* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
* Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
* Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
* Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
- Exported via Inkscape a 16 and 32 pixel bitmap version
- Use these as mipmap levels for OpenGL texture drawing.
- Changed code to get right sizes for drawing icons - better than last week's method.
Todo:
- Custom icons don't work yet (old one)
- Missing icons in the svg
- The .sh script for inkscape needs changed to support this
(now do manual saving)
Also fixed CTX_FOO_ macros when building without i18n, those were kinda wrong.
And hid i18n ui section in userpreferences when built without its support too.
Issue was caused by rc_initial_buffer_occupancy being set for context
Commented this option for now -- it's not used in ffmpeg.c.
Now encoding seems to be working nice for MPEG4 and other codecs as well.
However, if there're some gurus around please check :)
This implements AO baking directly from multi-resolution mesh with much
less memory overhead than regular baker.
Uses rays distribution implementation from Morten Mikkelsen, raycast
is based on RayObject also used by Blender Internal.
Works in single-thread yet, multi-threading would be implemented later.
* It collapsed panels in other tabs too
* Ctrl + click next to the panel header still caused panels do be collapsed
* Ctrl + Return over panel header now works as well
ED_region_visible_rect(ar, rect)
Returns the visible rect inside a region, subtracting the overlapping UI regions.
Added with minimal overhead, only called once per region draw.
Also fixes the 'Auto Key' warning print in 3d window (was behind properties)
was changed to an invalid one. Also fixed Object Color not being displayed correctly
with VBO's.
The way it has to clear the VBO buffers here is quite poor though and slow, we
really need textures and materials in the depsgraph to do this quicker.
* Motion blur with shutter time > 1 did result in the correct evaluation
of some modifiers because it set the subframe to values > 1, and some
places assume the current frame to be set to the integer coordinate and
the subframe to be a value between 0 and 1.
* Shape keys did not take subframe time offsets into account.
* Point density texture was using an current frame value that was never set.
when uvs are shared by more than two islands. Uv edges
usually belong to only two islands, making for much cleaner
stitches. To change between stitch modes, press TAB.
Initial mode depends on the selection mode of the image
editor. Documentation can also be found on the release wiki