Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

Page: 5271 / 5574

Revision 1b0ad97 by Ken Hughes
January 31, 2006, 22:18 (GMT)


==Python API===
Minor typo fixes for Object API.
January 31, 2006, 21:49 (GMT)
Three features;

- Live scanline updates while rendering
Using a timer system, each second now the tiles that are being processed
are checked if they could use display.
To make this work pretty, I had to use the threaded 'tile processor' for
a single thread too, but that's now proven to be stable.

Also note that these updates draw per layer, including ztransp progress
separately from solid render.

- Recode of ztransp OSA
Until now (since blender 1.0) the ztransp part was fully rendered and
added on top of the solid part with alpha-over. This adding was done before
the solid part applied sub-pixel sample filtering, causing the ztransp
layer to be always too blurry.

Now the ztransp layer uses same sub=pixel filter, resulting in the same
AA level (and filter results) as the solid part. Quite noticable with hair
renders.

- Vector buffer support & preliminary vector-blur Node
Using the "Render Layer" panel "Vector" pass button, the motion vectors
per pixel are calculated and stored. Accessible via the Compositor.

The vector-blur node is horrible btw! It just uses the length of the
vector to apply a filter like with current (z)blur. I'm committing it anyway,
I'll experiment with it further, and who knows some surprise code shows up!
January 31, 2006, 21:43 (GMT)
-some knitpicking on low scale brushes
-- should do 'alpha' right now .. down to brushes of 2 pixel size
-making AUX1/2 real air brushes .. must have been lost by brechts 'cleaning'
Revision e377e54 by Toni Alatalo
January 31, 2006, 21:01 (GMT)
returned a revised result output, style "Copied UV from object Cube to object(s) ['Cube.004', 'Cube.003', 'Cube.002', 'Cube.001']."
Revision 3031353 by Toni Alatalo
January 31, 2006, 20:57 (GMT)
little sanifying: now copies UV coords from the active object to (other) selected object(s), and rises exceptions for the cases where does not work. documentation to be improved .. and perhaps the API shows RuntimeErrors with messages for the users nicely in popups or something in the phuture.
Revision 436d682 by Toni Alatalo
January 31, 2006, 19:47 (GMT)
an initial version of a simple UV copy script, gotta decide and implement the UI integration still, is .. eh suboptimal here, but is noted with XXX in comments with suggestions :) .. thanks for theeth and others on Elysiun who made this, and for Unnamed on irc for digging up .. seems that NMesh -> Mesh conversion was not necessary, but might be a nice excercise.
January 31, 2006, 12:13 (GMT)
In some PC's (not mine) forced grid casued an infinate loop. - commenting until more is discovered.
Revision 3a22871 by Matt Ebb
January 30, 2006, 23:25 (GMT)
* Fix to adaptively grow and shrink the width of the Ipo channel list based on the width of the names.

Now we can actually distinguish our shape ipo channels!
January 30, 2006, 22:31 (GMT)
Removed gradients- too intense, just forced all hoz gridlines for now.
Revision 1f691ae by Kent Mein
January 30, 2006, 21:51 (GMT)

Added KX_VehicleWrapper.cpp

(Let me know if this doesn't fix it, no time to test it.)

Kent
January 30, 2006, 20:49 (GMT)
added more game-engine physics vehicle infrastructure.
January 30, 2006, 20:33 (GMT)
prepared physics/game engine infrastructure for vehicle support.
fixed a python related bug with physics contraints
fixed some line-ending problem with blenderbuttons.c

makefile/scons/projectfiles need to add source/gameengine/Ketsji/KX_VehicleWrapper.cpp
Revision 8e9222e by Kent Mein
January 30, 2006, 19:59 (GMT)

More simple fixes to cleanup warnings and what not:
extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.h
added newline at end of file.
intern/boolop/intern/BOP_Face2Face.cpp
fixed indentation and had nested declarations of a varible i used
for multiple for loops, changed it to just one declaration.
source/blender/blenkernel/bad_level_call_stubs/stubs.c
added prototypes and a couple other fixes.
source/blender/include/BDR_drawobject.h
source/blender/include/BSE_node.h
source/blender/include/butspace.h
source/blender/render/extern/include/RE_shader_ext.h
added struct definitions
source/blender/src/editmesh_mods.c
source/gameengine/Ketsji/KX_BlenderMaterial.cpp
source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
source/gameengine/Ketsji/KX_RaySensor.cpp
removed unused variables;
source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
changed format of case statements to avoid warnings in gcc.

Kent
January 30, 2006, 19:39 (GMT)
Fix: buttons previewrender was re-rendering on scrolling a lot, this due
to rounding noise when trying to detect if previewsize changed. Made it
use a threshold now.

Fix: SHIFT+P in editmode is still push/pull, outside editmode it'll do
the preview render. (Note; editmode changes are not updated anyway!)
Revision 1c3ece9 by Matt Ebb
January 30, 2006, 16:34 (GMT)
* Allow the Sequence editor to scale in Y axis too. Why was this never enabled?
January 30, 2006, 16:23 (GMT)
Bugfix: missing faces on edge of image

Yesterdays commit slightly extended clipping area for window, to ensure
no empty borders get rendered. Unfortunately it reveiled a case in code
that was never handled; clipping code was throwing away good faces. Old
bug... but apparently never showed up?
January 30, 2006, 12:41 (GMT)
small fix for wave drawing. Made trackview draw gradiants as background. Grid does not necessarly represent tracklines at the moment and this is a nice way to show tracks.
January 30, 2006, 11:30 (GMT)
The patch to pre-emptify the queues for 'clever numbuts' didn't check for
non-existant windows, causing crash for example in Action window for shapes
January 30, 2006, 11:09 (GMT)
Created threadsafe MEM_malloc versions in BLI_threads.h, now in use
for compositing code.

Officially malloc/calloc/free is threadsafe, but our secure malloc system
requires all memory blocks to be stored in a single list, so when two
threads write in this list you get conflicts.
January 30, 2006, 05:43 (GMT)
P back to Play Game :)
<shift>P = preview toggle.
Don't know what the previous <shift>P did, something like 'Transform'. Ton, can you look into this?
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021