Revision 610a813 by Ton Roosendaal 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. |
Revision dd91048 by Ton Roosendaal 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. |
Revision 89fe290 by Ton Roosendaal March 9, 2006, 11:25 (GMT) |
When imbuf has both float and byte rects, the scale-fast function crashed. |
Revision ef346eb by Ton Roosendaal 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 |
Revision 973b442 by Ton Roosendaal March 8, 2006, 21:12 (GMT) |
Compositing goodie: ESC now works to stop, but it will finish the node it was working on. |
Revision 0bc3e96 by Ton Roosendaal March 8, 2006, 17:45 (GMT) |
Baking all selected softbody: press ctrl+b in 3d window! |
Revision b05269a by Ton Roosendaal 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> |
Revision 5d1f64f by Ton Roosendaal 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. |
Revision 2858229 by Ton Roosendaal 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. |
Revision 8d345b9 by Ton Roosendaal 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_) |
Revision 2db9b8f by Ton Roosendaal 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. :) |
Revision d51a602 by Geoffrey Bantle 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. |
Revision c2fffa6 by Ton Roosendaal 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. |
Revision d0011f3 by Ton Roosendaal 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. |
Revision 48f6e94 by Peter Schlaile March 7, 2006, 20:28 (GMT) |
Fixes a small warning, when compiling without ffmpeg |
Revision 327d413 by Peter Schlaile 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 |
Revision 9ce587e by Ton Roosendaal 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. |
Revision 800e640 by Ton Roosendaal March 7, 2006, 13:29 (GMT) |
CTRL+C Copy Menu now includes modifiers for Curve objects. |
Revision aa1d816 by Ton Roosendaal 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. |
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