Blender Git Commits

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April 7, 2015, 14:00 (GMT)
Thickness setting for smoke drawing in the OpenGL viewport.

This is the first actual drawing/display setting for smoke, so a new
panel "Display" has been added to give it a home in the UI.

The name "thickness" has been chosen deliberately to distinguish it from
density, since the parameter only affects OpenGL drawing but not the
actual physical density values.
April 7, 2015, 14:00 (GMT)
Record buffer and rng_state offsets in RenderTile
April 7, 2015, 13:40 (GMT)
Merge branch 'asset-experiments' into asset-engine
April 7, 2015, 13:38 (GMT)
Misc cleanup, fix previews memleak.
April 7, 2015, 13:23 (GMT)
Merge branch 'master' into wiggly-widgets
April 7, 2015, 13:07 (GMT)
Merge branch 'asset-experiments' into asset-engine
April 7, 2015, 13:07 (GMT)
Cleanup: get rid of preview handling in lib listing code.
April 7, 2015, 13:00 (GMT)
Move handling of ID blocks previews in thumbnail handler.

this is mandatory, since we do not keep previews for all listed items anymore
(with 10k datablocks would start to take too much mem). So we now generate (read)
them from thumbnailing threaded task as any other image, has several advantages:
* Quicker initial listing of data from .blend files.
* Since thumbnails are cached on disk, re-generating them is rather quick.
* General consistency!

Note thumbnail generation of datablocks could (should!) be enhanced, right now
it reads all previews for a given datatype in a file each time it has to generate
a single datablock thumbnail, we should generate all of those previews in a single
run. But this means handling cache dirty things (TBH_FAIL, outdating, etc.) on another
level so need some more work.

Also, still some memleaks issues with thumbnails, have to track those dose!
April 7, 2015, 12:51 (GMT)
Use matching defaults and ranges in RNA/BKE for hairsim parameters.
April 7, 2015, 12:46 (GMT)
Unused line, the strand array offset is provided by the iterator now.
April 7, 2015, 12:43 (GMT)
Add utility function to split big-tile into small-tiles
April 7, 2015, 12:41 (GMT)
Better defaults for stretch stiffness and damping.

The strong stretch forces lead to awkward lengthening of segments when
the damping factor is too high.

In fact, in a natural hair strand the stretching usually means the hair
itself is curly and stretches as a helical spring. In that case
the damping is quite small compared to the stiffness, and little energy
is lost to the stretching (the hair becomes "bouncy"). When the hair is
very stiff the damping should also be small in order to avoid extreme
forces resulting from the hair root location constraint.
April 7, 2015, 12:19 (GMT)
Merge branch 'master' into gooseberry

Conflicts:
source/blender/blenkernel/intern/image.c
source/blender/blenkernel/intern/object_dupli.c
source/blender/blenkernel/intern/sequencer.c
source/blender/blenloader/intern/versioning_270.c
source/blender/editors/space_view3d/view3d_draw.c
source/blender/editors/space_view3d/view3d_ops.c
source/blender/makesdna/DNA_sequence_types.h
source/blender/makesdna/DNA_view3d_types.h
source/blender/windowmanager/CMakeLists.txt
source/blender/windowmanager/intern/wm_operators.c
source/blenderplayer/bad_level_call_stubs/stubs.c
April 7, 2015, 10:56 (GMT)
Fix for stretch forces being defined wrt. the root vertex.

Was not advancing the iterator for the previous vertex correctly.
April 7, 2015, 10:37 (GMT)
Add utility function to get render-feasible tile size
April 7, 2015, 10:26 (GMT)
Moved root animation calculation into the solver code.

The solver can calculate the de-facto velocity of the root using the
difference of the already-updated vertex location and the state from the
previous step.
April 7, 2015, 10:09 (GMT)
Fix for simdebug data cache reading.

Data pointers were not advanced, so only the first debug element would
show up properly.
April 7, 2015, 09:55 (GMT)
Add utility function to check if given tile size can be rendered by split kernel
April 7, 2015, 09:17 (GMT)
Take strand bounds into account when calculating bounding boxes for
dupli overrides.
April 7, 2015, 09:00 (GMT)
nVidia's DVP library is now linked at runtime.

The DVP library allows direct memory transfer with the GPU to send or
receive textures. It's used in bge.Texture.VideoDeckLink to sent a
captured video stream efficiently to the GPU, only for Windows.
The user will need to download the SDK version 10.3.1 from BlackMagicDesign
and copy dvp.dll where blender can find it (e.g. next to blender.exe)
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021