January 5, 2009, 03:26 (GMT) |
Fixed file loading for multires (broken during merge), also corrected linker flags so I can link with the gold linker. |
January 5, 2009, 01:58 (GMT) |
Everything in the branch should once again compile. |
January 5, 2009, 00:05 (GMT) |
Synch more files from trunk |
January 4, 2009, 23:03 (GMT) |
Added/corrected more files from the merge. |
January 4, 2009, 22:34 (GMT) |
Resynch gameengine |
January 4, 2009, 22:30 (GMT) |
Resynch a couple more directories with trunk |
January 4, 2009, 22:12 (GMT) |
Replaced this branch's intern directory with trunk's. |
January 4, 2009, 08:43 (GMT) |
Added files missed during the merge. |
January 4, 2009, 07:47 (GMT) |
January 1, 2009, 03:40 (GMT) |
Handle the (extremely unlikely) case that the max multires levels is exceeded |
January 1, 2009, 03:25 (GMT) |
A couple of very minor cleanups |
December 30, 2008, 23:36 (GMT) |
Updated sculptmode's anchored brush to work with the new multires. |
December 30, 2008, 18:14 (GMT) |
Subsurf UVs with the multires modifier. |
December 30, 2008, 04:41 (GMT) |
Based on user feedback, changed the default curve from the sinusoidal shape to a sharper point. Makes the default brush less blobby. |
December 30, 2008, 03:56 (GMT) |
Moved the Multires/Sculpt undo data into the multires modifier. Also fixed up the way the data is free'd to fix a bug that made it appear sculpting had been lost after doing an undo. |
December 30, 2008, 00:31 (GMT) |
Fixed a bug caused by counting DM faces rather than faces in the original mesh. Also removed an unused function. |
November 23, 2008, 02:42 (GMT) |
Better support for triangles with the new tangent calculations. |
November 20, 2008, 08:25 (GMT) |
WIP: Fixed tangents for vertices of valence 3. Still need to look at handling triangles better. |
November 20, 2008, 06:44 (GMT) |
WIP: Switched the displacer over to using the new tangents. Mostly works, except for valence-3 vertices. |
November 20, 2008, 06:00 (GMT) |
WIP: Moved calculating the TS matrix into it's own function, since it's getting a bit complicated now. |
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