User Activity

  • Committed [r4998] on Code

    Move lighting work from Phase 7 to the render pipeline phase (Phase 8): add a 'Lighting (deferred to render pipeline)' subsection in the pipeline-relevant section (interiors, characters, cargo, dark buildings) handled as a per-file lighting pass; mark the Phase-7 light-energy task and the 'Lighting too dark'/'Character lighting' known-issue rows as moved.

  • Committed [r4997] on Code

    Phase 7: mark material presentation done - all materials/*.blend have working previews (camera+lights, upgrade_material_display.py applied). Note preview style varies but is functional.

  • Committed [r4996] on Code

    Snaikka: fix Sail.001 viewport magenta - the earlier mesh swap created a duplicate SailCloth.001 material with a broken (scratchpad-relative) texture path. Reassign Sail.001 to the original SailCloth material (used by the other sails) and purge the broken duplicate material+image.

  • Committed [r4995] on Code

    Fix Snaikka_SailDown: (1) restore 2.80 furled main sail mesh - migration had crammed the Sail.001 cloth mesh (2.06x0.2x0.39 -> 3.13x2.96x1.96); removed collapsed cloth sim. (2) calm ocean (wind 30->8, wave_scale->0.4; ~2m waves dwarfed the 4.8m boat). (3) reframe camera on the ship (ocean bbox was inflating auto-framing). Closes the last Wave-4 camera item.

  • Committed [r4994] on Code

    Fix ballista empty animation render: sequencer had a stale IMAGE strip (missing blender/temp/ballista0001.png) with use_sequencer=True, so every frame output the missing image. Disable use_sequencer + clear the strip -> 3D firing animation renders (load/draw/fire over frames 1-250). Note: 5 materials still need specular fix (Phase 7).

  • Committed [r4993] on Code

    Record migration-stretch audit (38 buildings/interiors): church was the only real stretch (fixed r4992); all other flags false positives (fire/multi-state/visibility). Move loanerBuildingCycle camera fix from Wave-4 must-fix to Phase-8 pipeline camera setup (note the 4x per-object signal to re-check there).

  • Committed [r4992] on Code

    Fix church light-leaks/misplacement: the 3.6->5.1 migration vertically stretched church_interior_assets vault/column geometry (~3x). Re-migrate the assets cleanly from the 2.80 original (r4803) via 3.6->5.1 resave, restoring correct proportions; fix 1 broken stained-glass texture path. church_interior now matches renders/churchInterior_2.81.png. Walls + instance placement were unchanged (verified 2.80 vs 5.1).

  • Committed [r4991] on Code

    Fix church_interior: camera was pitched ~111deg up into the vault; reposition to look down the nave to the apse (matches renders/churchInterior_2.81.png). All content verified present (altar, candles, choir, apse windows) - was a camera issue, not missing/hidden objects. church_interior_assets is the asset source, consumed correctly. Lighting -> pipeline.

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Username:
hotzst
Joined:
2006-09-18 16:06:28

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