Revision ef47cb2 by JLuc Peuriere February 2, 2006, 22:55 (GMT) |
added needed stub for player (renderpasses) |
Revision d8ae1c9 by Ton Roosendaal February 2, 2006, 22:35 (GMT) |
Accidentally committed without log... This commit removes old preview-image signals for Compositor, this was obsolete when event-based updates were added, and was still causing recalculations for example on loading files. |
Revision b43ddb4 by Ton Roosendaal February 2, 2006, 21:52 (GMT) |
Added better safety in vertex/weight paint, so it survives painting outside the window edge. Also did a paranoia larger memory allocation... weird reports I got. |
Revision 4249bce by Ton Roosendaal February 2, 2006, 21:08 (GMT) |
Three feats; - RenderLayers with 'view layers' set, now also take visible lights into account. Works just like for scene layer settings. - On ESC from render, compositing (if set) is being skipped too - While rendering with multiple RenderLayers it will end with a display of the current RenderLayer (as in Scene buttons) |
Revision 15eebf6 by Ton Roosendaal February 2, 2006, 19:54 (GMT) |
Duplicator bugfix: particle duplicators were not restoring the matrix for the duplicated object correctly. This appeared like object disappeared. Note; to see this fix work on older files, you have to invoke a depsgraph call, like by grabbing the duplicated object. |
Revision 21e7a5f by Ton Roosendaal February 2, 2006, 19:31 (GMT) |
Render fix: object-duplicators now give their layer setting to the duplicates, enabling lighting and layer-render properly. |
Revision 2a528b2 by Ton Roosendaal February 2, 2006, 18:28 (GMT) |
If Images have relative path, and come from a library, it uses the library path as reference for loading the image. |
Revision f493e8e by Ton Roosendaal February 2, 2006, 17:54 (GMT) |
features & fixes: - Enabled Groups to execute in Compositor. They were ignored still. Note; inside of groups nothing is cached, so a change of a group input will recalculate it fully. This is needed because groups are linked data (instances use same internal nodes). - Made Composit node "Viewer" display correctly input for images with 1/2/3/4 channels. - Added pass rendering, tested now with only regular Materials. For Material nodes this is quite more complex... since they cannot be easily separated in passes (each Material does a full shade) In this commit all pass render is disabled though, will continue work on that later. Sneak preview: http://www.blender.org/bf/rt.jpg (temporal image) - What did remain is the 'Normal' pass output. Normal works very nice for relighting effects. Use the "Normal Node" to define where more or less light should be. (Use "Value Map" node to tweak influence of the Normal node 'dot' output.) - EVIL bug fix: I've spend almost a day finding it... when combining AO and mirror render, the event queue was totally screwing up... two things not related at all! Found out error was in ray-mirror code, which was using partially uninitialized 'ShadeInput' data to pass on to render code. - Another fix; made sure that while thread render, the threads don't get events, only the main program will do. Might fix issues reported by people on linux/windows. |
Revision ccbc32a by Ton Roosendaal February 2, 2006, 14:37 (GMT) |
Curve tool was not threadsafe... it was storing premultiplied curves in a function (static vars) itself, causing mixups of curve data on usage. |
February 2, 2006, 12:16 (GMT) |
* This should have come along with the cursors commit before, to make the standard cursor show when over a window header. *blush* |
Revision 6cede56 by Alexander Ewering February 2, 2006, 12:13 (GMT) |
Bug #3854: Extruded/Bevelled text objects didn't get the right materials for front/back faces. This should also fix and enable overlapping extruded/ bevelled characters. |
Revision afb5a2a by Toni Alatalo February 1, 2006, 22:21 (GMT) |
yet another temporary strange but straightforward hack for a script at orange to work! that is: while Joseph is working on the actual Constraint API for bones etc., this allows our armature script to set influences with a simple call: armatureobject.setConstraintInfluenceForBone(bonename, constraintname, influence); fails silently at failure ('cause the c calls used do and no retvals are checked) and is in the strange place (as the current api is largely not object level) but works for us for now (e.g. next few weeks). |
Revision dc2cab1 by Chris Want February 1, 2006, 20:16 (GMT) |
Strangely, the BLI_timestr() function returns nonsense on linux for ia64. It appears that if I get rid of the fmod expression, and use integer math I get the right values. Hopefully this isn't a problem for anybody. |
Revision 76ba347 by Stephen Swaney February 1, 2006, 15:21 (GMT) |
bugfix: Object.Get() throws ValueError rather than AttributeError. |
Revision 88e0f08 by Campbell Barton February 1, 2006, 10:52 (GMT) |
3ds importer distributed with Blender 2.41 is broken in 2 places so bugfixed and updated... Version 0.93 - Tested with 400 3ds files from turbosquid, model cd's and net samples. - Tactfully ignore faces that used the same verts twice. - Rollback to 0.83 sloppy un-reorganized code, new code broke UV coord loading. - Converted from NMesh to Mesh. First importer to use Mesh. - Faster and cleaner new names. - Use external comprehensive image loader. - Re intergrated 0.92 and 0.9 changes - Fixes for 2.41 compat. - Non textured faces do not use a texture flag. |
Revision c8ff92d by Campbell Barton February 1, 2006, 10:31 (GMT) |
Added a function for importers to use, comprehensive image loader takes an imagepath and a file path- and imports the image, if it exists it uses the one alredy loaded or does a realy good job of finding the right image case insensitite if the normal path is not found. looks in all the logical places for the image- If teh image isnt found then a new dummy image is returned. The nice thing about this is you can request an image and you know youll get an image back- without doing your own error handeling. |
Revision bee859f by Joilnen Leite February 1, 2006, 10:08 (GMT) |
fix for bug of long group long name, bug found and fixed for bmx007 . |
Revision 93de82c by Jens Ole Wund(bjornmose) February 1, 2006, 09:46 (GMT) |
removing dead experimental code |
Revision 17fdca3 by Ton Roosendaal January 31, 2006, 23:25 (GMT) |
Made preview render only use non-threaded tile processor, got reports of crashes, and noticed here theres something not well functioning with ghost & threads, probably. Will test that tomorrow more. |
Revision a9077e3 by Jens Ole Wund(bjornmose) January 31, 2006, 22:48 (GMT) |
WIP -- fast softbody collision /* caching colliding objects & some global bounding boxes */ -- to compare .. set rt to 666 |
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