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November 4, 2014, 09:33 (GMT)
Merge branch 'master' into mesh-transfer-data
November 4, 2014, 09:19 (GMT)
Some changes to the Alembic build script for specifying the install
prefix and build type.

Alembic build files are still horrible, have to find a reliable solution
for that.
November 4, 2014, 09:13 (GMT)
Merge branch 'master' into mesh-transfer-data
November 4, 2014, 08:43 (GMT)
Reverted changes to the Mesh Cache modifier, this functionality is now
being implemented in the new Point Cache modifier instead.
November 4, 2014, 08:23 (GMT)
Merge branch 'master' into gooseberry
November 4, 2014, 08:08 (GMT)
Introduced a new modifier "Point Cache" for recording cache data at
user-defined points in the modifier stack.

These will replace the preliminary test changes in the mesh cache
modifier.
November 4, 2014, 07:31 (GMT)
Merge branch 'master' into temp_custom_loop_normals
November 4, 2014, 07:30 (GMT)
Merge branch 'master' into mesh-transfer-data
November 3, 2014, 19:51 (GMT)
Cleanup: Remove 'mapping postprocess'.

Was not used, and think we do not need it, at least for time being.
November 3, 2014, 19:49 (GMT)
Hide shapekey option from UI for now.
November 3, 2014, 19:44 (GMT)
All mouse modes working:

* RMB + Drag :
left/right | rotates horizontally
up/down | rotates vertically

* LMB + Drag :
left/right | rotates horizontally
up/down | move forward/backward

* MMB + Drag :
left/right | straft (mode sideways)
up/down | move up/down
November 3, 2014, 19:43 (GMT)
Merge remote-tracking branch 'origin/master' into epic-navigation
November 3, 2014, 19:22 (GMT)
Mapping: much better handling of complex cases.

complex cases = normal projection (loops esp. with islands, edges and polys 'sampling' mappings).

Basic idea is, sometimes raycast will miss, but just slightly - and yet we'd rather have a hit,
even 'heavily' approximated, than no hit at all. So what we do is making several raycasting
for a given ray, with bigger radius each time - and smaller weight in case it is successful.

That way, we can take into consideration approximated hits, yet giving priority to precise hits.

This is especially important in islands case, since sometimes 80% of loops of a poly hit fine withing
a given island, but other 20% do not - yet, with approximated raycasting, we still can find
a 'good enough' hits for those. Avoids too much 'no hit' cases, which give really ugly results
in UV case eg.
November 3, 2014, 19:20 (GMT)
Offscreen rendering for viewport FX.

This is working mostly from the 3D viewport currently, rendering from
the render buttons or the sequencer will not use the FX yet. Still it's
a solid step towards that direction. Also moved options out of the v3d
struct. Old options will be lost and people may get some warnings,
however simply enableing and disabling one of the compositing settings
will bring the controls back.
November 3, 2014, 16:58 (GMT)
Add comment about broken copy-from-face-normal.

bvh works on tesselleated face, so return tessellated index, not poly one. Need a mapping,
won't fix that here - not worth it, since we want to use transferdata code here in the end.
November 3, 2014, 16:53 (GMT)
Minor cleanup
November 3, 2014, 16:24 (GMT)
Merge branch 'master' into mesh-transfer-data
November 3, 2014, 16:16 (GMT)
Add missing icon switch
November 3, 2014, 16:13 (GMT)
Change for bool handling (for MSVC)
November 3, 2014, 15:49 (GMT)
Merge branch 'master' into temp_custom_loop_normals
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021