* faces that were ignored were also not taken into acount when checking UV seams - causng bleed not to work properly in some cases.
* commented early pixel filling loop exit that fails in some cases.
* use a faster method of getting a pixels screenspace location.
* check if its possible to break out of pixel to bucket/face intersection early - ~7% overall speedup (ignoring redraw time).
* removed scanline intersection function (added back incase they were needed but it looks like there not)
* speedup for painting with only 1 image (use a loop without context switching checks)
* more commenting + cleanup
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!
I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node
A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual
On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
(as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
should not show. NodeTree should ignore other nodetrees to keep things sane
for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
superior antialising of checkers/bricks.
General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I
rather wait for a solid and very well thought out design proposal for this,
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
This commit adds an exception for rotations (standard rotation and tracball) to still work on children of transformed objects and bones in an expected fashion. That is, you can select a chain of finger bones and rotate to flex them all at once.
Notes:
[1] This could be expended to other transformations if needed.
[2] Center of transformation is determined using the same principle as hinge bones (transformed children aren't taken into account)
- Code has been changed to reflect this (ie. deprecated functions are not anymore used)
* clean up the C and C++ compiler flags mess.
- in the environment construction of BlenderLib all the compile flag governing options have been split in the *C*, *CC* and *CXX* containing equivalents.
C is for C compiler only flags. CC is for C and C++ compiler flags and CXX is for C++ compiler only flags.
All the platform default config files need to be double checked and fixed wherever it looks necessary. Either DIY, or send me a note with needed changes.
- a start for the BlenderLib parameter list has been made - all the SConscripts need to be checked and modified to hand in flags properly.
* A theeth request: make -jN settable in the config file.
- I give you BF_NUMJOBS, which is set to 1 by default. In your user-config.py, set BF_NUMJOBS=4 to have 4 parallel jobs handled. Yay.
* Fix for #17808: Can't compile using SunCC - gpencil.c uses DOS line endings.
Added some svn-properties on gpencil files and also keyframing ones that I added, so that this shouldn't be a problem anymore.
* In Node Editor, it is now possible to close an open Grease Pencil panel when there is no node-tree being shown (i.e. after switching between node editing modes)
Added comments a few + stroke simplification code (hidden behind rt and userpref, adapted from theeth's etch-a-ton code). This shouldn't have any other adverse effects.
* use SDL events to trigger the sensor, trigger was being forced every tick. removed workaround for this problem.
* added "All Events" option, similar to all keys in the keyboard sensor.
This means every event from the joystick will trigger the sensor, however only events from the selected type (axis/button/hat) is used to set the positive state of the sensor.
* Added python function sens_joy.GetButtonValues(), returns a list of pressed button indicies.
* Removed pressed/released option for joystick buttons, it was the same as the invert option.
* Eraser size is now UserPref. This way it is more easily tweaked than using layer stroke-thickness squared, but it is less accessible.
* Restored stroke 'smoothing' (post-conversion) option as UserPref option. Off by default.
* Fixed bug with convert tools. Was adding an extra datablock everytime, that wasn't being used (and was subsequently dicarded).
* Moved pressure vars from paint-loop to temp-struct (during painting). Also, moved the macro which tests for converting straight lines.
Replaced the method used in to check if there's a keyframe on the current frame, when drawing the active object name / frame number info with this new code.
- It should in theory be faster than the previous code, as it doesn't have to build an entire list everytime of all keyframes, and also uses more efficient search method.
- Added some settings to control what sources of animation data are used (per 3d-view). Can be found in the View Properties panel.
This should be stable... release builders should ignore this commit for now (to avoid having differences between release candidates).
A new type of constraint actuator is available: Force field.
It provides a very similar service to the Fh material feature
but with some specificities:
- It is defined at the object level: each object can have
different settings and you don't need to use material.
- It can be applied in all 6 directions and not just -Z.
- It can be enabled/disabled easily (it's an actuator).
- You can have multiple force fields active at the same time
on the same object in different direction (think of a
space ship in a tunnel with a repulsive force field
on each wall).
- You can have a different damping for the rotation.
Besides that it provides the same dynamic behavior and the
parameters are self explanatory.
It works by adapting the linear and angular velocity: the
dynamic is independent of the mass. It is compatible with
all other motion actuators.
Note: linear and anysotropic friction is not yet implemented,
the only friction will come from the object damping parameters.
