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Revision e26b5aa by Matt Ebb
February 13, 2008, 13:36 (GMT)
* fix for [#8085] Glare node crashes on inputs with < 4 colour channels

I had this assigned to Alfredo for a while, but he hasn't replied to the tracker at all, so I suspect he's not around. I'll commit this now to prevent crashes.

Some of the code in the glare node assumed that all buffers will be 4 channel RGBA, when in fact it was possible to give it a VEC3, such as a spec pass with no alpha, which would crash it. This fix just duplicates the input to a new temporary RGBA buffer to work on, if it's not already RGBA.
Revision 08d54e7 by Matt Ebb
February 13, 2008, 13:26 (GMT)
* "Drag Immediately" transform user preference.

It's already supported within transform, was previously known as 'tweak mode' and for some odd reason was a compile time option. This brings it to a user preference (in 'Edit Methods' section).

Basically it means that you don't need the extra click at the end to confirm a drag-move transform, if you're already dragged, you can just let go of the mouse rather than needing to click again. It's a lot more comfortable when you're used to using other applications as well as blender, and much more sensible for tablets.

This started life as patch #7144 by Ed Britton, but this implementation has been changed considerably.
February 13, 2008, 13:25 (GMT)

Fix for bug #7863: AO made normal map baking unnecessarily slow.
Fix for bug #8226: approximate AO doesn't bake.

February 13, 2008, 11:18 (GMT)

Render Simplification

This adds a few settings to control global render quality, for faster
renders when tweaking lighting etc. The implementation is not so great,
and this should really be part of a proper render profile and preset
system. So for now it's a hidden Peach feature, enabled by setting rt
to 1. Before the next release, I'll either remove or improve it.

Settings are:

- Maximum subsurf level
- Child particles percentage
- Maximum shadow map samples
- AO and SSS quality factor

February 13, 2008, 10:44 (GMT)
Cloth: changes in editmode will influence the velocity by 10% now, changed/add some update calls for the implicit function
February 13, 2008, 10:44 (GMT)

Bugfix: approximate AO with pixel cache & osa now should have fewer
black pixels.

Revision 0f68741 by Joshua Leung
February 13, 2008, 06:43 (GMT)
== Action Editor - Insert Key+ "Active Group" ==

"Insert Key" menu in Action Editor (IKEY) now has a new option: "In Active Group". This only inserts keyframes in the active action group (if available).
Revision 60378a3 by Ken Hughes
February 12, 2008, 19:29 (GMT)
Python API
----------
Added missing lamp.falloffType attribute. Also fixed typo in Render docs.

February 12, 2008, 18:56 (GMT)
* fix provided by Stefan Birgmeier (qwequ777): int pos may lead to crashes on 64-bit systems. PyDict_Next takes a Py_ssize_t, not an int (tsk tsk).
February 12, 2008, 17:24 (GMT)

Bugfix for use of unitinialized values when drawing hair dupli particles.

February 12, 2008, 17:11 (GMT)
Pointcache for unsaved files is saved in /tmp/blendcache_untitled/... instead of not generating pointcache at all, be careful since the temp path can be NULL or missing.

This is messy because the files can be left there when blender quits, however saveBuffers and sessions alredy do :/ Some cleanup function needs to Blender that deals with this!
Revision a6f33fc by Janne Karhu
February 12, 2008, 16:36 (GMT)
Fix for bug: [#8271] Changes to the texture settings for particle attributes are not updated
- Material buttons code didn't set particles update flag
- Small change to how particle emit time is interpreted from textures, now the "time" texture output can actually be used for something
February 12, 2008, 15:34 (GMT)

Bugfix: when defocus node had nothing to do and just passed on the buffer,
it didn't correctly deal with pointers, gave a crash in some circumstances.

Revision f695c15 by Janne Karhu
February 12, 2008, 15:26 (GMT)
Fix for bug: [#8269] Particle / Vizualization / Draw / Disp reduces rendered particles
- Hair didn't update the visibility flag of each particle
- Changing the disp value gave a too strong update call to particles
- Changed disp value behavior for dynamic particles a bit, now all particles are always calculated for uncached frames so that every particle gets it's data cached. Now the disp value actually does what it's supposed to do, it alters the amount of particles DISPlayed in viewport, but doesn't change the simulations. (With old particles it was possible to only calculate the disp amount of particles too as everything was always recalculated from scratch anyways, but now that particles are more complicated and cached etc. it's not an option anymore.)
February 12, 2008, 14:47 (GMT)
Revision c371346 by Janne Karhu
February 12, 2008, 13:38 (GMT)
Fix for bug: [#8247] Hairs that are added in particle mode act and render unpredictably when soft body is activated
-softbody BodyPoint indexes were created with a lag of one leading to use of wrong softbody points for particles when creating path cache
-interpolation points for softbody hair weren't chosen optimally when not yet at the end of a hair
February 12, 2008, 12:02 (GMT)
Cloth: Fix order in collision loop -> solving selfcollision could result in new cloth-object collisions, adjust 'collision quality' for the number of loops taken
February 12, 2008, 11:31 (GMT)
GUI fixes: some minor gui tweaks for collision modifier
February 12, 2008, 11:04 (GMT)
Cloth: New: *simple* (OpenMP enabled) Selfcollisions available
Revision 695ea72 by Janne Karhu
February 12, 2008, 00:34 (GMT)
Fix for bug #8245.
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