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. |
Revision c73b7a6 by Campbell Barton (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths) 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. |
Revision 46cc844 by Antonis Ryakiotakis (gooseberry, gooseberry_farm, hair_immediate_fixes, hair_system, temp_constraint_volume, temp_hair_flow, temp_hair_modifiers, temp_motionpaths, viewport_experiments) 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 |
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