Revision d1c9c5c by Ton Roosendaal April 6, 2004, 11:21 (GMT) |
bugfix #1119 When using MotionBlur, the rendered coordinates were not correctly adjusted, causing visual artifacts using the new AO, but it was also visible for normal ray-shadow, which didn't become anti-aliased in Mblur render. Solved it with 2 globals now, to pass on blur offset to renderloop. Leave it that way... the entire method used to jitter/AA/blur stuff needs revision. |
Revision 3c28f2f by Joseph Gilbert April 6, 2004, 01:01 (GMT) |
- Armature documentation update |
Revision 2410de6 by Joseph Gilbert April 6, 2004, 01:01 (GMT) |
- quaternion support for bone type - get/set bone weighting |
Revision 2a90de0 by Ton Roosendaal April 5, 2004, 21:04 (GMT) |
Eeshlo AO patch, revised - Ambient Occlusion is a more sophisticated ambient trick, which takes nearby faces into account by firing a hemisphere of shadow-rays around. AKA 'dirt shader'. - Eeshlo made it a Lamp type, which doesn't fit well. I've moved the settings to the World menu, and let the Material->ambient value control the amount it contributes - currently, the AO value is added/subtracted/mixed with the 'diffuse' factor while shading, before it is multiplied with Material color Buttons are in new Panel 'Amb Occ" in F8 menu. Note: - "Dist:" by shortening the length of rays you get subtler effects and it renders faster too - "DistF:" the attennuation factor gives control over how the 'shadow' spreads out. Further it's just raytracing, so tends to be slooooow.... :) Here same tricks as for other raytraced scenes apply, especially try to keep the environment as small as possible (exclude faces from Octree by giving them no Material Traceable). I still have to think over a couple of aspects, will await feedback on it: - AO color? Now it just adds 'white' - other sampling patterns? I tried dithering, which was so-so - method of controlling final 'samples' in F10? Might be useful for other oversampling too (area light) to have it reacting to a percentage or so.. |
Revision e4ce73c by Brecht Van Lommel April 5, 2004, 19:50 (GMT) |
Fixed bug #1006: In Faceselect Mode, in the Face menu, Copy Vertexcolors, Copy UVs & Textures and Copy Drawmode did not work. Also fixed some menu entries redrawing the logic buttons window instead of the edit buttons window. |
April 5, 2004, 18:06 (GMT) |
Code cleanups. I removed a couple of unused vars. changed sprintf (var, "blahhh %"); to sprintf(var, "blahhh %%"); and initilized a questionable variable to NULL. drawd should be looked at to see if there is ever a time it might not be initalized and if so what would be a good default? 1? I left this one, but if I had to guess I'd initalize it to 1. Kent |
Revision 7ba91ad by Brecht Van Lommel April 5, 2004, 17:08 (GMT) |
New UV Calculation panel and code. The uv mapping function was split up into multiple functions and partially recoded. Because now all the uv mapping settings are accessible throught the panel, no popus will be shown when pressing 'U' to unwrap faces in face select mode. Also From Window to Cylinder and From Window to Shpere became obsolete, as you can set this in the new panel. The panel contains buttons for all the existing uv mapping modes, and the following settings: - Cube size: For Cubical unwrapping. - Radius: Radius for Cylindrical unwrapping. - View Aligns Face, View Aligns Top, Align to Object: For Cylinder and Shpere. Respectively means you are in front of the Cylinder/Sphere, look through the Cylinder, or use the object rotation to determine how the cylinder is positioned (old Cylindrical unwrapping). - Polar XZ, Polar XY: With 'View Aligns Top' enabled, defines at which polar you are looking. - No Edges, Draw Edges, All Edges: Draw no edges, draw edges z-buffered on top, draw all edges, without depth test. All credits for this part (and also at least half of the other UV editor improvements) go to Jens Ole Wund aka "bjornmose". |
April 5, 2004, 17:07 (GMT) |
Rick Kimball's patch Basically it checks to make sure the unix platforms were able to find a user before copying that user as the owner. Kent |
Revision bc060ca by Stephen Swaney April 5, 2004, 16:50 (GMT) |
remove 6 trillion warnings about missing initializers. |
Revision 4652701 by Brecht Van Lommel April 5, 2004, 13:22 (GMT) |
Added hotkeys for sticky / face select in UV editor: Sticky UVs: Ctrl+C Local Stikcy UVs: Shift+C Active Face Select: C Constrained Scaling / Grabbing in the UV editor. Press XKEY or YKEY to scale or move only in X or Y direction. XKEY and YKEY previously did mirroring while scaling. Now mirroring can be done using the MKEY. Grab, Rotate, Scale, Weld / Align and Mirror were added to a new Transform sub-menu of the UVs menu. |
Revision bce1190 by Brecht Van Lommel April 5, 2004, 12:42 (GMT) |
New icons for the sticky / face select state in the UV editor / Image Window. The png file containing the icons, 'blenderbuttons', was updated to contain these new icons. It now also contains the icons from the 2.30 ui makeover. The file had not been updated since then. |
Revision bcb7e33 by Ton Roosendaal April 5, 2004, 11:25 (GMT) |
- bugfix #1013 When you try to SHIFT+F1 Link a file, but accidentally choose the current file, the error handling didn't immediately close the file. That can give problems with saving over with CTRL+W. Fix is that filesel.c now prevents selecting the current file. |
Revision 381605b by Joseph Gilbert April 5, 2004, 04:17 (GMT) |
- documentation for armature/bone methods update |
Revision 136b66c by Joseph Gilbert April 5, 2004, 04:17 (GMT) |
- getBones() fixed - returns all armature bones including children |
Revision 09b19ae by Martin Poirier April 4, 2004, 17:23 (GMT) |
Revert the changes I did in solve_constraints. The real bug is in the matrices blending function which doesn't handle non-uniform scaling correctly. I've minimized the occurence of the bug by calling the blending function only when the influence is smaller than one (woah, optimisation AND bug fix!) This should make the bug disappear approximatly 90% of the time since people don't use influence all that often (also, this only applies to constraint that are alone, not using influence IPOs to switch between two constraints). I'd solve the blending function bug, but I haven't had much time to dig into it really. Incidently, by reverting to the previous code, this solves bug #1069 http://projects.blender.org/tracker/index.php?func=detail&aid=1069&group_id=9&atid=125 |
Revision 9bb2ad0 by Martin Poirier April 4, 2004, 16:20 (GMT) |
Fix for bug #1109 FollowPath not working with motion blur http://projects.blender.org/tracker/index.php?func=detail&aid=1109&group_id=9&atid=125 |
Revision 05707df by Chris Want April 4, 2004, 15:33 (GMT) |
Making the SDL CD stuff link right. |
Revision 64c127d by Michel Selten April 4, 2004, 13:57 (GMT) |
SCons update. * Bug fix for latest commit. SCons would choke when the <root_build_dir> did not exist. First action now is to create the root_build_dir. |
Revision b298ecb by Michel Selten April 4, 2004, 13:03 (GMT) |
SCons update. * .sconsign files are no longer written to the source tree. The output is now written to <root_build_dir>/scons-signatures |
Revision 96e5e1d by Roel Spruit April 4, 2004, 11:34 (GMT) |
- Added sourceblenderpython to MSVC 6 debug target include path for KX_Ketsji - Added vertex_loop_select to bif_editmesh.h (gave a warning) - Re-added "Get Same Uv" feature. this selects all faces that have the same uv-texture as the active face. it's placed in the Select headermenu while in faceselect mode. |
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