Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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December 9, 2006, 00:08 (GMT)
Fixed bug #5368 retopology - tooltips in header are not shown
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.
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!
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
December 8, 2006, 18:38 (GMT)
Preview.blend: made lightgroup "Override" for all lamps, to allow
lightgroups to be ignored in preview render.
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.
December 8, 2006, 15:07 (GMT)
Only-shadow AO was inversed... and it didn't use the material ambient or
the AO strength factor.
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 :)
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)
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).
December 8, 2006, 00:44 (GMT)
Fix for bug #5369, retopology - undo reverts elipse to pen

Moved the retopo tool settings into ToolSettings.
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.
Revision 0bf069e by Kent Mein
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.
Revision c3fdaac by Ben Batt
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.
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.
Revision 40c7759 by Kent Mein
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
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.
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
'''
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