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2008-08-14Removed *yet more!* old crufty multires stuff. I think this is all of it now.Nicholas Bishop
2008-08-14Removed a bunch of references to the old multires.Nicholas Bishop
Note: python needs updating to work with the new multires. For now, I've just been commenting out the python multires stuff with #warnings
2008-07-20Bugfix #8182 Ton Roosendaal
Specular render in Blender still had terminator problems... only the diffuse part got "phong correction" applied. I didn't fix this before to not change rendering results just before the release. Now there's time I hope? Render results should only differ minimal, and only visible for low spec hardness values (like 1 or 2)
2008-07-16Bug Fix #17337, now atmosphere works correctly with FSA enabledHamed Zaghaghi
2008-07-14Bugfix #17323Ton Roosendaal
Ztransp OSA render did not include z values anymore in pass... this is not good Z anyway (aliased), but at least it's back now. Note: for composites using Z values: use FSA for superior results.
2008-07-10Fix for bug #14665: stars not working in 3D view.Brecht Van Lommel
2008-07-04BGE logic update: new servo control motion actuator, new distance constraint ↵Benoit Bolsee
actuator, new orientation constraint actuator, new actuator sensor. General ======= - Removal of Damp option in motion actuator (replaced by Servo control motion). - No PyDoc at present, will be added soon. Generalization of the Lvl option ================================ A sensor with the Lvl option selected will always produce an event at the start of the game or when entering a state or at object creation. The event will be positive or negative depending of the sensor condition. A negative pulse makes sense when used with a NAND controller: it will be converted into an actuator activation. Servo control motion ==================== A new variant of the motion actuator allows to control speed with force. The control if of type "PID" (Propotional, Integral, Derivate): the force is automatically adapted to achieve the target speed. All the parameters of the servo controller are configurable. The result is a great variety of motion style: anysotropic friction, flying, sliding, pseudo Dloc... This actuator should be used in preference to Dloc and LinV as it produces more fluid movements and avoids the collision problem with Dloc. LinV : target speed as (X,Y,Z) vector in local or world coordinates (mostly useful in local coordinates). Limit: the force can be limited along each axis (in the same coordinates of LinV). No limitation means that the force will grow as large as necessary to achieve the target speed along that axis. Set a max value to limit the accelaration along an axis (slow start) and set a min value (negative) to limit the brake force. P: Proportional coefficient of servo controller, don't set directly unless you know what you're doing. I: Integral coefficient of servo controller. Use low value (<0.1) for slow reaction (sliding), high values (>0.5) for hard control. The P coefficient will be automatically set to 60 times the I coefficient (a reasonable value). D: Derivate coefficient. Leave to 0 unless you know what you're doing. High values create instability. Notes: - This actuator works perfectly in zero friction environment: the PID controller will simulate friction by applying force as needed. - This actuator is compatible with simple Drot motion actuator but not with LinV and Dloc motion. - (0,0,0) is a valid target speed. - All parameters are accessible through Python. Distance constraint actuator ============================ A new variant of the constraint actuator allows to set the distance and orientation relative to a surface. The controller uses a ray to detect the surface (or any object) and adapt the distance and orientation parallel to the surface. Damp: Time constant (in nb of frames) of distance and orientation control. Dist: Select to enable distance control and set target distance. The object will be position at the given distance of surface along the ray direction. Direction: chose a local axis as the ray direction. Range: length of ray. Objecgt within this distance will be detected. N : Select to enable orientation control. The actuator will change the orientation and the location of the object so that it is parallel to the surface at the vertical of the point of contact of the ray. M/P : Select to enable material detection. Default is property detection. Property/Material: name of property/material that the target of ray must have to be detected. If not set, property/ material filter is disabled and any collisioning object within range will be detected. PER : Select to enable persistent operation. Normally the actuator disables itself automatically if the ray does not reach a valid target. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. rotDamp: Time constant (in nb of frame) of orientation control. 0 : use Damp parameter. >0: use a different time constant for orientation. Notes: - If neither N nor Dist options are set, the actuator does not change the position and orientation of the object; it works as a ray sensor. - The ray has no "X-ray" capability: if the first object hit does not have the required property/material, it returns no hit and the actuator disables itself unless PER option is enabled. - This actuator changes the position and orientation but not the speed of the object. This has an important implication in a gravity environment: the gravity will cause the speed to increase although the object seems to stay still (it is repositioned at each frame). The gravity must be compensated in one way or another. the new servo control motion actuator is the simplest way: set the target speed along the ray axis to 0 and the servo control will automatically compensate the gravity. - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important) - All parameters are accessible through Python. Orientation constraint ====================== A new variant of the constraint actuator allows to align an object axis along a global direction. Damp : Time constant (in nb of frames) of orientation control. X,Y,Z: Global coordinates of reference direction. time : Maximum activation time of actuator. 0 : unlimited. >0: number of frames before automatic deactivation. Notes: - (X,Y,Z) = (0,0,0) is not a valid direction - This actuator changes the orientation of the object and will conflict with Drot motion unless it is placed BEFORE the Drot motion actuator (the order of actuator is important). - This actuator doesn't change the location and speed. It is compatible with gravity. - All parameters are accessible through Python. Actuator sensor =============== This sensor detects the activation and deactivation of actuators of the same object. The sensor generates a positive pulse when the corresponding sensor is activated and a negative pulse when it is deactivated (the contrary if the Inv option is selected). This is mostly useful to chain actions and to detect the loss of contact of the distance motion actuator. Notes: - Actuators are disabled at the start of the game; if you want to detect the On-Off transition of an actuator after it has been activated at least once, unselect the Lvl and Inv options and use a NAND controller. - Some actuators deactivates themselves immediately after being activated. The sensor detects this situation as an On-Off transition. - The actuator name can be set through Python.
