August 1, 2014, 17:13 (GMT) |
Merge branch 'master' into pie-menus |
August 1, 2014, 16:37 (GMT) |
Fixed a crash in Blend From Shape involving boundboxes |
August 1, 2014, 16:27 (GMT) |
multiview: fix for hanging cursor when saving image (problem introduced after a merge) |
August 1, 2014, 15:51 (GMT) |
Final fix for X11 weirdness. Fortunately the extra keypress that comes after keyrelease has a time signature less or equal than the last keyrelease of the same type, so the included code will enable us to detect and reject such keypresses safely and without many hacks. |
August 1, 2014, 15:43 (GMT) |
Fix for scons build files. |
August 1, 2014, 15:22 (GMT) |
GLEW_CHK doesn't need to be extern |
August 1, 2014, 15:01 (GMT) |
* added new headers to CMakeLists * shouldn't be a need actually to disable deprecated name mangling |
August 1, 2014, 14:54 (GMT) |
Revert "Merge branch 'hair_system' into testbuild" This reverts commit 16759c2e6715cfd97b6433bb387411a1fdd7a6ae, reversing changes made to 5677519b0f98d1ad2e489ae76fe6071c069462e3. |
August 1, 2014, 14:45 (GMT) |
Merge branch 'hair_system' into testbuild |
August 1, 2014, 14:43 (GMT) |
Merge branch 'master' into hair_system |
August 1, 2014, 14:06 (GMT) |
Merge branch 'master' into opensubdiv-modifier |
August 1, 2014, 12:59 (GMT) |
* moving the glew symbolic constant stuff from GPU_glew.h to glew-mx * added header that catches deprecated OpenGL function names |
August 1, 2014, 11:45 (GMT) |
Added missing static keywords on release mode debug function stubs. |
August 1, 2014, 11:39 (GMT) |
Added support for loop-select and adjusted disply of NURBS control polygon to 1: use z-test, 2: appear 'thin'. |
August 1, 2014, 11:22 (GMT) |
Double triangle icons for Shape Key Move Shape Key Move now has proper icons for moving the shape keys to top or bottom of the list |
August 1, 2014, 11:04 (GMT) |
New memory management system for Bullet rigid bodies and some code reorganization. Bullet leaves the allocation and setup of rigid bodies up to the caller code. Our current system allocates btRigidBody structs (respectively the extended rbRigidBody wrapper struct) one-by-one. Deleting this data and other lifetime data management is the domain of Objects and their rigid body components. This behavior is fine as long as only persistent objects in the DNA data populate the RigidBodyWorld. However, for utilizing Bullet for other collision types (hair, particles) and more on-the-fly rigid body changes this model does not work well. Updating the rigid body world, registering/unregistering rigid bodies, keeping track of constraint references etc. becomes really difficult. The patch implements a memory pool for rigid bodies, which allows preallocating rigid body data for massive simulations. The lifetime of rigid bodies is also disconnected from Object data, so that simulations can use rigid bodies for data that is dynamically created and destroyed without having to worry about dangling pointers so much. The same principles should be applied to constraint data and collision shapes eventually, but rigid bodies are the most critical. Separation of concerns: Moved functions for building object rigid bodies and applying Bullet results to them into a dedicated file. The same should happen for hair, particles, and any other Bullet users later. Purpose is to keep the main Bullet world API limited to dealing with Bullet primarily and avoid fixating it on Object DNA data. Cleanup: Renamed a number of internal rigidbody functions to clarify the procedure: world_build: create rbRigidBody instances for stuff in Scene validate_*: ensure a rbRigidBody exists for an Object/particle/etc. sync_*: define Bullet settings for an Object/particle/etc. based on Blender Scene data world_apply: copy back data from Bullet after a step to the Blender Scene data |
August 1, 2014, 10:11 (GMT) |
Revert "X11 code that disables autorepeat." This reverts commit b892c8a4523357570d53d2a662ad7a4d34d80294. It's difficult to count exit and entrance for pie menus, since it can be done in many different ways and there are cases where defocusing from blender window can make the system confused. This is not so serious in itself but this disables autocomplete -everywhere- on the system and it really is troubling when it doesn't work. Even navigation on webpages by holding directional keys breaks. We will use dufferent code to detect autorepeats here. |
August 1, 2014, 09:46 (GMT) |
Removed unused code. |
August 1, 2014, 09:35 (GMT) |
Hair debug cleanup: Nicer organization of drawing elements and a dedicated Debug class for solver info. The debug code uses preprocessor conditions to avoid all overhead in non-debug modes or when not using debug output. The only extra info at this point is for collision contact points, which will be imported from the Bullet collision world (not yet implemented). |
July 31, 2014, 22:26 (GMT) |
Tweak for yesterdays volume shadow optimization. * Avoid division and branching, suggested by Sergey. |
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