a) Enable the possibility to remove the "air bubble" around submerged collision object. This feature is enabled as standard for new files. The code was found in elbeem by nudelZ, coded and provided by Nils Thürey (thanks!)
b) Old baked files gets deleted if a new bake gets started (were overwritten before and resulted in weird old bake + new bake mixture) (idea by nudelZ)
texture users in the context. It's only useful for modifiers and brushes
at the moment, not for shading nodes as using texture datablocks there is
not yet supported.
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
It was lag of optimization logic, which always retuns object's derivedMesh
if one of of boolean operation's meshes has got no faces.
Actually, result depends on operation and which mesh has got no faces.
Added small utility function to handle this.
The main purpose for this is to allow rendering motion blurred blender fluids in external renderers (eg. http://vimeo.com/21870635 ).
Python code snippet for interpreting this data here: http://www.pasteall.org/21577 . Cleaned up some ugly hacks in this area too
* Also added read-only access to scene.subframe to RNA - setting current frame and subframe should still go via scene.frame_set()
simple modifier, almost like a hook, except it can deform with 2 object source -> target, has option to preserve rotation and use different falloff types.
Some notes about code status:
* The Blender modifications were fairly quickly put together, much more code
polish and work is needed to get this to a state where it can be committed
to trunk. Files created with this version may not work in future versions.
* Only simple path tracing is supported currently, but we intend to provide
finer control, and more options where it makes sense.
* For GPU rendering, only CUDA works currently. The intention is to have the
same kernel code compile for C++/OpenCL/CUDA, some more work is needed to
get OpenCL functional.
* There are two shading backends: GPU compatible and Open Shading Language.
Unfortunately, OSL only runs on the CPU currently, getting this to run on
the GPU would be a major undertaking, and is unlikely to be supported soon.
Additionally, it's not possible yet to write custom OSL shaders.
* There is some code for adaptive subdivision and displacement, but it's far
from finished. The intention is to eventually have a nice unified bump and
displacement system.
* The code currently has a number of fairly heavy dependencies: Boost,
OpenImageIO, GLEW, GLUT, and optionally OSL, Partio. This makes it difficult
to compile, we'll try to eliminate some, it may take a while before it
becomes easy to compile this.
- added notes to release todo's.
- renamed view3d view transform matching functions.
- added assert in edge split modifier to make a certain bug easier to spot.
- When strength is 0, there's no need to perform any of the
calculations at all
- When the vertexgroup weight for a vert is set to 0, skip evaluating
the modifier for that vertex as it should result in no-change to the
final result