2008-07-03Sun,Sky and atmosphere for lamps(sun type), PATCH#8063 ↵Hamed Zaghaghi
http://projects.blender.org/tracker/?func=detail&atid=127&aid=8063&group_id=9
2008-06-23bugfix [#14796] -t <threads> command line switch doesn't work unless ↵Campbell Barton
FIXED_THREADS has previously been turned on Command line threads now override blendfile setting in background mode. Command line Threads greater then 8 are now clamped.
2008-06-18* Fix for a crash in game engine vertex array drawing with texfaces.Brecht Van Lommel
* For 2D filters, don't require opengl 2.0 but just the extensions, so it works on computers without full 2.0 support too. * In debug mode, don't print memory statistics for preview render.
2008-06-14bugfix for memory corruption caused by BLI_cleanup_file on paths that went ↵Campbell Barton
too far back. /a/b/../../../ - problematic /a/b/c/../../../ - ok Also got rid of warnings in shadbuf.c with GET_INT_FROM_POINTER
2008-06-08made the quad split-direction options force splitting since planer quads ↵Campbell Barton
with UV distortion would get very different results depending on the split direction.
2008-06-06Added shadow bakingCampbell Barton
2008-06-05Apricot feature, thats fit for trunk.Campbell Barton
Baking would split non-planer quads in an unpredictable way, which is fine for rending but game engines often use a fixed order (0,1,2), (0,2,3) or (1,2,3) (1,3,0). Added an option to use a fixed order when baking.
2008-05-30This is patch [#9057] Updated doc string to match current definesKent Mein
also submitted by gsr It just updates a comment to correct values. Kent
2008-05-28Small fix for last AO sphere sampling bugfix, didn't updateBrecht Van Lommel
random sampling code as well.
2008-05-28bugfix for baking AO with greater then 16 samples, since it was being ↵Campbell Barton
clamped in sphere_sampler but not in ray_ao_spheresamp that calls it. giving uneven art deco results.
2008-05-28bugfixCampbell Barton
* python api render() would clamp the endframe to a short. * python api's render() and renderAnim() would not render compositing because the name they gave to RE_NewRender was NOT G.scene->id.name, added comments to G.scene->id.name
2008-05-27Fix for #12526: still didn't get dupli transform in envmaps correct.Brecht Van Lommel
2008-05-23Fix for bug #12526: object instancing didn't restore matricesBrecht Van Lommel
correct for envmap, could give objects rendering in the wrong position.
2008-05-22Fix for bug #12077: tangent shading (which only affects specular) madeBrecht Van Lommel
bump mapping not work for diffuse.
2008-05-22Fix for bug #12334: the Disable Tex option didn't disableBrecht Van Lommel
textures for the Texface material option.
2008-05-16[#11706] Camera IPO LagMartin Poirier
Broken in revision 14473 Camera IPO needs a special exception to be done earlier than others, that was removed in that revision. I added a better comment to make sure nobody removes it again, unless they really understand what's happening.
2008-05-16Fix for bug #11682: active render vertex color not respected correctly.Brecht Van Lommel
2008-05-15Fix for bug #11650: removing uv layers in editmode did not work correct.Brecht Van Lommel
Fix for bug #11661: bake to viewport uv layer instead of render uv layer.
