Age | Commit message (Collapse) | Author |
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If you composite using multiple scenes, the "use FSA" button had to be set
or disabled for each scene. Now you can just set/disable FSA for the scene
that does the compositing. You can only disable FSA in other scenes if it
was set before though.
(Any understands these lines? :)
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Unfortunately, using BUT instead of BUTM won't work for these buttons. Although they now work, there is less tactical feedback (i.e. button depresses when clicked), and their colouring doesn't suggest to the user that they do something (i.e. grey not 'orange').
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changed on GUI now (reference: in old blendfiles, mass=1.0 was used)
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This makes it so the following are equal.
blender -w -p 0 0 500 500
blender -p 0 0 500 500 -w
Just move initalization for full screen to before the loop starts.
so it doesn't matter where a -p shows up to override fullscreen.
Kent
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memarena but it's being used now in more places so needs to be
created always.
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changed some memcpy calls to memmove since memcpy doesn't allow
the buffers to overlap, but it's probably harmless.
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memory blocks anymore, but smaller fixed size blocks, so that diffing
can be more effective. For example helps in sculpt mode when making
only local changes to the mesh, previously it would copy the whole
MVert array for each undo step.
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was using uninitialized variables.
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shadowbuffers. At the time the results were not satisfying enough,
but we now suffer a shadow problem that might well be solved with
this feature.
Problem:
Temporal aliasing of shadowbuffers when small details move (like strands).
In this case it doesn't work to simply increase the shadowbuffer size,
because strands are pixel-sized. Huge shadowbuffers make strand shadows
almost disappear. So... the shadowbuffer resolution has to be not too high.
Instead of increasing the buffer size, we then create multiple buffers,
each on different subpixel positions (a bit like "FSA" :).
So! Shadowbuffer sampling then works as follows;
1) You take multiple samples in the shadowbuffer, on different locations
inside (or around) the rendered pixel.
That option was aready available as "Samp" button in Lamps
2) Set amount of sample buffers. It is default 1, but can be 4 or 9.
The results of setting it to '4' or '9' buffers you can see here:
http://www.blender.org/bf/filters/index3.html
Actually, deep shadowbuffers could solve it probably too! Anyhoo...
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hiding/unhiding bones
* Fixes for compiler warnings
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the renderer could lead to results being reused for unrelated
points, result was one wrong pixel or strand per part. Now instead
of setting the sample counter to 0 multiple times, it keeps a global
counter per thread for the whole render.
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selection buffer.
now when you left click it checks to see if there is text selected
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that up as well.
Kent
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all the time.
This should simplify things.
Kent
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inherit scale option yet, scale of the bone would slowly change.
Now it's still not 100% accurate, but that's unavoidable, at least
the effect is much reduced.
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Show Selected Action-Channels hidden in groups. Use the hotkey Shift ~ to do so. The name of this feature needs reviewing...
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- Moved WIN32 code to ghost and added code for other systems.
- Added functions getClipboard(flag), and putClipboard(buffer, flag)
-Flag is used on X11 to request selection buffer or clipboard.
-If any other system uses flag = 1 the function returns doing nothing.
- Changed ctrl +c/v and shift+ctrl + c/v to do the same thing (use the clipboard).
- Changed the menu items (copy, paste) to use the clipboard.
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Bring back multivert normal average for the normal manipulator/orientation.
When selecting more than three vertice, the averaged normal of all selected is used to get orientation Z-axis.
NOTE: This is only applicable when NO faces are selected, otherwise it uses the averaged normal of the faces (excluding vertice that aren't part of a face). This is not new behavior
CHANGES FROM 2.45: Selecting 2 or 3 vertice doesn't use normal averaging but uses virtual edge and face orientations instead.
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#blendercoders incl. source) - please verify
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- renderwindow didn't show values of previous buffer correct.
- renderwindow only showed floats and no char values like image editor.
- renderwindow didn't show x,y values.
- image editor didn't show z values.
Patch to fix these problems provided by Rob Hausauer, thanks!
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time ago wasn't initialized to NULL correctly, in case the plugin was
not available.
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go wrong with tabbed panels being hidden.
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Now, when selecting Action Channel Groups while holding the Ctrl-Shift keys, all of the group's channels are selected. Any other channels/groups are deselected. Likewise, the related bones will also get selected.
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Constraint Channel keyframes are now transformed when they appear in Action Channel Group summaries.
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This was caused by my previous commit for add_hook.
* Also, removed a compiler warning in the Python code
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UV islands, in proportion to the faces area in 3d space.
Renamed 'Pack Charts' to 'Pack Islands' (according to google, uv islands is a more common term)
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nudelZ on #blendercoders)
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arg should.
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(appeared on triangles), _test_ for inlining on msvc
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Fixed a bug with ibuf caching on startstill / endstill.
The new blend modes happened to force start and endstill to be rendered
over and over again. This could get very annoying especially on scene
strips.
We therefore now cache the original start or endstill ibuf seperately
and copy on demand.
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class CcdOverlapFilterCallBack
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Disabled fully OpenGl-based drawing of keyframes in the Action Editor. This was apparently causing problems on some Intel cards...
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instance.
Enabled for win32 and in the image browser.
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