Revision 445f791 by Joshua Leung January 22, 2016, 00:59 (GMT) |
Hacky compile fix for mingw compile issue reported by bat3a on bf-committers I've been using this fix in another branch locally, so it seems to work fine. The other #ifdef checks should be checked on too, as __MINGW32__ and __MINGW64__ do NOT seem to be defined when compiling that file |
Revision e965e92 by Joshua Leung January 22, 2016, 00:55 (GMT) |
Fix: Breakdowner value would jump when starting the tool a second time during a Blender session As reported on the Blender Institute Podcast 009. See my comment on the cloud blog for further details. When used a second (or third, etc.) time, the breakdowner's (Shift-E) percentage value would initially be the last-used value (e.g. 33% or 75%), before suddenly jumping to another value as soon as the mouse moves. The cause of this behaviour was that it was initially reusing the value from the previous time the operator was run, but then as soon as the mouse moved, it would snap to the percentage implied by the mouse position. (Note: The mapping from mouse position to percentage is "absolute" - i.e. the percentage is based on how far across the 3D view the mouse is, instead of being some kind of relative offset thing). To make things a bit less jumpy, I've changed the behaviour so that the mouse position always gets used immediately, instead of having it jump suddenly only when making some mouse movement. |
Revision 8cde671 by Sergey Sharybin January 21, 2016, 19:13 (GMT) |
Sequencer: Speedup gaussian blur effect Apply X and Y blur as separate step, this reduces number of accumulations required and makes effect more realtime. Another quick thing for the Nieve project. |
Revision 7788681 by Martijn Berger January 21, 2016, 16:21 (GMT) |
MS Visual Studio 2015 does not find std::inserter |
Revision 7e27fcf by Campbell Barton January 21, 2016, 10:28 (GMT) |
Sculpt: pinch/inflate support for snake-hook Snake-hook tended to loose volume along the stroke, now with pinch > 0.5 its possible to sculpt shapes without loosing volume. |
Revision f758ee5 by Campbell Barton January 21, 2016, 10:28 (GMT) |
Sculpt: Add rake option to snake-hook This allows for dragging out shapes that rotate to follow the cursor motion. Values over 1 can be set for 'interesting' artistic effects. |
Revision adcef2b by Thomas Dinges January 21, 2016, 08:02 (GMT) |
Cycles: Improve UI feedback for light samples. Fix T47213. There was actually no real bug here, just clarify now in the UI that Mesh, World and Lamp samples only have an effect if we sample all lights (direct or indirect). |
Revision 301383c by Campbell Barton January 21, 2016, 07:46 (GMT) |
Add missing weight paint selection mirror Was lost resolving merge-conflict. |
Revision de35641 by Campbell Barton January 21, 2016, 00:03 (GMT) |
Correct comments & some explanation from last commit |
Revision a1164ce by Campbell Barton January 20, 2016, 23:30 (GMT) |
Remove errors for unsupported math operations |
Revision aa69fb6 by Campbell Barton January 20, 2016, 22:42 (GMT) |
Cleanup: line length, indentation |
January 20, 2016, 21:03 (GMT) |
Weight Paint: Make multi-paint & mirror work as if bone selection was symmetric The simplest way of handling mirroring in multi-paint is creating a uniform symmetric selection and relying on existing symmetric weights to direct changes to the appropriate vertex groups. This already works if mirror bones are selected manually, and can be made easier to use by doing it implicitly. |
January 20, 2016, 20:38 (GMT) |
Remove old multipaint related argument from wpaint_blend. With multipaint based on collective weight there is no need for this. |
January 20, 2016, 20:27 (GMT) |
Weight Paint: Multi-paint support for blur tool Use the collective weight when using blurring. This brings blur in sync with the rest of multi-paint modifications. Also, blur has no business calling `defvert_verify_index` anyway when it simply wants to read weights. |
January 20, 2016, 20:24 (GMT) |
Delete unused code, separate for better diff appearance. |
January 20, 2016, 20:23 (GMT) |
Weight Paint: multi-paint uses collective weights Similarly, the displayed weight distribution should be used as the target of brush application instead of the invisible active group. Multi-paint is split into a new function because all the calls to defvert_verify_index at the top of the old code should never be done in multi-paint mode. |
January 20, 2016, 20:11 (GMT) |
Weight Paint: 'Sample' now supports multi-paint Since the coloring uses sum or average of the weights of all selected groups, the weight pick tool should also use that instead of reading the weight of the single active group that you can't see. |
January 20, 2016, 19:42 (GMT) |
Weight Paint: reduce alert color brightness This condition can actually happen quite often if weight painting for a rig that uses separate control bones, so the color shouldn't be so bright that it's hard to look at for a significant amount of time. |
Revision b0b310e by Bastien Montagne January 20, 2016, 19:39 (GMT) |
Cleanup: remove remainings of OMP in sculptpaint area. |
Revision c1b7628 by Bastien Montagne January 20, 2016, 18:58 (GMT) |
Particle_system.c: OMP -> BLI_task. The threaded code is twice quicker now (from an average of 20ms/frame to 10ms/frame while baking 10000 particles here e.g.)! Think this is mostly due to usage of 'dynamic' scheduler in OMP code though, from my experience so far this tends to have dramatic effects over performances, static scheduler is usually much much more efficient. |
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