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Blenderin Git "master"-kehityshaaran kommitit.

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November 29, 2006, 19:31 (GMT)
Thread support for commandline:

-t <threads>

It overrides the settings as saved in scenes. Only works for background
rendering, to force thread amounts to match the cpus in system.
For funny jokers: amount is clipped for MAXTHREADS :)
Revision f1b74d0 by Nils Thuerey
November 29, 2006, 19:28 (GMT)
- fixed particle generation bug tracked down by mpan3&gimble,
- removed warnings in attributes.cpp,
- and a first Klockwork bug fix: removed NULL returns in ntl_ray.h,
several other issues mentioned in the Klockwork report
are either hard to fix or not really errors...
November 29, 2006, 18:11 (GMT)
Material Nodes and Composite now also supports unlimited threads.

Maybe we should add for Composite a seperate "Max threads" button though...
having 8 nodes allocating temp buffers at the same time might give issues.
November 29, 2006, 17:01 (GMT)
Render Monster support: (part 1)

Removed all limitations from render code for maximum threads. The only
define for this now is in BLI_threads.h, and currently set to 8.
Note that each thread renders an entire tile, and also allocates the
buffers for the tiles, so; more threads might work better with smaller
tiles.

IMPORTANT: node system won't work yet with more than 2 threads! So, don't
try material nodes or compositing with over 2 threads. That I'll commit
later today.

What does work (should work :) is AO and soft shadow now.
Revision 35f3682 by Ben Batt
November 29, 2006, 13:52 (GMT)

Fix for bug #5325 - curve deform tool doesn't work correctly

This bug was caused by broken's recent patch to make the Curve modifier
determine its axis from the modifier panel, rather than the object's track
axis. In the case where a Curve modifier is applied by parenting the object
to the curve, the curve axis needs to be copied from the object's track axis
in modifiers_getVirtualModifierList(). This commit adds the necessary copy.
November 29, 2006, 12:44 (GMT)
Duplicator feature:

Vertex/Face/Frame duplication now draws using OpenGL display lists. Makes
drawing go much faster (2-5 times, depending on size of duplicated object).
This system uses boundbox checks too, so outside of view it draws faster.

Note for face duplication: I've fixe a bug for incorrect alignment when
the parent was rotated when a parenting happened, the 'inverse parent
correction matrix' then messed up alignment. For face duplication it now
works OK, but for vertex-dupli not... need a way to fix this backwards
compatible.
November 29, 2006, 08:57 (GMT)
New feature: Face Duplicators. Like vertex-duplicator, but now on a face
center, rotated according to face edges, and optionally with scale of the
face.

http://www.blender3d.org/cms/Face_Duplicator.828.0.html

Also: bugfix in undo/redo for relinking data to the UI. It was not checking
for Library data, accidentally linking non-library data with same names.
November 29, 2006, 07:23 (GMT)
fix some loose ends in Bullet 2.x upgrade
November 29, 2006, 05:25 (GMT)
updated to latest Bullet Physics
November 29, 2006, 05:24 (GMT)

updated to latest Bullet 2.x
November 29, 2006, 01:48 (GMT)
Fix for bug #5293, wireframe drawing has inconsistent back face culling (just
passing the wrong drawing flag)
November 28, 2006, 21:26 (GMT)
request from malefico - select faces based on there weight in the active group.
Access from the face select menu
Revision 6a53c0a by Chris Want
November 28, 2006, 21:12 (GMT)
=Scons=

I should have talked to joeedh before committing last time...

This is an another attempt to fix the mingw long commandline
issue on all versions of windows (I didn't realize that the
2k in Win2k refered to the length of the commandline).

In this version, I break libsrc.a up so that no archive has
more than 30 object files (adjustable with one line of
code). I also fudge the priority numbers to ensure correct
linking. This was done in a "guess the number" way until
it worked, so please test and please check for correctness.
November 28, 2006, 20:06 (GMT)
renamed Select Linked->Group to DupliGroup, was too similar to select Grouped Group and confusing.
made the copy menu not display in editmode. - was for object properties.
November 28, 2006, 18:28 (GMT)
Bake Render bug: check for which image to filter (bleed) used wrong
flag, picking wrong images (or even ones without buffer, so crashing).
Revision f0b42d6 by Chris Want
November 28, 2006, 17:53 (GMT)
=Scons=

A workaround for long commandlines that foil the mingw build: break the
libsrc.a into two archives for that platform.
November 28, 2006, 10:16 (GMT)
Render Baking upgrade:

- Now baking itself is threaded too (like for render, max 2 cpus. Moving
this to 4 cpus is on todo. Goes twice as fast!

- fix: ESC from bake was broken...

- other fix: toolbox menus didn't treat sublevel string lengths OK,
truncating items like for Group library names.
Revision 859dc79 by Kent Mein
November 28, 2006, 07:42 (GMT)


Tweaked so it actually includes the file that defines LLIB's for extra
dependencies for solaris.

Kent
Revision 35c83ca by Joshua Leung
November 28, 2006, 04:58 (GMT)
Removed unused 'action specific' marker stuff I committed earlier. In
the meantime, only the 'scene' marker set will be supported.
Revision 008d789 by Joseph Eagar
November 28, 2006, 04:34 (GMT)
=IDProperties small update=

This update changes Object.properties to Object.game_properties
(as discussed) so .properties can be used for ID Properties.

This should be fine as, after all, .properties was undocumented anyway :)
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