February 20, 2015, 15:06 (GMT) |
Disallow duplis when drawing motion paths, also make it so draw option is on by default |
February 20, 2015, 13:10 (GMT) |
Merge branch 'master' into gooseberry |
February 19, 2015, 18:00 (GMT) |
Use new motionpath flag exlusively to draw motionpaths for objects |
February 19, 2015, 17:56 (GMT) |
Don't draw motion paths for armatures in edit mode. Results in nice crashes |
February 19, 2015, 17:44 (GMT) |
Hjalti's Motion Path commit series no 2. Draw motionpaths after scene. They are not really XRays since they don't require any depth info so add separate list for them. Feature could be a little more polished to avoid too many state changes but for now just commit something that works (tm) |
February 19, 2015, 17:20 (GMT) |
Merge branch 'master' into gooseberry |
February 19, 2015, 17:09 (GMT) |
Hjalti's Motion Path commit series no 1. Introduce global flag to draw motion paths. Always. Even in render only mode :) |
February 19, 2015, 15:46 (GMT) |
Projective painting: Only dither if factor is more than zero |
February 19, 2015, 15:38 (GMT) |
Fix T43735 painting on perpendicular to the screen polygons is problematic (still!) It seems due to floating point precision issues we have to account for even more cases. Added colinear check for one more triangle edge-vertex and assumed that if no collision test is found then triangle is completely inside box. Such cases are mostly from float precision not catching triangle just outside bucket. Now tests are much better for simple tests (paint/flood fill cube from ortho view, paint sphere), however there are still some rare cases of stray pixels. |
February 19, 2015, 12:28 (GMT) |
Merge branch 'master' into gooseberry |
February 18, 2015, 11:22 (GMT) |
New option "use signed distance" for force fields with "surface" shape. By default a surface-based force will push things away from the surface in both directions, regardless of whether a point is "inside" or "outside" (judging by the surface normal). The new option makes a force field always push things away in the direction of the normal, so that it becomes less likely to get points "trapped" inside a mesh object. |
February 18, 2015, 10:51 (GMT) |
Always make sure the surface modifier has tessfaces available for building the BVH. A long long time ago (rB3816554cbc1a40dc5199c8e56e45817ec09128d5) it was coded such that edges would be used instead of faces for surface distance calculation. This is pretty much never what you actually want. |
February 17, 2015, 21:26 (GMT) |
Merge branch 'master' into gooseberry |
February 17, 2015, 19:59 (GMT) |
Merge branch 'master' into gooseberry |
February 17, 2015, 14:24 (GMT) |
Merge branch 'master' into gooseberry Conflicts: intern/cycles/blender/blender_mesh.cpp source/blender/editors/space_view3d/view3d_draw.c |
February 16, 2015, 13:30 (GMT) |
Store particle index and randomized value from particle instance modifiers, for use in shaders. The particle instance modifier can now store 2 custom data layers: - Index: the integer index of the particle - Value: a randomized floating point number for shader variation These layers have user-defined names, so multiple particle instance modifiers can be used without overwriting customdata layers. In Cycles the data can be accessed using an Attribute node with the same names. |
February 16, 2015, 12:02 (GMT) |
Merge branch 'master' into gooseberry Conflicts: source/blender/editors/space_sequencer/sequencer_draw.c |
February 13, 2015, 11:48 (GMT) |
Painstakingly merge branch 'master' into gooseberry Conflicts: release/scripts/startup/bl_ui/space_view3d.py source/blender/blenkernel/BKE_camera.h source/blender/blenkernel/BKE_screen.h source/blender/blenkernel/intern/camera.c source/blender/blenkernel/intern/screen.c source/blender/blenloader/intern/readfile.c source/blender/blenloader/intern/versioning_270.c source/blender/blenloader/intern/writefile.c source/blender/editors/include/ED_view3d.h source/blender/editors/render/render_opengl.c source/blender/editors/space_view3d/space_view3d.c source/blender/editors/space_view3d/view3d_draw.c source/blender/gpu/CMakeLists.txt source/blender/gpu/GPU_compositing.h source/blender/gpu/GPU_extensions.h source/blender/gpu/intern/gpu_compositing.c source/blender/gpu/intern/gpu_extensions.c source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl source/blender/gpu/shaders/gpu_shader_fx_lib.glsl source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl source/blender/gpu/shaders/gpu_shader_fx_vert.glsl source/blender/makesdna/DNA_camera_types.h source/blender/makesdna/DNA_gpu_types.h source/blender/makesdna/DNA_view3d_types.h source/blender/makesdna/intern/makesdna.c source/blender/makesrna/intern/rna_camera.c source/blender/makesrna/intern/rna_scene.c source/blender/makesrna/intern/rna_space.c |
February 12, 2015, 19:20 (GMT) |
Partial instancing feature for the ParticleInstance modifier. This allows using the same particle system for multiple objects without creating too much repetitiveness. Each instance object can select a range of the particles to actually use for instancing (default 1.0 means all particles are used). To further avoid overlap with multiple instancing objects, the offset value can be used to make each system use a specific range of particles. |
February 11, 2015, 19:01 (GMT) |
Merge branch 'master' into gooseberry |
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