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March 31, 2018, 16:55 (GMT)
Cleanup: Move all Shader creation to engine_init
March 31, 2018, 15:54 (GMT)
updated adaptive time stepping

moved adaptive stepping loop out of manta simulation (python) and into big step (update flows + update obstacles + manta simulation) (blender c)
March 31, 2018, 14:13 (GMT)
Merge branch 'master' into soc-2017-normal-tools
March 31, 2018, 07:01 (GMT)
Merge branch 'blender2.8' into greasepencil-object
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
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.
March 30, 2018, 14:29 (GMT)
Cleanup: Use always even numbers for samples
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, 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.
March 30, 2018, 10:17 (GMT)
Merge branch 'blender2.8' into greasepencil-object
March 29, 2018, 17:58 (GMT)
Cleanup unused variable
March 29, 2018, 17:38 (GMT)
Replace constant bokeh value by parameter
March 29, 2018, 15:58 (GMT)
Fix compilation error after merge
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021