Revision f98a5a8 by Ton Roosendaal December 5, 2005, 13:44 (GMT) |
Bugfix #3514 Once an Object Ipo position was inserted, the object couldn't be moved when a particle system was tied to it. Needed code to copy object settings, before the particle animation was done. |
Revision cd014fd by Ton Roosendaal December 5, 2005, 13:22 (GMT) |
Bugfix #3512 Duplicated objects, that have modifiers, didn't render (or not correct). Bug reported case with softbody being duplicated. The duplicator system is ancient... integration with new derivedmesh or modifiers has not been really done yet. |
Revision a2d66cb by Ton Roosendaal December 5, 2005, 11:52 (GMT) |
Hrms... setting the undosteps to zero then should also work! :) |
Revision 4fb1bca by Ton Roosendaal December 5, 2005, 11:46 (GMT) |
Bugfix #3507 Global Undo didn't use the 'undo steps' value in the user presets yet... even whilst button mentioned 'editmode undo' there, an easy fix to add. |
Revision bf05bbe by Ken Hughes December 5, 2005, 05:23 (GMT) |
Fix unchecked parameter in M_Ipo_Recalc, and some documentation fixes. |
Revision 00ce7c6 by Ken Hughes December 5, 2005, 01:07 (GMT) |
-- remove unused variable "dict" which was giving compiler warnings. |
Revision bc16c3b by Jens Ole Wund(bjornmose) December 4, 2005, 22:44 (GMT) |
fix for exotic msvc6 projects building so i think i can do, though we're BCON-4 ( official builds are VC7 anyway ) building elbeem debug lib with proper threading model |
Revision dd1f6c6 by Ton Roosendaal December 4, 2005, 20:43 (GMT) |
Orange bramch: New diffuse shader, "Fresnel", which using existing fresnel formula. Since it hilights edges (away from lamp), nice to fill darker parts with the new layering system. Weird stuff though; http://www.blender.org/bf/0001_0040.avi (Movie disappears in a couple of days!) Note; for ray-shadow you need to use the Bias, to prevent 'terminator' problems. I made that option default now. |
Revision beb80aa by Ken Hughes December 4, 2005, 20:39 (GMT) |
-- Fix segfault when callign Blender.Armature.Get() with no parameters |
Revision 386ac38 by Ton Roosendaal December 4, 2005, 18:18 (GMT) |
Dang, another fix in orange tree... I keep spamming commit maillist that way! This fixes a sometimes-crash when doing previews for world or lamp. |
Revision bba3ceb by Ton Roosendaal December 4, 2005, 18:07 (GMT) |
Orange: two fixes, - Texture buttons preview didn't show for material layers - layers now have a 'number of users' button, which allows to make a full copy of the material. |
Revision 1efe0a7 by Ton Roosendaal December 4, 2005, 17:22 (GMT) |
Sunday sync of Orange with bf-blender |
Revision 409f60d by Ton Roosendaal December 4, 2005, 17:18 (GMT) |
Bf-blender commit! :) Forgot to put back window/screen-size clipping when opening render window. Note for windows coders; check this diff, here's where you might need to add an ifdef too for windows, to get the window opening correct for the top of the screen (probably because of windows bottom toolbar?) |
Revision 1b7089a by Ton Roosendaal December 4, 2005, 16:15 (GMT) |
Orange 'layer commit' fix: Texture buttons crash when selecting an empty texture channel |
Revision 9633d7a by Ton Roosendaal December 4, 2005, 14:37 (GMT) |
Orange fix: previous commit from Brecht called unwrap_lscm_live_end() without check for correct spacetype in use. :) |
Revision aa939b8 by Ton Roosendaal December 4, 2005, 14:32 (GMT) |
Orange branch feature; Material Layering (WIP, don't bugs for this in tracker yet please!) - New Panel "Layers" in Material buttons, allows to add unlimited amount of materials on top of each other. - Every Layer is actually just another Material, which gets rendered/shaded (including texture), and then added on top of previous layer with an operation like Mix, Add, Mult, etc. - Layers render fully independent, so bumpmaps are not passed on to next layers. - Per Layer you can set if it influences Diffuse, Specular or Alpha - If a Material returns alpha (like from texture), the alpha value is used for adding the layers too. - New texture "Map To" channel allows to have a texture work on a Layer - Each layer, including basis Material, can be turned on/off individually Notes: - at this moment, the full shading pass happens for each layer, including shadow, AO and raytraced mirror or transparency... - I had to remove old hacks from preview render, which corrected reflected normals for preview texturing. - still needs loadsa testing! |
Revision c2cff1c by Brecht Van Lommel December 3, 2005, 23:22 (GMT) |
More work on the new unwrapper code (orange branch): - There is now a (temporary) dropdown box in the image window header for switching between the old an new unwrapper code. So to test the changes described below you need to enable the new unwrapper code. - Pinning is now more predictable, if one uv is pinned, the others belonging to the same vertex are pinned also. - Live LSCM is much faster, since the LU factorization, the most expensive part of the computation, is now stored and reused (was Jens' idea). - Packing multiple uv charts is slightly improved, by doing a binary search over the texture width. This fixes the case where all the charts are packed at the bottom of the image. - LSCM now uses an angle based formulation, and the results seem somewhat different (maybe slightly better?), didn't find out why yet. |
Revision e499988 by Nils Thuerey December 3, 2005, 17:45 (GMT) |
- fixed output behaviour (now behaves just like render output, thus directories in the path are created using RE_make_existing_file in fluidsim.c) - changed default output to be '//fluidsimdata/...' - hopefully fixed bugs #3466 and #3470 (orco texture coords caused problems when the fluidsim mesh was bigger than the original one, one no other deformations were used - new deformedVerts are now allocated in this case in DerivedMesh.c) |
Revision 8cb1486 by Ton Roosendaal December 3, 2005, 12:55 (GMT) |
Added Copy/Paste 'mapping' options for World/Lamp buttons. Also: moved render defines from scene to render module itself. |
Revision 8a84a95 by Ton Roosendaal December 3, 2005, 09:24 (GMT) |
Orange tree: Raytrace mirror crash, due to mixup in skyshade call (for 'glob' texture) |
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