Support for friction will be added in a future revision.
- removed ugly clamping function (it was dividing XYZ based on max of
one of the values)
- added option to use Exposure, this only works for brightness (Y).
results look very pleasant, foggy and hazy results are possible.
with exposre==0, no exposure happens for HDR extreme range skies,
this is how yafray rendered it.
- added menu for choosing color spaces (CIE = modern lcds)
Please review! (and yes i know it's still not in World :)
Recoded pidhash's recent Pad0 (Lastview) commits (r.16802 and r.16810). It was causing major issues with Ortho perspective + rotating the view with the MMB. Setting G.vd->view to -1 was not such a valid way to do so (and also, this didn't play nicely with smoothview).
This feature should now work correctly, though there are still one or two places where it doesn't always seem totally correct yet.
The basic idea of this feature, is that after going into camera mode (Pad0), pressing Pad0 again lets you go back to the view as you had it before entering camera mode.
Went through and commented all the code in ipo.c, tidying up formating and coding style in places, and also rearranging to have a more logical order in some places. There shouldn't be any major issues arising from this commit.
add -nojoystick commandline option: it takes 5 seconds everytime to start the game engine, while there IS no joystick.
In other words: blender -noaudio -nojoystick improves workflow turnaround times for P - ESC from 7 seconds to 1 second!
Improved Bullet soft body advanced options, still work-in-progress. Make sure to create game Bullet soft bodies from scratch, it is not compatible with last weeks builds.
Now auto-keyframing can be enabled/disabled per scene (with the insertion mode also stored per scene). The flags used when insertng keyframes are still stored in the user-prefs.
New scenes have their auto-keyframing settings initialised from the user-preferences.
Previously the distance constraint actuator was always working
in local axis. The local flag allows to cast the ray along a
world axis (when the flag is not selected).
The N flag works differently in this case: only the object
orientation is changed to be parallel to the normal at the hit
point.
The linear velocity is now changed so that the speed along the
ray axis is null. This eliminates the need to compensate the
gravity when casting along the Z axis.
removed calc_curve_subdiv_radius(), curve radius is now calculated the same way as tilt.
Added radius interpolation menu matching tilt interpolation, needed to add "Ease" interpolation type to keep 2.47 curves looking the same.
- In practice this removes the dependency of particle simulations from the update order of objects and different particle systems inside objects.
- As a nice side effect out of this we also get fully correct birth positions for "near reactor particles" (previously for example smoke trail reactor particles were not born smoothly along the target particles path).
- Added blending mode and factor option, so it's more clear and
controllable what happens with it. Also nice for crazy effects
of course!
- Preview render now shows preview for it too
On the todos:
- have this in World buttons (as well) for quicker sky setups
- review math of color clamping and scaling, this is definitely
not good... but a fix will make old files look very different.
Commit patch #8195
New outliner mode: Sequence, it's show all the sequence and strip that
we have in the outliner, split it for type (particle, sound and so on..).
Some notes to take care:
* The strip can be selected with LMB
* The sequence can be deleted with XKEY (all the selected)
* The "Meta" are stored in a single tree (Meta Strip)
with all the sequence.
* Duplicate sequence (with the same name) are store in a single tree
and you can select all the Sequence with LMB in the "root" entry.
* Also show the directory path.
[ As Ton point in the tracker, still need more work (and options, Luca made
a really good list in the tracker), so move to the trunk and start
working here, probably a good topic for next meeting. ]
Commit patch #7788, allow to set the render step, so it's
possible make render every N frames only.
The step is change in Scene buttons (F10), below start and
end frame buttons.
Also add a command line options (-j), so it's possible to
overwrite the file step (useful for renderfarm).
[ Brecht, this work with OpenGL renders and simulated
the skipped frames, please double check ]
Finally, after a long time new render candy for the non-game peoples! :)
Good doc is here: (url splits in two)
http://www.harkyman.com/2008/08/06/controllable-shadow-intensity-
and-color/
Note the colorpicker for shadow is in "Shadow and Spot" panel. A bit
hidden, could get more attention. For later. :)
(The last time there was some files missing due to failed connection to svn server while merging.. thats why this stuff of reverting last merge and redoing it)
svn merge -r 16231:16608 https://svn.blender.org/svnroot/bf-blender/trunk/blender