Sorry, I missed to include Log Message.
I paste it here:
Transparency patch: makes sure that materials are not rendered
transparent if the use_transparency check is disabled. Adds a new
transparency option 'MASK' for enabling the old behaviour.
* rationale
The use_transparency check in the
My comments to your sections, as i see it:
+ (Change) - Size parameter name to Tiling:
Could be usefull, since size is inverted anyway. Meaning the texture is
scaled by 0.5 if size is 2.
+ (Add) - Rotation controls on the Mapping parameters:
Don't think that this would be necessary. You can
On Fri, Mar 11, 2011 at 8:18 PM, Tobias Oelgarte
tobias.oelga...@googlemail.com wrote:
+ (Add) - Parameters for Sampling/Blur in Procedural maps:
Don't see the need for them. If you have problems with moire effects,
you could always adjust the antialiasing settings for the renderer or
add
Hi all,
Mike and Joshua, thanks for your answers.
Mike Belanger a écrit :
Yes the NLA is designed (and very good) at sharing actions.
raphael,
Here's a file demonstrating the NLA solving your problem. Note that I'm not
a huge fan of keying on object level, but it is possible.
Hello there,
the code is read, up and running here.
I sent it to the tracker because it will make easy for review (I'm
going to ask to Benoit to take a look at the BGE changes, but it would
be nice if someone could take a quick look at the Blender part as well
- Brecht do you think you could take
Hi Steve,
On Wed, Mar 9, 2011 at 6:29 AM, Steve Obbayi st...@sobbayi.com
wrote:
Hi Brecht, I am planning to implement this so a quick question.
Are their any major huddles you came across that are worth
mentioning other than
what you have stated here?
Not that I remember, and
Downloading now!
How do the changes affect GL view and the texture painting workflow?
I have tons of scripts and addons dealing with UV and texture face
workarounds, so am curious how this works.
On 11/03/11 12:16, Dalai Felinto wrote:
Hello there,
the code is read, up and running here.
On Thu, Mar 10, 2011 at 10:48 PM, Campbell Barton ideasma...@gmail.com wrote:
I once spent some time trying to track down the allocations valgrind
complains about and it seems they are either...
* allocations by 3rd party libs - openal/python/x11 for eg, variables
that are allocated once and
Am 11.03.2011 13:16, schrieb Dalai Felinto:
Hello there,
the code is read, up and running here.
...
Are there bugs? Likely (it's a big patch after all). But I've been
chasing them over the week and believe it's all manageable. If you can
help testing, please report them in the patch entry.
Hi Nathan,
this commit broke building with WinSDK/Nmake/JOM on Win7.
Here's the error message:
[ 80%] Building CXX object
intern/ghost/CMakeFiles/bf_intern_ghost.dir/intern/GHOST_SystemWin32.cpp.obj
GHOST_SystemWin32.cpp
W:\ralf\Stuff\b\blender\intern\ghost\intern\GHOST_SystemWin32.cpp(473)
:
Am 11.03.2011 13:16, schrieb Dalai Felinto:
I didn't address backward compatibility, so I still would like to hear
what is the best solution. I don't think an automatic conversion is a
good idea (it would affect rendering, and split materials will likely
get messy). So still looking for help
Hi all,
I'd like to do an experiment, using a code review tool for blender
development, to review changes before they go into trunk. My hope is
to improve the quality of commits, with more eyes looking at the code
we can prevent bugs, and I find having your code reviewed also
generally keeps you
Hola all,
I have updated Matt Ebb's patch for adjustable camera sensor sizes.
There's also a few changes of my own, so now it is possible to get/set
the vertical FOV (mostly important for import/export).
Link:
http://projects.blender.org/tracker/?func=detailatid=127aid=24427group_id=9
With this
Ops! I can't access to any google hosted project/site...
Forbidden
Your client does not have permission to get URL / from this server.
You are accessing this page from a forbidden country.
So can I stick to my old way of send my patches? many times I don't have
the possibility to choose :(
@Michael Williamson:
How do the changes affect GL view and the texture painting workflow?
It shouldn't affect the texture painting workflow. I haven't test it
but the part of the UV struct I'm touching is barely used in Blender
itself )other
@Carsten Wartmann:
How is it working together with
This is really nice Brecht.
The system seems quite innovative. An online svn system, fantastic :)
I just sent a patch that was originally sent for blender tracker.
Let's see how it works.
I had to add it twice because my patch wasn't against the latest
latest trunk (it seems that the system can't
think it can be usefull to have Collision by Face.
There is a new checkbox by the Physics panel. Turn it off and
collision goes away.
It is not clear: is there still an option to turn on/off collision per
face?
That is a very useful feature we shouldn't drop I think.
Thanks,
Erwin
On 11
Hi Erwin,
as with the rest of functionalities you can't per face but per
material. In the tracker there is an image with the UI highlights:
http://www.pasteall.org/pic/show.php?id=9863
It's in the header of the Physics tab in the material panel (and
it's on by default).
Thanks,
Dalai
2011/3/11
On Fri, Mar 11, 2011 at 8:55 AM, ra...@info.upr.edu.cu wrote:
Ops! I can't access to any google hosted project/site...
Unfortunately that probably has to do on the US embargo on Cuba.
So can I stick to my old way of send my patches? many times I don't have
the possibility to choose :(
Hi Raul,
On Fri, Mar 11, 2011 at 8:59 PM, Tom M letter...@gmail.com wrote:
So can I stick to my old way of send my patches? many times I don't have
the possibility to choose :(
Obviously you will have to, although others can likely upload the
patch for you if you like.
It's not the
i want add my own modifier if is possible adding from the source code or in
the python API adding textboxes and labels how do it?
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should this change be made for mingw too?
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On Fri, Mar 11, 2011 at 8:19 AM, Ejner Fergo ejner...@gmail.com wrote:
In any case I hope you will consider including this updated camera.
Huge +1 here.
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