. |
Revision 81c2112 by Joshua Leung October 20, 2008, 09:24 (GMT) |
A few warnings missed in previous sweep |
October 20, 2008, 07:08 (GMT) |
New volume rendering feature: Light Cache This was a bit complicated to do, but is working pretty well now, and can make shading significantly faster to render. This option pre-calculates self-shading information into a 3d voxel grid before rendering, then uses and interpolates that data during the main rendering phase, rather than calculating shading for each sample. It's an approximation and isn't as accurate as getting the lighting directly, but in many cases it looks very similar and renders much faster. The voxel grid covers the object's 3D screen-aligned bounding box so this may not be that useful for large volume regions like a big range of cloud cover, since you'll need a lot of resolution. The render time speaks for itself here: http://mke3.net/blender/devel/rendering/volumetrics/vol_light_cache_interpolation.jpg The resolution is set in the volume panel - it's the resolution of one edge of the voxel grid. Keep in mind that the higher the resolution, the more memory needed, like in fluid sim. The memory requirements increase with the cube of the edge resolution so be careful. I might try and add a little memory calculator thing like fluid sim has there later. The voxels are interpolated using trilinear interpolation - here's a comparison image I made during testing: http://mke3.net/blender/devel/rendering/volumetrics/vol_light_cache_compare.jpg There might still be a couple of little tweaks I can do to improve the visual quality, I'll see. |
Revision 63f6932 by Joshua Leung October 20, 2008, 06:39 (GMT) |
Reduced number of MSVC compiler warnings (mostly just casting issues). |
Revision 67e3ac0 by Joshua Leung October 20, 2008, 04:53 (GMT) |
- Bugfix: 'Hide' button for PoseMode bones (in Editing Buttons) was setting the 'Mult' flag instead - Tidied up comments in Action Editor code a bit |
Revision a806c1e by Martin Poirier October 20, 2008, 00:48 (GMT) |
merge 16951:17122 |
Revision f1faacd by Martin Poirier October 20, 2008, 00:27 (GMT) |
Merge 16964:17122 |
Revision 1e17953 by Martin Poirier October 20, 2008, 00:04 (GMT) |
Adding undo push and redraw for convert calls. |
Revision 90721f3 by Joshua Leung October 19, 2008, 23:52 (GMT) |
Fixed overlapping panels in Armature Buttons that resulted after adding a constraint/IK using the hotkeys. |
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