July 11, 2013, 21:56 (GMT) |
Edge seam detection gives too many false positives. Lower the threshhold as a temporary measure before a proper fix is written. |
July 11, 2013, 20:48 (GMT) |
Fixing an error caused by changing the settings of the level of detail generation operator. |
July 11, 2013, 17:56 (GMT) |
Merge trunk -r58180 into soc-2013-paint |
July 11, 2013, 01:05 (GMT) |
Adding an operator to generate levels of detail from the selected object using the decimate modifier. This operator has options to control the number of levels, the amount of reduction, and whether or not to "package" the levels. Packaging means the levels of details are generated in such a way that they can easily be used as dupligroups. |
July 9, 2013, 00:48 (GMT) |
Fixing a problem where libloaded objects had a NULL source for their first level of detail. |
July 7, 2013, 16:13 (GMT) |
Properly declaring variables at start of code blocks. |
July 7, 2013, 15:30 (GMT) |
Explicitly creating ListBase and assigning its fields before passing to WM_operator_build_stack. |
July 7, 2013, 05:19 (GMT) |
Reworking the level of detail UI so that the add button is on the bottom and a menu has been added for level of detail tools. So far these tools include a set by name operator that finds appropriately named models in the scene to use for detail levels, and a clear all operator for removing all levels of detail from an object. |
July 6, 2013, 20:50 (GMT) |
svn merge ^/trunk/blender 57829:58040 |
July 6, 2013, 19:55 (GMT) |
Fix sample colour crash on meshes without uv layers |
July 6, 2013, 19:37 (GMT) |
Problem with merge |
July 6, 2013, 18:21 (GMT) |
Add option under view menu of image editor to turn display of texture paint object UVs off. For cluttered meshes it may be useful to have. |
July 6, 2013, 18:20 (GMT) |
Merge trunk -r58040 into soc-2013-paint |
July 6, 2013, 12:03 (GMT) |
Proper fix for seams not getting generated for faces "folded" on an edge in UV space, such as the faces at the symmetry plane of mirrored meshes. The check is somewhat costly, as a TODO it will have to be cached and not happen during stroke (though once per face is not that terrible). |
July 6, 2013, 10:49 (GMT) |
Revert yesterday's fix, it makes every face have a seam. The solution is to check the winding in UV space, but this requires bigger changes, also might be better to do offline, not during stroke. |
July 6, 2013, 06:51 (GMT) |
Fixing a game engine crash when level of detail sources are non mesh objects (e.g. lamps, cameras, etc). |
July 6, 2013, 00:52 (GMT) |
Improve seam detection criterion in projective texturing. For well behaved face windings, coming from unwrapping, we expect the winding of the faces to be opposing at the edge boundary. If not, this means that the faces sharing the edge will occupy the same uv space. So, add a seam there to make the boundary invisible when painting in projection painting. |
July 5, 2013, 23:02 (GMT) |
Fix redo not working on image painting since the last few changes for drag dot and anchored support. This gave a nice opportunity to add the last optimization for runtime restoration of tiles, comparing by pointers instead of ID and file names. |
July 5, 2013, 21:13 (GMT) |
Fix nasty bug, reported on blenderartists Tile based colour and masks would only work if Face was entirely within uv space of image. Now added checks to properly initialize tiles outside the image boundaries by wrapping the image dimensions. |
July 5, 2013, 18:21 (GMT) |
Fix anchored strokes not working with mask textures. |
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