Revision 41b8f88 by Bastien Montagne April 13, 2014, 10:34 (GMT) |
Split Normals I (3/5): Add 3Dview shading support of split normals. Mostly monkey coding in gpu ("modern" VBO drawing) and DM variants ("legacy" drawing) code... Reviewers: brecht Reviewed By: brecht CC: campbellbarton Differential Revision: https://developer.blender.org/D367 |
Revision 0b7f581 by Bastien Montagne April 13, 2014, 10:25 (GMT) |
Split Normals I (2/5): Add basic BMesh support of split normals. * Merely a re-implementation of core split algorithm for BMesh, taking advantage of topological data available. * This code needs valid loop indices, so added BM_LOOP support to BM_mesh_elem_index_ensure() & co. Reviewers: campbellbarton Reviewed By: campbellbarton CC: brecht Differential Revision: https://developer.blender.org/D366 |
Revision 18e4224 by Bastien Montagne April 13, 2014, 10:19 (GMT) |
Split Normals I (1/5): basis for split normals (nearly nothing user-visible here): * Add a new calcLoopNormals function to DerivedMesh struct, and implement it for CDDM and CCGDM (subsurf). EditDerivedBMesh (edit mode DM) only gets a dummy one in this commit. * Add a tessellated version of CD_LOOPNORMAL layer (CD_TESSLOOPNORMAL), with relevant code to handle it (tessellation, rna access, etc.). * Change auto_smooth options of Mesh (angle now in radian internaly, and toggle is now used to enable/disable split normals in DM creation process). Note BI render code is not touched here, hence its behavior regarding this option is now incoherent, will be addressed in a separate commit. Reviewers: campbellbarton CC: brecht Differential Revision: https://developer.blender.org/D365 |
Revision a872d0b by Bastien Montagne April 13, 2014, 10:15 (GMT) |
Revert "Fix T39484: Time line: highlighted area for frame range one frame too short." This reverts own commit e9d733a8bd9ebf803d4afac419670974792a3c0d. Turns out there is no consensus here, better to open a design task. :/ |
Revision ad9af56 by Campbell Barton April 13, 2014, 10:12 (GMT) |
LinkList stack macros to swap and pop into a separate stack. |
Revision 2025e4c by Campbell Barton April 13, 2014, 01:26 (GMT) |
Code cleanup: quiet warnings & style |
Revision f7d06cd by Thomas Dinges April 12, 2014, 18:12 (GMT) |
Code cleanup: RAS_ILightObject is class, not a struct. Patch by John Pavel. Differential Revision: https://developer.blender.org/D459 |
Revision a2b3c93 by Antonis Ryakiotakis April 12, 2014, 16:33 (GMT) |
Slight modification to previous color wheel tweak. Do not use compat version, we do not have a valid previous value really to use here. |
Revision 3cbd9eb by Campbell Barton April 12, 2014, 06:35 (GMT) |
Fix for sculpt mode last-stroke applying obmat twice |
Revision fb095af by Campbell Barton April 12, 2014, 05:38 (GMT) |
View3D: refactor ED_view3d_draw_offscreen and view3d_main_area_draw_objects de-duplicate object drawing code between offscreen buffer and regular view3d. Also skip drawing grease pencil and setting pixelspace when drawing from lamps. |
Revision 668250d by Campbell Barton April 12, 2014, 03:06 (GMT) |
BMesh: minor change to looping |
Revision e2cbfb7 by Dalai Felinto April 11, 2014, 21:55 (GMT) |
Walk Navigation: no one should fall through the floor ever again (fix #T39561) This could go in 2.70a |
Revision fb7df27 by Antonis Ryakiotakis April 11, 2014, 20:45 (GMT) |
Fix for color pickers: HSL/HSV value would still get converted from linear values. |
Revision 64e7065 by Sergey Sharybin April 11, 2014, 13:17 (GMT) |
Fix part T39643: Compositor renders blank Render Layer from other Scenes Fixed the part with missing tiles highlight and render info when rendering different scene via the render layers node. Displaying of the rendered result for a different scene after the render is finished is still not "fixed". That's an intended behavior actually to display render result for an active scene. |
Revision 2d655d3 by Antonis Ryakiotakis April 11, 2014, 12:13 (GMT) |
Fix T39627 HSL sliders jumping. The issue here is that we store HSV in display space. To correctly account for that, made sure HSV/HSL is now using the displayed color to compute the values in the sliders. RGB values still show the property values (linear for linear, gamma corrected for gamma corrected) We could change the way we store HSV uniformly (ie in all the code), but we would need to add many more conversions in the picker code to account for storing it that way. Also it doesn't make sense: Color pickers should help with -visible- color selection. It may be worth changing the RGB sliders as well. My fix takes into account the way HSV is stored in HSVCube as well in the code. |
Revision 0b50ea5a by Antonis Ryakiotakis April 11, 2014, 12:02 (GMT) |
Fix redraw and undo issues with hidden parts in dyntopo after recent changes. |
Revision a3f5e6c by Sergey Sharybin April 11, 2014, 11:56 (GMT) |
Fix T39266: Weird Skin modifier shutdown Fix wrong quat being calculated for curve's path. Also avoid some divisions by zero. Happened in cases when all the curve points have the same coord. |
Revision 15169c7 by Brecht Van Lommel April 11, 2014, 11:20 (GMT) |
Blender Internal: remove BLI BVH for raytracing. It has no benefits over other BVH types, as far as I know it was only added because it was possible. This also fixes T39344. |
Revision 4f6c218 by Sergey Sharybin April 11, 2014, 10:26 (GMT) |
Fix T39584: Effects strips render black It's possible that effetc strip would be placed to the same 'machine' as it's inputs. We don't want to clear such strips from the stack. |
Revision 6300d22 by Sergey Sharybin April 11, 2014, 10:17 (GMT) |
Fix T39640: Crash on maximizing/minimizing UV/Image Editor Added a NULL-pointer check for now, actual issue might be burried somewhere else (aka maybe traversal of the WM is not actually correct here?) |
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