Also, made the Outliner's horizontal scrollbar work better for keymaps view. It's still using an approximation of the width, but at least you can scroll now.
* Fixed an old problem where if both the camera and a solid surface were
inside a volume, the volume wouldn't attenuate in front of the surface (was
visible in the blender conference art festival clouds animation:
http://mke3.net/blender/devel/rendering/volumetrics/vol_shade_cam_inside.mov
* Initial support for refracting solids inside volumes. I might be able to
make this work better, but not sure at the moment. It's a bit dodgy,
limited by the code that does the recursive ray shading - it's really not
set up for this kind of thing and could use a refactor very much.
This is an initial commit to get it in SVN and make it easier to work on.
Don't expect it to work perfectly, it's still in development and there's
plenty of work still needing to be done. And so no I'm not very interested
in hearing bug reports or feature requests at this stage :)
There's some info on this, and a todo list at:
http://mke3.net/weblog/volume-rendering/
Right now I'm trying to focus on getting shading working correctly (there's
currently a problem in which 'surfaces' of the volume facing towards or away
from light sources are getting shaded differently to how they should be),
then I'll work on integration issues, like taking materials behind the volume
into account, blending with alpha, etc. You can do simple testing though,
mapping textures to density or emission on a cube with volume material.