Blender Git Loki

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Revision 97a7b05 by Matt Ebb
October 21, 2008, 06:10 (GMT)
fixed a crash in volume shadows
Revision d335c2d by Matt Ebb
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)
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.
October 21, 2008, 00:21 (GMT)
py 2.3 compat for lightwave_import and wizard_curve2tree
October 20, 2008, 23:21 (GMT)
renamed WITH_BF_BPYDOC to WITH_BF_DOCS, added SConscript for building BGE docs too.
Revision 07f0724 by Matt Ebb
October 20, 2008, 23:12 (GMT)
* fix for crash after latest light cache commit
October 20, 2008, 20:16 (GMT)
Add undo push for quick strokes conversion
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
October 20, 2008, 13:36 (GMT)
fix for [#17871] PLY file import: blender seems to loose vertex color information
use Mesh rather then NMesh
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
Revision 9d2fc97 by Matt Ebb
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
October 20, 2008, 00:48 (GMT)
merge 16951:17122
October 20, 2008, 00:27 (GMT)
Merge 16964:17122
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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