Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

Page: 5044 / 5574

Revision 023a929 by Matt Ebb
September 17, 2007, 11:30 (GMT)
* For some reason this didn't go through last night - bumped the
subversion for lamp curve mapping loading.
September 17, 2007, 11:19 (GMT)
stupid missing ";"
September 17, 2007, 11:18 (GMT)
compile fix from elubie
special request from mfoxdogg: place modifier where you want
September 17, 2007, 11:10 (GMT)
September 17, 2007, 11:07 (GMT)
fix compile on not-windows platforms, accidentally removed declaration
in warning fix.

Revision aeef812 by Matt Ebb
September 17, 2007, 11:07 (GMT)
* Tiny tweak to 'set border render (shift B)'. It was always
annoying to have no hotkey to disable render border, having to
switch to render buttons to disable it even though you used a
hotkey shift B to enable it.

This change makes it so that if you drag the border to cover the
entire camera view, it will automatically disable border rendering.
September 17, 2007, 10:41 (GMT)
Fixed 2 crashers when activating collision object; Also put some additional openMP code in (doesn't hurt since #pragma gets ignored if no openMP available)
September 17, 2007, 10:26 (GMT)
thumbs.c: warning fixes
filelist.c: warning fixes
Revision 672a669 by Joshua Leung
September 17, 2007, 06:11 (GMT)
Patch/Bugfix #7334 by 'gsr b3d:

Some more compiler warning fixes. Some of these seem to be specific to GCC 4.1
Revision a48f15e by Joshua Leung
September 17, 2007, 05:26 (GMT)
With the scons compiling option 'BF_NO_YAFRAY' or so turned on, there were a few unneeded functions still being compiled in buttons_scene. #ifdef'ing them now to reduced compiler warnings
Revision 85a5b83 by Joshua Leung
September 17, 2007, 05:16 (GMT)
filelist.c - culled some compiler warnings.

Elubie, could you check to see if any of these cause problems?
Revision a36204e by Matt Ebb
September 17, 2007, 05:12 (GMT)
removed an unused function, was giving warnings.
Revision 01caa91 by Joshua Leung
September 17, 2007, 05:00 (GMT)
Bugfix #7360:

In svn-trunk, deleting a lamp crashed when the Lamp Buttons were active. Also, removed and old duplicate variable.
September 17, 2007, 04:46 (GMT)
when importing sys failed blender could crash on startup. Blender will now exit with an error rather then crashing.
September 16, 2007, 23:19 (GMT)
New: Min & MaxFrame of simulation; Fixed: Many reset problems gone
September 16, 2007, 16:33 (GMT)
Little project: Getting fluidsim multithreaded.
Can be actuvated by adding "PARALLEL" to compiler flags in elbeem folder.
-----
Code already works for MAX_THREADS=1 so there seems to be some bug in openMP code in paraloopstart.h

Help appeciated :)
September 16, 2007, 16:23 (GMT)
Initial checkin of cloth files + changes
Revision 90daa8f by Matt Ebb
September 16, 2007, 13:50 (GMT)
* Extra lamp falloff options, including custom curve!

This adds some new lamp attenuation options to the Lamp panel, replacing the old 'Quad' button. Yes, the panel layout is still nasty here, but I've ignored it for now to address properly in the panels cleanup work.

* Constant
http://mke3.net/blender/devel/rendering/falloff-constant.jpg
Lamp doesn't decay with distance

* Inverse Linear
http://mke3.net/blender/devel/rendering/falloff-invlinear.jpg
Default, and same as in older Blender without 'Quad' on. Decays linearly, with 'Dist' value as the lamp's half-energy-distance

* Inverse Square
http://mke3.net/blender/devel/rendering/falloff-invsquare.jpg
A sharper, more realistic decay, good for most electric lights (i.e. not sunlight). This is similar to the old Quad option with slight changes.

* Lin/Quad weighted
Exactly the same as in older Blenders with the old 'Quad' button enabled. When this setting is chosen, two sliders are shown, 'Linear' and 'Quad' (previously Quad1 and Quad2), which controls the 'linearness' or 'quadraticness' of the falloff curve. Lamps in old files with the 'Quad' button on will be initialised to this setting.

But much better for precise control over the lamp falloff now is:

* Custom Curve
This shows an extra 'Falloff Curve' panel, where you can use the standard Blender curve UI control to precisely control how the light falls off. The Y axis is intensity, and the X axis is distance, stretched over the length of the 'Dist' value.

Some example curves and renders:
http://mke3.net/blender/devel/rendering/falloff-curve1-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve1.jpg

http://mke3.net/blender/devel/rendering/falloff-curve2-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve2.jpg

http://mke3.net/blender/devel/rendering/falloff-curve3-curve.png
http://mke3.net/blender/devel/rendering/falloff-curve3.jpg (whee)
September 15, 2007, 18:54 (GMT)
== Sequencer ==

Bugfix for transform effect by Damiles.

Fixes crash with float buffers. (Don't try to render into output buffers,
that do not exist...)

September 15, 2007, 18:12 (GMT)
new view option, SolidTex, to draw textures in solid mode.
In the view panel as well as the shortcut Shift+T

this works in editmode as well as object mode

giving results like this
http://members.optusnet.com.au/cjbarton/temp1.jpg

where before you could only see textures in textured draw type like this
http://members.optusnet.com.au/cjbarton/temp2.jpg
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021