Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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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)
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.
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)

October 5, 2008, 01:15 (GMT)
Fix for bug #17762: id property double type did not get copied correct.

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.

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.

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.
October 4, 2008, 20:22 (GMT)
Fix wrong result for GLSL material node with only diffuse output
and shadeless material.

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.

October 4, 2008, 17:04 (GMT)
Bugfix: modified game material settings in blender didn't get
taken into account when loading a new .blend.

October 4, 2008, 16:42 (GMT)
Game player: preserve material, debug settings, between .blend files.

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.

October 4, 2008, 13:42 (GMT)
Bugfix #17750

Texteditor misses NULL checks in 'wrap text' code, moving cursur while
text is selected.

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.

Revision 67a9d41 by Matt Ebb
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.
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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