Revision 5a3959e by Ton Roosendaal 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... |
Revision 8c6fe1b by Ton Roosendaal 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. |
Revision 6543d3e by Ton Roosendaal 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. |
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. |
Revision 3b23677 by Ton Roosendaal 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. |
Revision eb03a57 by Ton Roosendaal 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. |
Revision a1481bc by Erwin Coumans November 29, 2006, 07:23 (GMT) |
fix some loose ends in Bullet 2.x upgrade |
Revision e91d689 by Erwin Coumans November 29, 2006, 05:25 (GMT) |
updated to latest Bullet Physics |
Revision e720f86 by Erwin Coumans November 29, 2006, 05:24 (GMT) |
updated to latest Bullet 2.x |
Revision c5db296 by Nicholas Bishop November 29, 2006, 01:48 (GMT) |
Fix for bug #5293, wireframe drawing has inconsistent back face culling (just passing the wrong drawing flag) |
Revision 0d5a152 by Campbell Barton 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. |
Revision b1f466e by Campbell Barton 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. |
Revision 401a42b by Ton Roosendaal 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. |
Revision c125898 by Ton Roosendaal 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. |
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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