Revision 61c66a9 by Campbell Barton February 6, 2015, 08:03 (GMT) |
Outliner: DragDrop objects to groups Support drag&drop objects to groups in the outliner. D989 by @lichtwerk |
Revision b752597 by Campbell Barton February 6, 2015, 07:19 (GMT) |
cleanup: use bool args & redundant casts |
Revision f9f0472 by Campbell Barton February 6, 2015, 04:34 (GMT) |
GHash: no need to malloc iterators |
Revision 4cbf2eb by Campbell Barton February 6, 2015, 02:55 (GMT) |
Cleanup: style |
Revision ced4c5f by Antonis Ryakiotakis February 5, 2015, 21:14 (GMT) |
Animation play: Follow feature. Enabled from playback menu in the timeline. When enabled, ipo, dopesheet, NLA, timeline, clip and sequence editors will follow the current frame during animation. When the cursor reaches the end of the screen, then the next range of frames of the same width is displayed. |
Revision d5b1dfa by Antonis Ryakiotakis February 5, 2015, 18:15 (GMT) |
More fixes for high DPI: * Radial operators were completely wrong * Dynamic topology detail was also using unscaled number |
Revision 77698f6 by Antonis Ryakiotakis February 5, 2015, 18:11 (GMT) |
Revision a1ec1b3 by Antonis Ryakiotakis February 5, 2015, 17:14 (GMT) |
Revision 15ff730 by Antonis Ryakiotakis February 5, 2015, 14:06 (GMT) |
Change movie cache to use vectors instead of lists. Runtime costs were horrible. On gooseberry in some sequencer edits using proxies of small size, a cache with about 2000 elements would slow to about 6 fps once cache was full and system tried to find smallest element available. There are still improvements to be done here, like requesting a number of good candidates to avoid rerunnung through the list, or even using some heap or ring buffer scheme to sort data, but nothing suits all needs so for now that should bring the cache back to usable state (25fps here at the studio) |
Revision f6e7989 by Bastien Montagne February 5, 2015, 13:59 (GMT) |
Custom Loop Normals: Add NormalEdit modifier Nothing much to say here, basic tool to make normals point toward a target, or to make them point 'outward' as if object was a spheroid (useful for game bushes etc.). Also, forgot a big thank you to Campbell for the extensive review work he has done on this project! |
Revision 2c3e4fb by Bastien Montagne February 5, 2015, 13:38 (GMT) |
Add Custom Loop Normals to Data Transfer. Titles says everything, just two notes: * We have to actually transfer plain *normals*, not 'compressed' clnors, so had to add pre/post process to transfer to make the conversions. * Also added interpolation and advanced copy/mixing to CD_NORMAL, for same reasons. |
Revision 138c9db by Bastien Montagne February 5, 2015, 13:32 (GMT) |
Add Custom Loop Normals. This is the core code for it, tools (datatransfer and modifier) will come in next commits). RNA api is already there, though. See the code for details, but basically, we define, for each 'smooth fan' (which is a set of adjacent loops around a same vertex that are smooth, i.e. have a single same normal), a 'loop normal space' (or lnor space), using auto-computed normal and relevant edges, and store custom normal as two angular factors inside that space. This allows to have custom normals 'following' deformations of the geometry, and to only save two shorts per loop in new clnor CDLayer. Normal manipulation (editing, mixing, interpolating, etc.) shall always happen with plain 3D vectors normals, and be converted back into storage format at the end. Clnor computation has also been threaded (at least for Mesh case, not for BMesh), since the process can be rather heavy with high poly meshes. Also, bumping subversion, and fix mess in 2.70 versioning code. |
Revision 7bae9ee by Bastien Montagne February 5, 2015, 13:03 (GMT) |
Mesh validate: add an option to not clean temp/cache CDLayers. This is mandatory for incoming custom normal imports from io scripts, because often geometry here is corrupted, so we need to call mesh.validate() to clean it up. Issue is, we cannot set custom normals before geometry is clean, so we need to store temporary plain loop normals in a CD_NORMAL layer, validate, and then set custom normals. So we need a way to prevent 'temp' lnors to be freed by validate. |
Revision e442b99 by Bastien Montagne February 5, 2015, 13:00 (GMT) |
BLI_math vectors: add minmax_v3v3_v3_array to get min and max values on each components of an array of 3D vectors. |
Revision 25f33e0 by Sergey Sharybin February 5, 2015, 11:10 (GMT) |
Fix T43562: Cycles gets stuck with camera in volume in certain setup The issue was caused by the way how we shoot the ray to see which rays we're inside which might start bouncing back-n-forth between two close to parallel intersecting faces. Real solution would be to record all the intersections when shooting the ray, but it's kinda tricky on GPU because of needed sorting and uncertainty of how huge intersection array should be. For now we'll just limit number of steps in the check so in worst case we'll have some samples not being correct which will be compensated with further sampling. Shouldn't be an issue since probability of such a lock is quite small actually. |
Revision 0527fc5 by Bastien Montagne February 5, 2015, 10:54 (GMT) |
Fix T43566: Missing update event for VSE VSE was missing NC_ANIMATION | ND_KEYFRAME events. Also need to invalidate cache on those, else keyframe editing do not get reflected in VSE preview! |
Revision e922903 by Nicholas Bishop February 5, 2015, 10:20 (GMT) |
Use MAX_CUSTOMDATA_LAYER_NAME for size of GPUInput.attribname array Before this was hardcoded to 32, which I think was incorrect because this is used to store a customdata layer name. Reviewers: psy-fi, campbellbarton, sergey Reviewed By: campbellbarton, sergey Differential Revision: https://developer.blender.org/D1040 |
Revision bec7d62 by Campbell Barton February 5, 2015, 08:49 (GMT) |
CMake: add PLATFORM_LINKFLAGS to CMAKE_(SHARED|MODULE)_LINKER_FLAGS D750 by @leszekswirski Need for compiling Blender as a Python module in Windows. |
Revision 343ddc5 by Campbell Barton February 5, 2015, 08:30 (GMT) |
Revision f8c650a by Sergey Sharybin February 5, 2015, 07:34 (GMT) |
Fix T43561: Wrong include path to standard OSL headers Issue was in fact only visible in certain circumstances: - OSL was compiled with Boost Wave - or system's cpp didn't handle space between -I and path Now made it so both wave and cpp code paths are always happy. Original patch from Shane Ambler with own modifications to mimic what variable holds on more verbose. |
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