Revision 333b7c3 by Joshua Leung October 5, 2008, 12:06 (GMT) |
* Grease Pencil - changed defaulted for sensitivity userprefs. Will overwrite old settings too (to keep users less confused about this). * Removed some unneeded funcs (compiler warnings) |
Revision 86560d6 by Ton Roosendaal October 5, 2008, 12:02 (GMT) |
Bugfix #8908 Using shapekeys, you get corruptions in other shapes when you undo into a previous editmode session. The "key index" values become invalid. Now, if you have shape keys, entering editmode will clear the previously stored undos. |
Revision 5c74db4 by Joshua Leung October 5, 2008, 11:49 (GMT) |
Grease Pencil: * Separated duplicate methods out into several functions * Added copy/paste for gp-frames in Action Editor. Only strokes that are appropriate for the spacetype that the destination layer belongs to will be added to avoid wasted memory usage. Otherwise, was impossible to move sketches between views/layers (which was intended for PyAPI access that didn't get done). Note: there will currently still be an extra gp-frame created, even if the current no strokes got pasted. There's commented out code which would delete it, but somehow that causes errors, so better to be safe for now. |
Revision af7033b by Joshua Leung October 5, 2008, 10:48 (GMT) |
Bugfix: Reordering Grease-Pencil frames in the Action Editor after transforms was not working at all. Seems I forgot to fix this part after changing what the 'Grease Pencil' editing mode in Action Editor showed. |
Revision 1695b07 by Janne Karhu October 5, 2008, 09:44 (GMT) |
Fix for [#17758] Particle Caching Problem -A line initializing particles from pre-cache days was still in place causing the wrong behavior. |
Revision c1223f2 by Ton Roosendaal October 5, 2008, 09:27 (GMT) |
Bugfix #17750 Wrap text and moving cursor with a selection still crashed. Thanks Zanqdo! :) (Also cleaned code layout to use same convention as it was) |
Revision 2ad7aa1 by Brecht Van Lommel October 5, 2008, 01:15 (GMT) |
Fix for bug #17762: id property double type did not get copied correct. |
Revision 6800c57 by Brecht Van Lommel October 5, 2008, 00:21 (GMT) |
Fix for bug #17761: small GLSL update tweak, switching ray and buffer shadow didn't update the viewport correct. |
Revision 1e0f02c by Brecht Van Lommel October 4, 2008, 22:21 (GMT) |
Fix for bug #17684: GLSL bug with shadows and material nodes, missed unbinding a texture giving extremely slow frontbuffer drawing. |
Revision 639a4ff by Brecht Van Lommel October 4, 2008, 21:26 (GMT) |
Fix for part of bug #17759: point cache clearing did too much, also clearing other physics systems on the same object. |
Revision 04226f6 by Ian Thompson October 4, 2008, 21:04 (GMT) |
Bugfix for [#17748] "Copy and paste under window since rev 16769" Now actually copies to the clipboard on copy/cut when editing UI fields. |
Revision 7d77b58 by Brecht Van Lommel October 4, 2008, 20:22 (GMT) |
Fix wrong result for GLSL material node with only diffuse output and shadeless material. |
Revision 7fae634 by Brecht Van Lommel October 4, 2008, 19:58 (GMT) |
Fix for bug #17752: the particle modifier convert button didn't do anything for dupli objects and groups, which could already be converted with ctrl+shift+A, but convert can do it as well. |
Revision 32d7a06 by Brecht Van Lommel October 4, 2008, 17:04 (GMT) |
Bugfix: modified game material settings in blender didn't get taken into account when loading a new .blend. |
Revision d7589d8 by Brecht Van Lommel October 4, 2008, 16:42 (GMT) |
Game player: preserve material, debug settings, between .blend files. |
Revision a7a4c41 by Ton Roosendaal October 4, 2008, 15:02 (GMT) |
Bugfix #17753 Fix for rev 16702 commit to better support per-vertex radius in curves. It caused the directional lines for 3d curves to not draw correct. |
Revision 324e1d5 by Ton Roosendaal October 4, 2008, 13:42 (GMT) |
Bugfix #17750 Texteditor misses NULL checks in 'wrap text' code, moving cursur while text is selected. |
Revision f8d7da2 by Ton Roosendaal October 4, 2008, 12:31 (GMT) |
Bugfix #17746 Curve deform did not work yet on Text and Curve objects, this because it was not providing the entire array of vertices, for a proper detection of min/max bounds of the full input. |
October 4, 2008, 12:23 (GMT) |
* New volumetrics feature: scattering types Otherwise known as a phase function, this determines in which directions the light is scattered in the volume. Until now it's been isotropic scattering, meaning that the light gets scattered equally in all directions. This adds some new types for anisotropic scattering, to scatter light more forwards or backwards towards the viewing direction, which can be more similar to how light is scattered by particles in nature. Here's a diagram of how light is scattered isotropically and anisotropically: http://mke3.net/blender/devel/rendering/volumetrics/phase_diagram.png The new additions are: - Rayleigh describes scattering by very small particles in the atmosphere. - Mie Hazy / Mie Murky more generalised, describes scattering from large particle sizes. - Henyey-Greenstein a very flexible formula, that can be used to simulate a wide range of scattering. It uses an additional 'Asymmetry' slider, ranging from -1.0 (backward scattering) to 1.0 (forward scattering) to control the direction of scattering. - Schlick an approximation of Henyey-Greenstein, working similarly but faster. And a description of how they look visually (just an omnidirectional lamp inside a volume box) http://mke3.net/blender/devel/rendering/volumetrics/phasefunctions.jpg * Sun/sky integration Volumes now correctly render in front of the new physical sky. Atmosphere still doesn't work correctly with volumes, due to something that i hope can be fixed in the atmosphere rendering, but the sky looks quite good. http://mke3.net/blender/devel/rendering/volumetrics/sky_clouds.png This also works very nicely with the anisotropic scattering, giving clouds their signature bright halos when the sun is behind them: http://mke3.net/blender/devel/rendering/volumetrics/phase_cloud.mov in comparison here's a render with isotropic scattering: http://mke3.net/blender/devel/rendering/volumetrics/phase_cloud_isotropic.png * Added back the max volume depth tracing limit, as a hard coded value - fixes crashes with weird geometry, like the overlapping faces around suzanne's eyes. As a general note, it's always best to use volume materials on airtight geometry, without intersecting or overlapping faces. |
Revision 0468109 by Ton Roosendaal October 4, 2008, 11:04 (GMT) |
Bugfix #17720 Retopo crashed on undo-redo, caused by bad copying of data for undo stack. I solved crash or corruptions, but it still is pretty weak code here. |
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