Revision 1b0ad97 by Ken Hughes January 31, 2006, 22:18 (GMT) |
==Python API=== Minor typo fixes for Object API. |
Revision 5e3170f by Ton Roosendaal 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! |
Revision 397ee67 by Jens Ole Wund(bjornmose) 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. |
Revision e53bb5b by Campbell Barton January 31, 2006, 12:13 (GMT) |
In some PC's (not mine) forced grid casued an infinate loop. - commenting until more is discovered. |
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! |
Revision 1622f9e by Campbell Barton January 30, 2006, 22:31 (GMT) |
Removed gradients- too intense, just forced all hoz gridlines for now. |
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 |
Revision 22c7c71 by Erwin Coumans January 30, 2006, 20:49 (GMT) |
added more game-engine physics vehicle infrastructure. |
Revision 18857a6 by Erwin Coumans 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 |
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 |
Revision ed81ff4 by Ton Roosendaal 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!) |
January 30, 2006, 16:34 (GMT) |
* Allow the Sequence editor to scale in Y axis too. Why was this never enabled? |
Revision 6b7c992 by Ton Roosendaal 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? |
Revision 416329c by Campbell Barton 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. |
Revision ba83c7f by Ton Roosendaal 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 |
Revision e193648 by Ton Roosendaal 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. |
Revision 18ab7c4 by Erwin Coumans 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? |
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