March 30, 2018, 18:09 (GMT) |
GWN: Add GWN_vertbuf_vertex_count_set. This allows us to specify a the number of vertices to upload to the gpu. This is to keep the same allocation on the System Memory but send the least amount of data to the GPU/Driver. |
March 30, 2018, 16:57 (GMT) |
C Logging: use instead of printf for messages - See `--log` help message for usage. - Supports enabling categories. - Color severity. - Optionally logs to a file. - Currently use to replace printf calls in wm module. See D3120 for details. |
Revision aef575a by Gaia Clary March 30, 2018, 16:40 (GMT) |
Merge branch 'master' of git.blender.org:blender into collada |
Revision a477920 by Gaia Clary March 30, 2018, 16:36 (GMT) |
Fix Collada: Export of sampled animations exports nothing When exporting animations as matrix data, the exporter did not create anything. This was because i forgot to copy the sampled object matrix to the BCSample while decomposing the matrix. The fix makes sampled animation export work again |
Revision 66109b2 by Gaia Clary March 30, 2018, 15:54 (GMT) |
Refactor Collada: Renamed files to better match class names: * Renamed files: old names: BCAnimationCurveContainer.* new names: BCAnimationSampler.* * Adjusted the include files to the new names |
Revision 2594912 by Gaia Clary March 30, 2018, 15:35 (GMT) |
Refactor Collada: simplified API replaced methods from BCAnimationCurveContainer: BCSample &add(Object *ob, Matrix &mat); BCSample &add(Object *ob, Bone *bone, Matrix &mat); BCSample &add(Object *ob, Matrix &mat, int frame_index); BCSample &add(Object *ob, Bone *bone, Matrix &mat, int frame_index); by much simpler methods: BCSample &add(Object *ob); BCSample &add(Object *ob, int frame_index); |
Revision 03b7046 by Gaia Clary March 30, 2018, 15:13 (GMT) |
Refactor Collada: BCMatrix is now decomposed on init Previously the BCMatrix object was decomposed when needed the first time. But since the decomposition is done always for every single Matrix, we can do it right upon construction with the additional benefit that we can handle euler rotations nicer, see void BCMatrix::set_transform(Object *ob) There we now can use quat_to_compatible_eul() to avoid axis flipping during exporting of object transforms. (todo: apply this also for bone animations) |
Revision fac16a9 by Gaia Clary March 30, 2018, 15:09 (GMT) |
Fix Collada: added missing private: to CBSample declaration |
Revision e495db3 by Gaia Clary March 30, 2018, 15:08 (GMT) |
Refactor: Added useful typedefs to BCSample.h |
Revision 4d45ea9 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) March 30, 2018, 14:38 (GMT) |
Fix blur shift when add more samples The image was moved to top when increase the sample number. This was due the shader was bluring both axis at the same time. |
Revision 3a8a749 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) March 30, 2018, 14:29 (GMT) |
Cleanup: Use always even numbers for samples |
Revision e2100a6 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) March 30, 2018, 14:16 (GMT) |
Cleanup: Simplify shader parameters |
Revision 8ba85dd by Gaia Clary March 30, 2018, 13:32 (GMT) |
Cleanup Collada: Change variable name from sample to matrix this was a leftover from a previous cleanup where i separated the old BCSample into 2 classes BCSample and BCMatrix |
March 30, 2018, 13:22 (GMT) |
build_deps: Disable building docs for OIIO Two issues are fixed with this commit: 1) When we build OIIO (on unixoid build environments) and no /src/doc/oiiotool was present we had no build target for it (which led to a build error). As we don't need docs for OIIO, we disable it now. 2) We specified a var that OIIO does not recognize (was removed upstream a long time ago): ILMBASE_VERSION. |
Revision 984d5da by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) March 30, 2018, 11:47 (GMT) |
Restructure VFX Blur, add Samples and cleanup Now, the number of defined passes is low and there is a new parameter to define number of samples. |
Revision 1e16341 by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) March 30, 2018, 10:17 (GMT) |
Merge branch 'blender2.8' into greasepencil-object |
March 29, 2018, 23:03 (GMT) |
Select Grouped: Collection Part II Selecting not only the objetcs directly linked to the selected collection. So we also do it for the objetcs in the nested collections, just as we can do from the outliner. |
March 29, 2018, 23:03 (GMT) |
Collections: API to select all scene collection objects |
March 29, 2018, 23:03 (GMT) |
Select Grouped: Collection Part I Use Shift+G > Collection. If there is only one collection, it just selects it, if there are multiple ones user get to pick which one to select. This is the same behaviour we have for groups. Note, we only select objects directly in the collection, not the ones in any nested collection. Feature suggested by Pablo Vazquez (venomgfx) |
March 29, 2018, 23:03 (GMT) |
Fix typo in outliner Select Objects tooltip |
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