Blender Git Commits

Blender Git "master" branch commits.

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May 11, 2018, 06:08 (GMT)
EditMesh: multi-object recalculate normals

D3298 by @leonlg
May 11, 2018, 05:59 (GMT)
EditMesh: multi-object select_interior_faces

D3334 by @ThaRemo
May 11, 2018, 05:55 (GMT)
Cleanup: whitespace
May 11, 2018, 05:48 (GMT)
Cleanup: use 'uint' in draw manager
May 11, 2018, 05:47 (GMT)
Cleanup: style
May 11, 2018, 05:43 (GMT)
Cleanup: whitespace, duplicate includes
May 10, 2018, 21:06 (GMT)
Fix add-manipulator cursor plane calculation

Now use the closest plane facing the view z axis.
May 10, 2018, 19:43 (GMT)
Fix error building
May 10, 2018, 19:32 (GMT)
Cleanup: Remove redundant parameter.
May 10, 2018, 19:29 (GMT)
Paint Stroke: Fix strokes drawing.
May 10, 2018, 18:31 (GMT)
EditMesh: add cube interactive tool

Initial add-cube tool which uses the scale cage to resize.

The 3D cursor is currently used to project the cursor onto.

We'll likely have more orientation options in the future.
May 10, 2018, 18:31 (GMT)
Cleanup: warning
May 10, 2018, 17:42 (GMT)
Make current frame indicator smaller with rounded corners.

Reviewed by Joshua Leung
Revision 5df0fed by Joshua Leung
May 10, 2018, 17:28 (GMT)
Timeline Header Cleanup - Part 3: Consolidate options in a "Playback" popover

The "Playback" popover now combines options from several old menus
and scattered around in other places.
Revision 1ac0b4e by Joshua Leung
May 10, 2018, 17:28 (GMT)
Timeline Header Cleanup - Part 2: Rearrange buttons (WIP)

NOTE: This is all still heavily WIP, and still requires some additional
layout engine magic to make it all nice.

* Moved current frame, and start/end frame buttons to the end
* Put playback controls in the center
* Remove other more obscure buttons (e.g. Frame menu, lock frame to frame range)

More to follow in next commit...
Revision 176cb0c by Joshua Leung
May 10, 2018, 17:28 (GMT)
Timeline Header Cleanup - Part 1: Move Keying Set + Autokeying Settings to Properties Region (NKEY)

Now all Keying Set and Auto Keyframing settings can be found the in NKEY
Properties Region (right-hand-side hidden tab/drawer).

This way, we have more room to display the full names of the settings,
without clogging up the timeline header.
May 10, 2018, 17:10 (GMT)
Cleanup: warnings
May 10, 2018, 17:07 (GMT)
Cleanup: warnings
May 10, 2018, 16:40 (GMT)
Transform: Make snapDerivedMesh use bvhtrees from loose edges and bvhtrees from loose verts.

Bvhtrees take up a lot of memory space, reusing the common bvhtree of looptris to snap to vertices and edges is a good way to save memory.
Unfortunately we have a worsening performance in the snapping operation around 63% (addition to the original time).
But as we often do not need to build a bvhtree of loose verts and loose edges, we have an improvement in cache time :)

Since the CPU time of snapping operations (no matter how higth poly the object is) corresponds to less than 0.01% of all CPU time of a blender frame, that change is not really significant.

Snapping operations on a mesh in edit mode have not changed significantly.

Signed-off-by: Germano <germano.costa@ig.com.br>
May 10, 2018, 16:35 (GMT)
BKE: bvhutils: Added support for bvhtrees from loose verts and bvhtree from loose edges
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021