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July 31, 2016, 01:15 (GMT)
Added smudge tool to vertex paint. WPaint implementation coming soon. Fixed blend to use physically accurate blending model.
July 30, 2016, 20:50 (GMT)
made flag grid also accessible through manta api. needed for liquid outflow.
July 30, 2016, 19:58 (GMT)
Curves: Chamfer

Implemented the chamfer operator for one selected vertex and with parameters controlled through the Tool Shelf.
July 30, 2016, 19:45 (GMT)
Calculating surface normal and direction for smudge, splash prevention, and cone painting
July 30, 2016, 14:41 (GMT)
Merge remote-tracking branch 'origin/master' into gsoc2016-improved_extrusion
July 30, 2016, 14:27 (GMT)
Curves: Offset operator

Added support for mouse interaction with the offset operator.
Fixed a memory leak in the get_intersections function.
July 30, 2016, 10:26 (GMT)
Merge branch 'master' into temp-cycles-microdisplacement

Includes changes from review
July 29, 2016, 22:30 (GMT)
Curves: Batch extend operator

Concluded the implementation of the Batch extend operator.
Though some code was reused from the Extend operator, the main algorithm is different.
July 29, 2016, 21:16 (GMT)
made flag grid also accessible through manta api. needed for liquid outflow.
July 29, 2016, 14:56 (GMT)
WIP: correspondence update and drawing functions
July 29, 2016, 14:35 (GMT)
Only generate hair contacts for points that actually penetrate the mesh.
July 29, 2016, 14:35 (GMT)
Clear debug drawing when creating new contacts.
July 29, 2016, 14:35 (GMT)
Enable debug drawing of hair contacts.
July 29, 2016, 14:35 (GMT)
Simple contact detection method for hair editing, using the typical BVH closest point method.

This method is just a placeholder, in the future it would be worthwhile to use Bullet collision
detection with ghost objects for this.

Also the code should eventually be abstracted a bit to make it agnostic to mesh formats, so it
can be used for BMesh as well as DNA strand data or physics simulation.
July 29, 2016, 14:35 (GMT)
Hair edit tool settings for enabling and controlling deflection.

Unused settings, deflection is not yet implemented.
July 29, 2016, 14:35 (GMT)
Add a cache structure for collision contact points.

This should serve as a universal interface between possible collision
detection systems (BVH, Bullet) and the various collision response systems.
Using an new data structure means that the two sides of a collision
handling feature (detection and response) can be treated independently,
reducing code dependencies and complexity.

The properties of contact points are modeled after btManifoldPoint from
Bullet and may need to be adjusted in the future.
July 29, 2016, 14:34 (GMT)
Fix for frequent unnecessary shader recompilation during hair editing.

The depsgraph component node for invalidating the strand shader was located in
the GEOMETRY component of the object. This component by default gets tagged along
with every other object part during editing. Only standardized way of avoiding this
would be putting it in a different datablock, but the shader is very much tied to
the particular object due to the displacement function from its node tree.

For now the solution is a new component GEOMETRY_SHADER, which does not get tagged
when the ID node is tagged. It still gets regular updates from node tree changes.
This seems to be the least invasive way of avoiding unnecessary performance drops,
and can be removed and replaced easily later on without disrupting other code work.
July 29, 2016, 12:46 (GMT)
Merge remote-tracking branch 'origin/master' into soc-2016-uv_tools
July 29, 2016, 12:45 (GMT)
Refactor of code, taking into account margin and storing the convex hull

Warning: Intermediate commit, this currently breaks correct packing solution computation
July 29, 2016, 08:31 (GMT)
Updated Convex Hull data structure
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021