Repeat Image texture was broken... the repeat value for Y was accidentally
multiplied twice, typo... had to change a 1 into 2 :)
Error introduced in 2.41 btw, 2.40 and older were OK.
Render non-osa, with mblur, did not jitter the zbuffering, so it did not
result in basic AA for non moving parts.
Note to self: this now works on < 2.42 level again: it doesn't use
the correct subsampling, which can cause slight errors in rendering image
textures.
- readfile.c, version patch for new toolsettings used a malloc, using
unitialized variables
- despgraph, another malloc changed to calloc
- timer code for render ESC: unitialized variable in struct
- thread render stores per thread and per lamp the last intersected
shadow face
- the Isect struct, for intersections, could use a couple of extra
zeros on start.
Apparently not supported in Windows compiler, and although it has _isnan()
I've got no time to code wrappers for it, and #ifdefs here is plain bad
code.
Nice todo for Campbell one of these days after release!
Play option: if you set output to render to .avi, but in the same
directory also individual files exist, it always played the files, not
the movie.
Now it checks for the Output type, and plays back a movie or frames, as
indicated.
Negative scaled Objects get a OB_NEG_SCALE flag, to indicate to OpenGL
to invert lighting for solid drawing.
Works nice, but when you use Group-duplicators, the negative scale of
the duplicator should be taken into account as well.
- Added "Shift+P" note in 3d window menu for preview panel
- Added Preview, passepartout in spacebar toolbox
- Info pulldown "Render" -> "Render buttons" did cycle, should not.
Using TAB to type values in button sequences, didn't execute button
callbacks on the 2nd and and 3rd etc. Error could be noticed in the
Node Editor, Mapping node. That one didn't pass on changes to shading code.
Restored lost functionality in Play (animation) window. On scrubbing with
LMB it should print the curent frame, making it quite more useful.
(Windows platform; it already changed title of window to this info).
-fixing object.getMatrix("localspace") and object.matrixLocal to return
the local matrix (returns global space matrix if the object doesn't
have a parent).
Three issues:
- When saving a file, without extension added, and no filename provided,
the saving code received the directory name only. That's a potential
danger of getting directories deleted.
Added in the saveover() function a check for this, and return an error
when you try to save over a directory.
- Screendump did not add file extensions yet, when indicated todo so.
- Screendump code was duplicating all image type cases, whilst we have a
nice BKE_write_ibuf() call for that now. (Bug was that this code did not
check for BMP, saving the file in default format.)
The raytracer wasn't calling node shaders yet, so results showed only
shading for the base material.
This now works, but there's a conflict in the internal Blender shader that
makes recursive raytracing with nodes unpredictable. Basicaly the conflict
is that when a ray wants to shade a point, it should be able to check the
material for mirror properties, but this is undefined for node trees...
Probably we need to separate raytrace entirely from material shading. Is
a good topic for NodeShader 2.0, when we really split up materials in
shading components.
I'll add a note in the release log about this. Best results you get now
when you don't include mirror/ray-transp insde a node tree, in that case
a regular material mirror can render that material perfectly.
The F3 key 'save rendered image' made inconsistant choices to save either
in jpg or tga, when the output panel was indicating to render to movies.
Even worse, it was sometimes saying 'save jpg' and saved a targa!
Made it consistantly save .jpg now, since tga isn't a good common format.
2)
Forgot to commit transform.h for previous bugfix in transform numeric input
The transform number input code allowed to keep typing forever. That's nice
but the code uses floats to store values, so there's a limit of 7 digits
resolution to take care of. I've added this limit now, it will stop when
the 8th digit was typed, giving a range of 100 million, quite OK for
Blender measures.
There was also a short in use for values between 0 and 1, causing an error
when you try to type like 0.99999. Here I've added a limit of 7 digits.
When a Sequence setup had a gap, it returned default black frames. However,
this black frame was overriding the float buffer when a new strip started
to render again, so the Sequencer kept saving black.
Also: added extra info print for Scene strip, this didn't tell yet what the
start/end frame of Scene was, and what current frame was.
[ #4581 ] related to scripts window updates, details here:
http://projects.blender.org/tracker/index.php?func=detail&aid=4581&group_id=9&atid=125
Scripts updated:
-Jean-Michel Soler updated some of his scripts: paths importer (ai,
eps, gimp, svg), kml / kmz importer and also updated Axiscopy.py by A
Vanpoucke (xand) and the knife script (this version handles multiple
materials) by Stefano Selleri and Wim Van Hoydonck. Thanks!
When you rename a generated image, like "Render Result" or "Composite"
the float buffer in this image had to be copied, otherwise a next render
will make the renamed Image buffer invalid.
Note that renaming will not mean the images get packed or saved! So on
reloading .blend they're gone.
In december, when testing material layering, I've removed the check that
prevented specular and diffuse to become negative, this because it could
work nice for layering.
However, this breaks quite some cases too. For example negative lamps are
only used to cancel out other lights in same material, and should not give
negative (invisible!) peaks that work on a node system. Same goes for
negative diffuse from AO 'subtract' mode.
In fraka the error happened for AO on a translucent material. The inside
of the mesh got a negative AO, cancelling out the positive AO on the
outside.
Anyhoo; this commits ensures that a 'shade_lamp_loop' call will never
return negative values again!
- AO "Use Distances" can not use 'sky texture' for colors, that bug was
fixed in UI (prevent settings to combine), but better also gets fixed
on reading files.
- Backbuf render, when not existed, didn't initialize backdrop color to 0.
Rewrote the video seek code again. This time it is a _lot_ simpler and a lot
better.
For those interested: instead of letting ffmpeg choose the right final
position, we let it preseek (maybe to I-frame in the rare case, that is
implemented) and then scan for the correct frame on DTS basis by hand.
We therefor only have to seek once and remove all those frame-jumping
jerkiness, people noticed in the same step.
Tested with msmpeg, hd-mpeg2 and DV.