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April 10, 2015, 15:56 (GMT)
Merge branch 'cycles_memory_experiments' into gooseberry

Conflicts:
intern/cycles/blender/blender_sync.h
April 10, 2015, 15:56 (GMT)
Merge branch 'alembic' into gooseberry

Conflicts:
source/blender/physics/intern/BPH_mass_spring.cpp
April 10, 2015, 15:55 (GMT)
Cycles: Experiment with culling objects based on the camera frustum

The idea is to give artists a simplier way to control memory usage in such
scenes as grass fields by doing automatic object culling based on whether
they're visible in the frame or not.

This is controlled on per-object level. In order to use this option few
steps are required:

- Allow renderer to use camera culling (Performance panel of render settings)
- Set camera cull margin (measured in relative value to the render resolution)
- Enable Camera Cull for objects which are desired to be culled
(object culling option could be found in Option panel in object buttons).

Interface decisions are not final for sure and to be refined if this
option is considered good enough for production.

Reviewers: juicyfruit, brecht, campbellbarton

Subscribers: venomgfx, eyecandy

Differential Revision: https://developer.blender.org/D1230
April 10, 2015, 15:50 (GMT)
WIP new node type for workflow shaders
April 10, 2015, 15:08 (GMT)
Merge branch 'master' into wiggly-widgets
April 10, 2015, 15:08 (GMT)
Initial support for user defined Object Widgets

Adds a Panel to the Object Context in the Properties Editor, currently
only containing a Menu to Add widgets. The menu contains 4 items,
Translate, Rotate, Scale and Custom, whereby we currently only draw a
translate widget for all of them. So yes, basic drawing also works.

Important is, that this makes it possible for users to attach custom
widgets to Objects. (Only the manipulator for the selected object is
drawn).
April 10, 2015, 14:38 (GMT)
Workflow shader data

Hook the struct to more places. Now there is a button
to choose a workflow instead of a draw type in the new viewport
(still needs to be somehow sorted according to object mode)
April 10, 2015, 13:00 (GMT)
Add workflow shader ID to the system

Only struct definitions here. Workflow is also
set per 3d region. (We should be able to get a
workflow per region just like current textured,
solid etc modes can be set per 3D region)
April 10, 2015, 12:27 (GMT)
Merge branch 'master' into asset-experiments
April 10, 2015, 12:26 (GMT)
Add compositing and proper back drawing back to new viewport.
April 10, 2015, 11:53 (GMT)
Small fix for uninitialized variable (currently unused).
April 10, 2015, 11:48 (GMT)
Implemented alembic archive info as a stream callback and disabled
popup and clipboard output.

For a production-size archive the info string can become really large,
and putting it into a buffer takes a long time. As a debugging tool the
stdout printing is sufficient for now and can be done as a stringstream.
April 10, 2015, 11:06 (GMT)
Merge branch 'master' into gooseberry
April 10, 2015, 10:47 (GMT)
Merge branch 'master' into gooseberry

Conflicts:
source/blender/editors/space_view3d/drawvolume.c
April 10, 2015, 10:34 (GMT)
Use depsgraph tagging and notifiers to enforce dupli cache updates
in the viewport.
April 10, 2015, 09:55 (GMT)
Explicit flags for toggling motion (from simulation) and child strands
in both display and render of caches.
April 10, 2015, 09:29 (GMT)
Merge branch 'master' into temp_viewport_fx_merge

Also tried to use gpuMatrix calls where possible in new code
- might have missed a few places.

Conflicts:
source/blender/editors/space_view3d/view3d_edit.c
source/blender/editors/transform/transform.c
April 10, 2015, 08:03 (GMT)
External forces in strand hair simulation.

Arbitrary wind force "density" factor has been moved out of the force
function now, so cloth simulation can do this on it's own without
affecting the strand sim.
April 10, 2015, 07:15 (GMT)
Goal springs for cached strand simulation.

In addition to the original particle hair sim settings the parameters
for strand sim have a curve to define the strength of goal springs along
strands. This useful because currently there is no way to override the
weights of strands. This would require a new particle edit mode that can
work with non-particle data in a sane way ...
April 10, 2015, 05:25 (GMT)
Bug fix : Fix viewport render issue
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021