Revision 9a9c417 by Nicholas Bishop December 9, 2006, 00:08 (GMT) |
Fixed bug #5368 retopology - tooltips in header are not shown |
Revision da0433e by Ton Roosendaal December 8, 2006, 22:08 (GMT) |
Temporal fix probably... Campbell has crashes in depsgraph, but that case should not happen. This commit adds a harmless NULL check, but still. |
Revision 2edcd75 by Ton Roosendaal December 8, 2006, 22:00 (GMT) |
Crash fix in adding lightgroups: previewrender.c sets ob->data to NULl for a lamp it uses for preview... something I never thought of could get rendered! |
Revision 7f1e387 by Ton Roosendaal December 8, 2006, 21:20 (GMT) |
Node editing usablity! - Removed stupid idea to insert convertor nodes in Node Shaders, when a link is created by non-matching sockets. Now it works like Compositor, doing a default conversion. Works like this: 1 from 3 or 4 values: take average 3 from 1: copy to all 3 from 4: copy 3 4 from 1: copy to 3, set alpha to 1 4 from 3: copy 3, set alpha to 1 - Added select-linked in Nodes. Lkey or Shift+L. Also in pulldown menus |
Revision 00becf0 by Ton Roosendaal December 8, 2006, 18:38 (GMT) |
Preview.blend: made lightgroup "Override" for all lamps, to allow lightgroups to be ignored in preview render. |
Revision 4cdf96a by Ton Roosendaal December 8, 2006, 18:37 (GMT) |
Lightgroups! Functionality was a bit limited still; now added the option to bind a group of Lamps entirely to a Material, excluding them from any other Material. Note that Lamp visibility layer options still work as for Lamps usually. In preview.blend: made a lightgroup for all lamps, and set them to be the "RenderLayer override". That way it will ignore local material lightgroups for previews. |
Revision c9686f9 by Ton Roosendaal December 8, 2006, 15:07 (GMT) |
Only-shadow AO was inversed... and it didn't use the material ambient or the AO strength factor. |
Revision 45128f4 by Ton Roosendaal December 8, 2006, 14:40 (GMT) |
Another crasher: shadow in a ray-mirror crashed, unitialized vars again... Gotta review how raytracing code uses memory once :) |
Revision 9e63495 by Ton Roosendaal December 8, 2006, 11:51 (GMT) |
Two bugfixes: #5387: transparent shadow crashed, caused by passes recode irc report: buffer shadow for tangent shaders didn't work. (2.42 bug) |
Revision 902a69a by Ton Roosendaal December 8, 2006, 09:40 (GMT) |
Numerous fixes in Render code: - Bug: material emit was ignored (showed in preview render backdrop) - Bug: world exposure was ignored - Bug: lamp halo was ignoring 'render layer light override'. Further reshuffled the way shadows are being pre-calculated, this to enable more advanced (and faster) usage of Material lightgroups. Now shadows are being cached in lamps, using a per-sample counter to check if a recalc is needed. Will also work (later) for Raytracing node shaders. - New: Material LightGroup option "Always", which always shades the lights in the group, independent of visibility layer. (so it allows to move such lights to hidden layer, not influencing anything). |
Revision 3da771f by Nicholas Bishop December 8, 2006, 00:44 (GMT) |
Fix for bug #5369, retopology - undo reverts elipse to pen Moved the retopo tool settings into ToolSettings. |
Revision fb26146 by Ton Roosendaal December 7, 2006, 21:48 (GMT) |
Bug, caused by render recode for passes: raytraced transparency didn't clear osa vectors for UV, causing textures to not show correct when traced. |
December 7, 2006, 20:21 (GMT) |
I ment to commit this earlier but things kept comming up. Fiddled with the button spacing a little bit so Disable Textures button fits a little nicer. Kent |
Revision 02884e8 by Ken Hughes December 7, 2006, 20:15 (GMT) |
Python API ========== Fix typo in Scene documentation. |
December 7, 2006, 18:30 (GMT) |
Fix for bug #5177: EdgeSplit modifier mode "From Flag" doesn't show sharp edges in Editmode This bug was due to CCGDerivedMesh (the DerivedMesh backend used to store editmode subsurf results) not copying edge flags correctly, meaning that they were unavailable to the EdgeSplit modifier. I have updated CCGDerivedMesh to copy edge flags correctly. |
Revision aae544e by Ton Roosendaal December 7, 2006, 17:54 (GMT) |
Pass render errors (thanks to irc review, thanks ZanQdo!) - Color for refraction was added wrong (was using 3 x r, instead of rgb) - Refraction was added on top of specular in Combined, should not. |
December 7, 2006, 16:48 (GMT) |
Small plumiferos wishlist item. Adds a button next to the threads button to disable texture processing in a render. If anyone doesn't like the button feel free to revert this one, its pretty simple. Kent |
Revision 8d457ec by Ton Roosendaal December 7, 2006, 16:30 (GMT) |
Stupid me bug! I've removed nicely global variables, which was used for the N-key panel in 3d window. But, on duplicating the area windows, it should NULL the duplicated pointer... Error in Blender since 2006/11/26. |
Revision c28e28e by Roland Hess December 7, 2006, 16:04 (GMT) |
Little commit to roll back a previous one. Previous commit caused nVidia on OSX to have slow selection and mouse response. Code from the previous commit is still there, but the #define that triggers it has been commented out. |
Revision d9c6866 by Campbell Barton December 7, 2006, 15:22 (GMT) |
Adding a function that gets a list of polylines from a curve object curve2vecs(ob, WORLDSPACE= True): ''' Takes a curve object and returns a list of vec lists (polylines) one list per curve This is usefull as a way to get a polyline per curve so as not to have to deal with the spline types directly ''' |
|
|
|


Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021