Age | Commit message (Collapse) | Author |
|
Bugfix #4690: BonesDict_repr() had a string overflow for really complicated
armatures. Added a string length check and terminate before overflowing.
|
|
N_T: the implementation of this feature isn't 100% nice, it currently does
a full recalc on each redraw, and it doesn't work properly unless it is
recalculated for each frame.
|
|
Serious bugfix: Make it work on windows (including ESC-Handling)
closes Bug #4477.
|
|
statically-linked python releases won't work otherwise. Bugfixes for #4676
and #4486.
|
|
magically be fixed.
|
|
(serious) bugfix: make escape handling work in frameserver.
|
|
clipboard!
quickly sneaked in last minute before release ;)
|
|
|
|
Repeat Image texture was broken... the repeat value for Y was accidentally
multiplied twice, typo... had to change a 1 into 2 :)
Error introduced in 2.41 btw, 2.40 and older were OK.
|
|
Render non-osa, with mblur, did not jitter the zbuffering, so it did not
result in basic AA for non moving parts.
Note to self: this now works on < 2.42 level again: it doesn't use
the correct subsampling, which can cause slight errors in rendering image
textures.
|
|
|
|
Button "use nodes" was showing up when no material was visible in buttons.
|
|
- readfile.c, version patch for new toolsettings used a malloc, using
unitialized variables
- despgraph, another malloc changed to calloc
- timer code for render ESC: unitialized variable in struct
|
|
Octree filling code used an unitialized vector. Only when a quad once was
rendered it was filled with a value, explaining the weirdness we suffer...
|
|
- thread render stores per thread and per lamp the last intersected
shadow face
- the Isect struct, for intersections, could use a couple of extra
zeros on start.
|
|
already set.
|
|
Apparently not supported in Windows compiler, and although it has _isnan()
I've got no time to code wrappers for it, and #ifdefs here is plain bad
code.
Nice todo for Campbell one of these days after release!
|
|
|
|
|
|
|
|
|
|
octree.... might give issues, so made it all float.
|
|
create buffer overflows in string drawing
- removed static variable from renderwin.c. No fix, just nicer code.
|
|
- Updating Blender Lip Synchro to the newest version sent by the author,
Benoit Foucque (Dienben). Thanks!
I'm committing a version with a few minor (tested) changes to make it
easier and to fix a small problem, the author received the changes a few
days ago. He would try to send another update implementing a couple
suggestions, but it may not come in time, so better have this. Anyway,
interested users can check his blog for test files and more information:
http://blenderlipsynchro.blogspot.com/
|
|
Mainly syntax optimizations and cleaned up parts.
|
|
Some return types changed from PyNone ( a C name ) to None.
|
|
This is a real mess and should be removed/re-written but until we have a nice clean alignment script and its close to release, have to keep it.
|
|
|
|
|
|
Play option: if you set output to render to .avi, but in the same
directory also individual files exist, it always played the files, not
the movie.
Now it checks for the Output type, and plays back a movie or frames, as
indicated.
|
|
Negative scaled Objects get a OB_NEG_SCALE flag, to indicate to OpenGL
to invert lighting for solid drawing.
Works nice, but when you use Group-duplicators, the negative scale of
the duplicator should be taken into account as well.
|
|
- Added "Shift+P" note in 3d window menu for preview panel
- Added Preview, passepartout in spacebar toolbox
- Info pulldown "Render" -> "Render buttons" did cycle, should not.
|
|
Apparently the atof() function allows to convert a NAN string input to a
NAN float value.
That we don't want when you input values in our sliders! :)
|
|
|
|
Using TAB to type values in button sequences, didn't execute button
callbacks on the 2nd and and 3rd etc. Error could be noticed in the
Node Editor, Mapping node. That one didn't pass on changes to shading code.
|
|
Restored lost functionality in Play (animation) window. On scrubbing with
LMB it should print the curent frame, making it quite more useful.
(Windows platform; it already changed title of window to this info).
|
|
|
|
renameobjectbyblock - made more readable, only operate on objects in the current scene. optimized dict usage.
|
|
Moved from NMesh to Mesh and optimized.
|
|
paint menu was for vertex paint - a bit confusing, order fixed.
|
|
blended to alpha zero, but was raising an error, fixed.
|
|
-local matrices again, previous commit had matrix multiplication with
inverted order.
|
|
|
|
updated obdatacopier to support mesh objects and added a more general way of choosing data to show or ignore in the button list.
|
|
Bugfix #4596 and #4594 by rewriting the file extension management.
The code is now _much_ nicer ;-)
|
|
-fixing object.getMatrix("localspace") and object.matrixLocal to return
the local matrix (returns global space matrix if the object doesn't
have a parent).
|
|
Three issues:
- When saving a file, without extension added, and no filename provided,
the saving code received the directory name only. That's a potential
danger of getting directories deleted.
Added in the saveover() function a check for this, and return an error
when you try to save over a directory.
- Screendump did not add file extensions yet, when indicated todo so.
- Screendump code was duplicating all image type cases, whilst we have a
nice BKE_write_ibuf() call for that now. (Bug was that this code did not
check for BMP, saving the file in default format.)
|
|
The raytracer wasn't calling node shaders yet, so results showed only
shading for the base material.
This now works, but there's a conflict in the internal Blender shader that
makes recursive raytracing with nodes unpredictable. Basicaly the conflict
is that when a ray wants to shade a point, it should be able to check the
material for mirror properties, but this is undefined for node trees...
Probably we need to separate raytrace entirely from material shading. Is
a good topic for NodeShader 2.0, when we really split up materials in
shading components.
I'll add a note in the release log about this. Best results you get now
when you don't include mirror/ray-transp insde a node tree, in that case
a regular material mirror can render that material perfectly.
|
|
Response to bug #4398: print separate messages on start-up to show (a) the
built-in Python version and (b) whether a Python installation was found.
|
|
destroying part of the transform matrix. Also remove a debigging printf.
|