Blender Git Commits

Blender Git commits from all branches.

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June 8, 2010, 07:47 (GMT)
June 8, 2010, 00:02 (GMT)
added API support for Background Image: Windows.GetBgImage(), Windows.SetBgImage(image)

June 7, 2010, 22:57 (GMT)
* Replaced bad usage of inline keyword with CCG_INLINE.

June 7, 2010, 20:19 (GMT)
COLLADA branch: keep bone animation sampling keys in ascending order.
June 7, 2010, 16:22 (GMT)
Render Branch: revert last optimization commit, gives problems with
some nested node materials, will fix this properly as part of my
next commit with some deeper changes.

June 7, 2010, 15:44 (GMT)
June 7, 2010, 12:11 (GMT)
Render Branch: optimization to skip irradiance cache with node sss
materials in some cases, should save about 25% rendertime on the
baby dragon.

June 7, 2010, 02:12 (GMT)
fix to bug - [#20084] merging two triangle to a quad creates a hole.
June 6, 2010, 23:46 (GMT)
* Fixed a bug in the mesh color buffer updating
* Added a mask brush to sculpt mode, behaves as a normal brush but affects mask not coords. Note that for non-multires, you have to create a mask layer before the brush will do anything.
* Cleared some memory that valgrind warned was uninitialized

June 6, 2010, 23:17 (GMT)
this adds a strength multiplier, which gives the end user greater control over the maximum strength. This might be removed later, but gives some room for end users to experiment with brush strengths to find sane defaults for the max brush strength for various brush types.
June 6, 2010, 21:44 (GMT)
* Sculpting now pays attention to the mask

June 6, 2010, 21:13 (GMT)
* Started integrating the customdata facegrids type. For now it's used for storing paintmasks with multires, more to come here.
* Updated disp_run to update masks. I'm treating mask layers as actual values rather than displacements as is done with mdisps; results look better this way I think.
* Added color buffer updating for VBOs built from grids.
* Changed the paint_mask_set operator to update multires too.

Notes
* For now I've hardcoded the use of mask data into DMGridData and other places. We don't actually always want that extra float though, that's temporary. Plan is to set up something similar to the way CCGSubsurf deals with variable-sized vert/edge/face data.
* This commit enables all the calculations needed to create, show, and update masks, but they aren't used for sculpting yet, that comes soon


June 6, 2010, 19:15 (GMT)
COLLADA branch: patch by Tod Liverseed.
* fix exported values of material transparency, emission and reflectivity
* add extra double_sided tag in GoogleEarth and MAX3D profiles
June 6, 2010, 17:03 (GMT)
* PBVH can now iterate over mask data coming from a mesh (not multires yet)
* The paint_mask_set operator can be used to create a mask layer and fill it with zeroes, ones, or random data (for testing)
* gpu_buffers will display the mask layer (again, only for regular meshes not multires grids yet.)
June 6, 2010, 07:31 (GMT)
* Updated the paint_mask_set operator so that it can set mask values using the sculpt PBVH. The mask-setting part is commented out until the PBVH is ready.

June 6, 2010, 07:07 (GMT)
Preparing VBO drawing code for colors.
* Added functions to load paintmask data into the color buffer
* Drawing is enabled, but no visible effect since I haven't set up any paintmask layers yet.

June 6, 2010, 06:30 (GMT)
* Fixed bug in the buffer VBO code; no reading from a buffer mapped as GL_WRITE_ONLY.

June 6, 2010, 06:30 (GMT)
Merged with trunk: 29203-29259
Had to modify source/blender/editors/render/CMakeLists.txt to make build work in MSVC
June 6, 2010, 06:10 (GMT)
* Changed CCGSubSurf's Vert macros into functions that operate on any number of floats, rather than just three.
* Added a new field to CCGMeshIFC to control how many floats those functions will operate on.
* For now it's always three, so there should be no visible change in behavior.

June 6, 2010, 01:31 (GMT)
== Surface Brush & Surface Size Lock ==
I now consider surface brush and size lock to be alpha quality now.

* paint brush no longer shows when the model is not hit
* added slider for "surface size" and changed name of "lock brush size" to "Use Surface Size", also fixed issue with surface size only taking effect when you start to sculpt.
* checkbox to activate "draw brush on surface"
* temporary hack to get surface drawn brush to refresh, i force blender to redraw the screen when its on
* Fixing this hack will require that there be a way to tell the "triple" drawing path to save and restore the zbuffer
* if stencil buffer usage is a problem, then maybe it could be a global option
* temporary hack to get surface size and brush size to refresh in real time (just need to do more research on this one)
* Still to-do: drawing the smooth and anchor brushes on the surface correctly

By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021