Blender Git Commits

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July 30, 2014, 13:31 (GMT)
Merge remote-tracking branch 'origin/master' into soc-2014-cycles
July 30, 2014, 12:57 (GMT)
* Move view pie to sticky space (to avoid clashes with many add-ons)
* Fix naming
July 30, 2014, 12:40 (GMT)
add ui_radial_dir_to_num lookup to avoid long switch ()
July 30, 2014, 11:53 (GMT)
Fix tooltips for numpad numbering
July 30, 2014, 11:42 (GMT)
OpenSubdiv: Initial support of tanged spaced normal maps

Made it so tnagent space is being calculated from GLSL
instead of using CD_TANGENT layer (which is missing for
the OSD meshes).

For now used real basic tangent space calculation, which
is _really_ average and only looks ok-ish with high
enough number of faces.

This is to be improved further with either using different
tangent space calculation or using some sort of evaluator
from OSD (seems they've got some code for this, but it's
not that trivial to hook up for tests because of the way
how our GLSL pipeline is constructed).
July 30, 2014, 11:41 (GMT)
OpenSubdiv: Fix wrong lighting data passed to the shader first time

The issue was caused by the memset happening after the lighting data
was read from the OpenGL state.
July 30, 2014, 11:31 (GMT)
use macro for numpad direction & deduplicate
July 30, 2014, 11:24 (GMT)
Numbers appear on pie menu items, showing which number corresponds to
them
July 30, 2014, 11:17 (GMT)
Merge remote-tracking branch 'origin/master' into soc-2014-bge
July 30, 2014, 11:05 (GMT)
Add Opengl include (same as master)

without this freebsd fails since OpenGL is in /usr/local/include
July 30, 2014, 11:01 (GMT)
Pie menus:

Numeric input support.

After a bit of thought, I chose a scheme based on directions, starting
from top and going clockwise. We count empty positions too, so each
number from 1-8 is bound to a specific direction. There are no text
indicators on the menu items yet for the numbers.
July 30, 2014, 10:48 (GMT)
Minor improvements to finding opengles libs
July 30, 2014, 10:25 (GMT)
Clamp pies against window borders only, not screen borders.

Added after Dalai's suggestion. Initially i was against this but
clamping against editor area makes pies feel cramped indeed and more
often than not causes a shift in the spawned menu position.

It's not 100% certain still we'll keep this, but having a nice commit
with the feature is not bad either.
July 30, 2014, 10:11 (GMT)
Also handle the applying of solver data to the scene DNA in the
SceneConverter class.
July 30, 2014, 09:51 (GMT)
Moved Blender hair data conversion for the solver to a dedicated
SceneConverter class.

This should handle all the details of the DNA/SolverData differences
and keep the rest of the solver code clean.
July 30, 2014, 09:29 (GMT)
OpenSubdiv: Support of multiple UVs for GLSL shading

Now OSD mesh is being constructed with all the UV maps
passed as fave-varying variables making it possible:

- Switch active UV layers without re-building OSD GL mesh
- Access any of the UV maps from the shader

This is quite straightforward change apart from one
aspect, which is updating offset of UV map in the face
varying variables buffer.

The thing here is that the same material can be used
by several meshes which could have different order of
UV maps (hence different offsets). Another issue here
is that binding uniforms knows nothing about mesh itself
so it can't get needed layer indices that easy.

because of this reasons there's now some utility functions
which are used by OSD mesh display.
July 30, 2014, 09:05 (GMT)
memory leak reduction, there still is a smaller one in readfile.c somewhere, sigh...
July 30, 2014, 08:42 (GMT)
Define hair root points when copying from particles, by converting
the old num/fuv data.
July 30, 2014, 06:25 (GMT)
Use particle systems on the same object for "copy from particles" operator.

This allows using the same geometry reference for hair roots.
July 30, 2014, 02:19 (GMT)
Fixed the DNA problem.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021