Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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September 28, 2008, 18:18 (GMT)
soc-2008-mxcurioni: imposed the glBlendEquation test accross all platforms (providing greater robustness), introduced the FRS_glBlendEquation that uses glBlendEquation/glBlendEquationEXT based on the system's capabilities.
September 28, 2008, 17:07 (GMT)
soc-2008-mxcurioni: merged changes to revision 16789
September 28, 2008, 17:05 (GMT)
Bugfix, irc report from slw_sl:

Instert "avail" on object without ipo crashed. Null check missing.

September 28, 2008, 15:37 (GMT)
reverting revision 16784 that broke compilation. Aligorith, please fix and recommit
September 28, 2008, 13:51 (GMT)
fix header text
Revision 21640ba by Joshua Leung
September 28, 2008, 12:01 (GMT)
IPO System - Code Cleanup and Commenting:

Went through and commented all the code in ipo.c, tidying up formating and coding style in places, and also rearranging to have a more logical order in some places. There shouldn't be any major issues arising from this commit.
Revision 8056705 by Matt Ebb
September 28, 2008, 08:00 (GMT)
* Volumetrics

Removed all the old particle rendering code and options I had in there
before, in order to make way for...

A new procedural texture: 'Point Density'

Point Density is a 3d texture that find the density of a group of 'points'
in space and returns that in the texture as an intensity value. Right now,
its at an early stage and it's only enabled for particles, but it would be
cool to extend it later for things like object vertices, or point cache
files from disk - i.e. to import point cloud data into Blender for
rendering volumetrically.

Currently there are just options for an Object and its particle system
number, this is the particle system that will get cached before rendering,
and then used for the texture's density estimation.

It works totally consistent with as any other procedural texture, so
previously where I've mapped a clouds texture to volume density to make
some of those test renders, now I just map a point density texture to
volume density.

Here's a version of the same particle smoke test file from before, updated
to use the point density texture instead:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test02.blend

There are a few cool things about implementing this as a texture:

- The one texture (and cache) can be instanced across many different
materials:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_instanced.png

This means you can calculate and bake one particle system, but render it
multiple times across the scene, with different material settings, at no
extra memory cost.

Right now, the particles are cached in world space, so you have to map it
globally, and if you want it offset, you have to do it in the material (as
in the file above). I plan to add an option to bake in local space, so you
can just map the texture to local and it just works.

- It also works for solid surfaces too, it just gets the density at that
particular point on the surface, eg:
http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_solid.mov

- You can map it to whatever you want, not only density but the various
emissions and colours as well. I'd like to investigate using the other
outputs in the texture too (like the RGB or normal outputs), perhaps with
options to colour by particle age, generating normals for making particle
'dents' in a surface, whatever!
September 28, 2008, 03:17 (GMT)
make gui backwards compatible with this weeks softbody blend files
September 28, 2008, 03:07 (GMT)
enable -noaudio option, so it actually works (and doesn't get overwritten by a game flag). audio initialization delays startup of game engine 2 seconds
add -nojoystick commandline option: it takes 5 seconds everytime to start the game engine, while there IS no joystick.

In other words: blender -noaudio -nojoystick improves workflow turnaround times for P - ESC from 7 seconds to 1 second!

Improved Bullet soft body advanced options, still work-in-progress. Make sure to create game Bullet soft bodies from scratch, it is not compatible with last weeks builds.

September 28, 2008, 02:17 (GMT)
Commiting fftw lib into extern for ocean patch
September 27, 2008, 21:52 (GMT)
BGE patch: create new BulletSoftBody data block to store bullet soft body specific parameters.

Previously we tried to share the parameters with the
blender render soft body but there were too many differences.

MSVC project files updated.
Revision 5f7359a by Ian Thompson
September 27, 2008, 19:57 (GMT)
Cleaned up unused variables and functions.
Revision d988ff3 by Ian Thompson
September 27, 2008, 19:47 (GMT)
Global Clipboard Patch (17370)
Text, ID names and RGB colours in the interface are now copied to and pasted from the system clipboard allowing them to be copied from and pasted into the text editor. Colours are encoded as floats in the form [r.rrrrrr, g.gggggg, b.bbbbbb] making them easy to use in Python scripts.
Revision d7d15c2 by Ian Thompson
September 27, 2008, 19:20 (GMT)
Fixed recent changes to text editor which broke building with MSVC and also cleaned up some compiler warnings. (Actually, Benoit seems to have beaten me to it, but I found moving the #includes worked without undefining INT)

The header button is great but it didn't function for 2 seconds between clicks due to the old code waiting between modification checks. Fixed that now too :)
September 27, 2008, 19:05 (GMT)
Fix compilation problem in Windows and update MSVC project files
September 27, 2008, 15:32 (GMT)
text editor changes
* out of sync text dosnt automatically popup a menu anymore since it was too easy to click on it without intending to, moved this to an alert button on the header.
* "_" character was acting as a delimiter, but in python its not.
* renamed "File" to "Text" (so as not to confuse with blenders file menu)
* added redraw_alltext function to remove many duplicate loops where every text display is redrawn.

September 27, 2008, 10:08 (GMT)
linear ipo curves were still using their handles to calculate an extrapolated value.
It would only work when the bezier point had its handles set to auto before changing to a linear IpoCurve since the handles were being recalculated during transform.

Revision 061c5c7 by Joshua Leung
September 27, 2008, 09:11 (GMT)
Bugfix #17693: Visual Rot Keying Broken

The problem was due to a wrong number of IPO-channels getting keyed for the quaternion channels (3 instead of 4). Was a simple copy+paste error.

Also added in check for using "Limit Distance" constraint when using VisualKeying.
September 27, 2008, 08:15 (GMT)
[#17692] Text Editor Line Number Background theme option
from Dalai Felinto (dfelinto)
Revision 98b2c06 by Joshua Leung
September 27, 2008, 06:49 (GMT)
Lots of mingw/gcc compiler warning fixes
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