Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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June 3, 2008, 19:06 (GMT)
Collision commit code cleanup for nicer compile
June 3, 2008, 18:48 (GMT)
Collisions: Commit of collision cleanup, put kdop-bvh structure into BLI_kdopbvh (just like kdtree interface now), huge speedup for selfcollisions, also better normal collisions (merge from cloth branch)
June 3, 2008, 16:43 (GMT)
Fix mem leak in graph rem doubles
Revision 62ca0e0 by Joshua Leung
June 3, 2008, 10:04 (GMT)
A few compiler warning fixes. Those in BME_customdata.c were more serious.
Revision 29f839b by Joshua Leung
June 3, 2008, 10:00 (GMT)
Bugfix #13603:

Action Editor Copy/Paste didn't trigger a depsgraph update for the active object (if the action was applied to it).
June 3, 2008, 06:42 (GMT)
== REDCODE ==

got #endif position wrong, breaking compile without redcode, sorry.
(Thanks to jms for pointing that out)

June 3, 2008, 01:01 (GMT)
increase the level you can zoom out (andy's timelapse videos were a pain to edit)
June 2, 2008, 22:02 (GMT)
== REDCODE ==

Forgot to free redcontext in IMB_free_anim...

June 2, 2008, 21:39 (GMT)
== redcode ==

Disabled by default now on all platforms besides Linux.

June 2, 2008, 21:35 (GMT)
== RED one (redcode) ==

This adds redcode (the file format of RED one, R3D) support to blender.
Seems to work fine with the footage I found on the web, but keep in
mind, that because of the unoptimized nature of libopenjpeg, frame
decoding isn't that fast.

It is also a rather challenging task, to make 4k-float-footage realtime :)

June 2, 2008, 20:52 (GMT)
-> More Bmesh Custom Data stuff

Some more Bmesh custom data functions and
structures. This still does not do anything
yet because the various conversion functions
don't bother making use of the new custom data
functions. Hooking them up should be fairly
simple though.

Also note that the custom data code is mostly
copy/pasted from the existing custom data
functions for editmode with a few modifications.
Duplicating code like this isn't nice, but I
felt it was better to keep things for Bmesh
'standalone' for the moment and take only what is
immediatly needed instead of creating
a tangle of interdependant code.
June 2, 2008, 17:31 (GMT)
Patch #11000 approved: [new function] KX_GameObject::alignAxisToVect() Align an object's axis to a given vector
Revision 8a2a91d by Joshua Leung
June 2, 2008, 02:54 (GMT)
Added missing newline for error print in Py-button expressions
Revision 86a0afb by Joshua Leung
June 2, 2008, 01:02 (GMT)
Compiler warning fixes (unused vars).

Notes:
- edgehash.c still has some weirdo code causing warnings on lines 80 and 117
i.e. if (v1<v0) v0 ^= v1 ^= v0 ^= v1;
- material.c (in pyapi) apparently doesn't seem to be making use of some functions for glossy stuff
June 1, 2008, 18:43 (GMT)
-> Fix for last few commits

New memory allocator broke compilation on
GCC/Linux. Fixed
June 1, 2008, 18:02 (GMT)
-> Beginning of Custom Data support for BMesh

Now that new allocator is in place, Custom Data
can be effeciently added to BMesh. The plan is to
make all data not directly related to topology
Custom Data and allow callers to decide precisely
what information a mesh should have in order to
make the best tradeoff between memory usage/speed.

Right now not much to look at, just some structure
definitions and commented out code. More to come
soon...
June 1, 2008, 17:15 (GMT)
-> New memory allocator for Bmesh

Added a new pooling allocator for Bmesh based upon
the pool allocator availible in the Boost C++ library
as described here:

http://www.boost.org/doc/libs/1_34_0/libs/pool/doc/concepts.html

Each pool allocates elements of a fixed size, so every
element type in a mesh gets its own pool. For instance
verts occupy a different pool than edges. Each pool
is comprised of multiple arrays of a fixed size and allocating
/freeing elements is simple as removing or adding a head
to a linked list. Since the list of free elements is interleaved
throughout the unused space in the arrays, the overhead
for storing the free list is only 1 pointer total per pool.

This makes building/destroying bmesh structures much faster
and saves quite a bit of memory as well.
June 1, 2008, 16:13 (GMT)
functionality fix
Originally the only way to run scripts automatically was with scriptlinks, which could be disabled for loading untrusted blend files.
Since then PyDrivers and PyConstraints would run even when G.f&G_DOSCRIPTLINKS was disabled.
Gensher, Theeth and Ianwill agree its acceptable to reuse the flag for other areas python runs automatically.

PyNodes still have no way to be disabled, (todo before 2.46a)

June 1, 2008, 14:37 (GMT)
== FFMPEG ==

Shouldn't crash any more in the case that
a) invalid video options were selected
and
b) audio multiplexing was active

[#13311] video_stream NULL when writing ffmpeg

(did'nt crash for me though, but added extra protection :) )

June 1, 2008, 13:18 (GMT)
bugfix (typo) [#13587] Python API Material.sssFront broken

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