Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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March 9, 2006, 12:48 (GMT)
Bugfix... very ancient one even. When you use multiple screens in a project
with each having different scenes, changing screens didn't call the proper
set_scene() call, which left quite some stuff improperly initialized.

With depsgraph code even causes crashing.
March 9, 2006, 12:20 (GMT)
AO did not include own material rgb in calculus, causing too bright AO.
Error caused by WIP on rendering passes.
March 9, 2006, 11:25 (GMT)
When imbuf has both float and byte rects, the scale-fast function crashed.
March 9, 2006, 10:13 (GMT)
<sob>dropping OpenGL float buffer drawing... it seems that this isn't
a well supported feature for glDrawPixels(), especially on ATIs crashes
happen with it irregularly. (note; drawing float is a regular opengl 1.0
feature...).

Now all scanline/part updates in renderwindow is converted to 32 bits
before drawing, also the in the UV Image window only 32 bits RGBA is drawn.

What is still float: drawing the final image after render in renderwindow,
and drawing the Z or Alpha in renderwindow and UV image.

Of course we need to test this first. :) Will await reports...
Revision aa31da2 by Tom Musgrove
March 9, 2006, 00:34 (GMT)
==compile fix==

added RE_RenderLayer to stubs.c so we can compile gameengine
March 8, 2006, 21:12 (GMT)
Compositing goodie: ESC now works to stop, but it will finish the node it
was working on.
March 8, 2006, 17:45 (GMT)
Baking all selected softbody: press ctrl+b in 3d window!
March 8, 2006, 17:27 (GMT)
<blush>Nice work on renderlayer control yesterday, but... then you should
also change this line in creator.c dude!</blush>
March 8, 2006, 17:00 (GMT)
Bugfix: Sofbody baking included the 'start frame' for the object in
calculus, causing empty keys in the bake, and crashes.
March 8, 2006, 13:06 (GMT)
Compositor now checks for cyclic nodes too, and skips them while executing.
This prevents eternal loops. It prints error message in console.

Note that the Shader nodes dont need this, since they're just executed in
presorted order. The compositing nodes use threading, with a call asking
for the next job... if this includes cyclic nodes, the 'next job' will
always return NULL.
March 8, 2006, 12:28 (GMT)
Test with render window not drawing in frontbuffer anymore. Only enabled
now for OSX though... that's where we can verify if the irregular crashes
will stop (ATI issue, nvidia seems to be OK)

If ATI users for other platforms want to check; just extend the two
#ifdefs I added for frontbuffer drawing. Note; the syntax then becomes

#if defined(__APPLE__) || defined(_YOUR_PLATFORM_)
March 8, 2006, 11:07 (GMT)
Quick feature: "Around Individual Centers" now works in editmode mesh, but
only in Face-Select mode. It then uses for rotate and scaling the face
center itself as reference.

Code uses a loop-in-loop to find the face that belongs to the vertex...
means it will be slow with operations on 10k or more faces. Acceptable
for now, will make it nicer later. :)
March 8, 2006, 03:28 (GMT)
-> Path Select Tool

Added a new tool to the 'W-Key' popup menu in mesh editmode, 'Path Select'.
When exactly two vertices are selected, 'Path Select' will find the shortest
path of vertices between them. There are two methods for determining
the shortest path, one that finds the path with shortest physical
distance, and one that finds the path with shortest topological distance.

Examples:

Original Selection
http://www.umsl.edu/~gcbq44/pathselect.jpg

Path Select - Edge Length
http://www.umsl.edu/~gcbq44/pathselect-shortestphysical.jpg

Path Select - Topological
http://www.umsl.edu/~gcbq44/pathselect-topological.jpg

The tool uses a straightforward implementation of Dijsktra's algorithm
and may be a bit slow on extremely large meshes. As a speedup you can
hide the parts of the mesh that you are not working on and they will
not be searched.
March 7, 2006, 21:50 (GMT)
Small fix for surviving changes in library data.

In case an armature object lost its object-data, it crashed in trying
to link the pose data.
March 7, 2006, 21:26 (GMT)
Compositing workflow goodie; each 'render result' node now has a button
option to re-render that specific node. Also works for nodes using other
scenes.
March 7, 2006, 20:28 (GMT)
Fixes a small warning, when compiling without ffmpeg
March 7, 2006, 20:01 (GMT)
this patch features several cleanups and bugfixes for the sequencer:
- blur works again (this was a serious bug in gamwarp...)
- seperates all sequence effects into a seperate file with a clean interface
- thereby fixing some obscure segfaults
- seperates the scope views into a seperate file
- adds float support to all effects and scope views
- removes a bad level call to open_plugin_seq
- FFMPEG seeking improved a lot.
- FFMPEG compiles with debian sarge version cleanly
- Makes hdaudio seek and resample code really work
March 7, 2006, 14:47 (GMT)
Quickfix: appending scenes from a file, won't expand the other scenes
when used in a compositor node... this is quite useless, and invokes
importing all data.
March 7, 2006, 13:29 (GMT)
CTRL+C Copy Menu now includes modifiers for Curve objects.
March 6, 2006, 21:44 (GMT)
Curves with bevel, but without front/back or extrude depth, now render
as a full circle instead of 2 halves.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021