2008-05-14forgot to use the thread setting function for rendering. (was only used for ↵Campbell Barton
baking)
2008-05-14uvcalc_lightmap would raise an error on meshes with no faces.Campbell Barton
auto-threads wasnt working for baking.
2008-05-13last commit had a typo, also adjusted teh and colour instancesCampbell Barton
2008-05-09Fix for bug #7068: displace node crashes with proceduralBrecht Van Lommel
texture input as vectors.
2008-05-08Fix for bug #10932: area light bug, points behind the lamp couldBrecht Van Lommel
also get lit.
2008-05-07Fix for bug #10990: edge render AA issue.Brecht Van Lommel
2008-05-05Fix for bug #10444: environment map crash with qmc.Brecht Van Lommel
2008-05-04Changed frame numbering to only alter hashes if they are in the filename ↵Campbell Barton
(not the directory name) to fix bug [#10566] File Open Dialog replaces '#' with '0' in directory names. removed frame numbering from BLI_convertstringcode into its own function (BLI_convertstringframe), many uses of BLI_convertstringcode were passing dummy frames values anyway. in cases where adding the current frame number to a filename is needed run BLI_convertstringframe(...) after BLI_convertstringcode(...) There are some cases Im not sure BLI_convertstringframe is needed, these have been commented as todo, but at least have the same functionality they used to.
2008-04-30Fix for bug #8963: there was still an issue with SSS and transparencyBrecht Van Lommel
in the shading because of ramps.
2008-04-29Fix for bug #8910: FSA + spotlight halo not working correct together.Brecht Van Lommel
2008-04-29Fix for octree filling print when rendering, the counter was per object,Brecht Van Lommel
now counts all faces as it did before.
2008-04-29Fix for bug #8949: diffuse tangent shading did not use correctlyBrecht Van Lommel
normalized normal. Patch by André Pinto, thanks!
2008-04-28Fix for displacement baking when it doesn't find a hit. InsteadBrecht Van Lommel
of writing 0.0 it now writes the neutral value of 0.5.
2008-04-28Fix for bug #9687: crash with FSA when compiling with openexr support.Brecht Van Lommel
FSA requires exr, so I've disabled the buttons too in that case. I also noticed CMake doesn't enable openexr by default, but a lot of the render code relies on it, so I've enabled it by default now.
2008-04-22Fix for bug #9489: particle uv coordinates were not correctBrecht Van Lommel
for children from particles on subsurf.
2008-04-20missing check for NULLCampbell Barton
2008-04-20Fix for bug #9081: SSS preprocess should not use material orBrecht Van Lommel
light overrides, since it works independent of render layers.
2008-04-20Fix for bug #8963: area light + cubic shading became darkerBrecht Van Lommel
for values > 1.0, luckily for peach this bug was not present for other light types.
2008-04-19fix for [#8236] Lens Change by driver won't update in 3d ViewCampbell Barton
Lamps would not update either.
2008-04-18This is an expanded patch of this:Kent Mein
[#8067] external texture plugin thread-safe modifications Submitted By: David Anderson (davywavy) It makes it so the "result" array is passed in, instead of a global var. I expanded the patch so it will play nice with older plugins that are not thread safe as well. I also updated the existing plugins in the release, so they are thread safe. --------------- What do people think of this.... ------------------ This should maybe be talked about in the functionality board or something, but what do people think of adding in default texture/sequence plugins. or making a seperate tree like lib for plugins. The reason I ask is we have had a couple of upgrades to the plugin system. (supporting float buffers for sequencer, and this one for textures) http://www.cs.umn.edu/~mein/blender/plugins does not store revisions of plugins I just make sure they work with the latest version. This is getting messy. I haven't upgraded a lot of them to use floats (I know, I'm lazy, and now this will also make modifications to the plugins) It would be nice to have some of the standard ones under revision control. We also seem to be having an explosion of platforms supported. It would be nice to have platform maintainers compiling plugins as well for releases. (Its getting to be more work for me to keep up with things...) I'll go back to my corner now and be quite. ;) Kent
2008-04-17Fix for bug #9075: the crash with stars rendering was notBrecht Van Lommel
completely fixed yet.
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-04-16Fix for bug #9017: crash in stars rendering.Brecht Van Lommel
2008-04-14Patch #8034: "soft" option for halos, which avoids ugly intersectionsBrecht Van Lommel
with geometry, and makes halos look more volumetric. Patch contributed by Markus Ilmola, thanks!
2008-04-14Fix for bug #7903 and #8960: arealight giving black borders and notBrecht Van Lommel
working correct with translucency. Removed a check that presumably is an optimization, but can't work correct and also gives no noticable performance difference in my tests.