September 17, 2007, 11:30 (GMT) |
* For some reason this didn't go through last night - bumped the subversion for lamp curve mapping loading. |
Revision ca6e59b by Daniel Genrich September 17, 2007, 11:19 (GMT) |
stupid missing ";" |
Revision 26a0473 by Daniel Genrich September 17, 2007, 11:18 (GMT) |
compile fix from elubie special request from mfoxdogg: place modifier where you want |
Revision 4036412 by Daniel Genrich September 17, 2007, 11:10 (GMT) |
Revision 1460856 by Andrea Weikert September 17, 2007, 11:07 (GMT) |
fix compile on not-windows platforms, accidentally removed declaration in warning fix. |
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. |
Revision 7c05d8e by Daniel Genrich 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) |
Revision 8bfbccb by Andrea Weikert 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? |
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. |
Revision 976a042 by Campbell Barton 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. |
Revision 1138bd3 by Daniel Genrich September 16, 2007, 23:19 (GMT) |
New: Min & MaxFrame of simulation; Fixed: Many reset problems gone |
Revision 9d0420c by Daniel Genrich 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 :) |
Revision cd998aa by Daniel Genrich September 16, 2007, 16:23 (GMT) |
Initial checkin of cloth files + changes |
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) |
Revision c8fe5a0 by Peter Schlaile 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...) |
Revision 3a90f21 by Campbell Barton 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 |
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