Blender Git Statistics -> Branches -> sculpt-mode-features

"Sculpt-mode-features" branch

Total commits : 78
Total committers : 2
First Commit : March 13, 2019
Latest Commit : May 19, 2019 (Yesterday)


Commits by Month

DateNumber of Commits
May, 20198
April, 201949
March, 201921

Committers

AuthorNumber of Commits
Pablo Dobarro57
Martin Felke21

Popular Files

FilenameTotal Edits
sculpt.c24
MOD_remesh.c14
object_edit.c11
sculpt_intern.h11
rna_modifier.c11
properties_data_modifier.py9
DNA_modifier_types.h9
rna_brush.c8
openvdb_level_set.cc8
DNA_brush_types.h8

Latest commits Feed

18 hours 31 min ago
Sculpt mode transform tool: Initial implementation

Work in progress...
- Scaling and orientations are not implemented yet.
- The "move pivot only" option is ignored when the tool is used from the
gizmo.
- Only meshes, no multires or dyntopo.

This commit also includes the operator to set the pivot point position
automatically as well as a refactor of the mesh filter cache to be shared
with the transform tool.
May 15, 2019, 14:28 (GMT)
Sculpt: Mask by color operator

Similar to mask by normal, this operator generates a mask based on the
color of the active vertex.
May 15, 2019, 12:46 (GMT)
Mesh Filter: Multithreaded initialization and masked node filtering

This should improve performance a lot, making the tool usable on several
millions of vertices. If the mesh is partially masked, only the unmasked
nodes are going to be processed, so it is possible to isolate parts of a
high poly mesh using the mask and work with them in real time.

I also changed the random displacement initialization to avoid
allocating a huge amount of memory (it wasn't really necessary)
May 14, 2019, 21:42 (GMT)
Mesh Filter: Init random displacement only once

The random mesh filter should be much faster now, and it should not do
weird things when adjusting the strength.
May 14, 2019, 17:25 (GMT)
Mesh Filter: Initial work for relax mesh filter

The mesh filter tool now manages its own orco cache, so there is no need
for a global orco mode using the pbvh proxies. The tool should be much
faster than before.
The code for the relax mesh filter is there, but it is disabled in the
interface until the algorithm is finished.
May 13, 2019, 22:38 (GMT)
Cleanup: comments formatting
May 13, 2019, 22:35 (GMT)
Relax Brush: Initial implementation

Work in progress. This still has a lot of bugs and I'm not sure if this
approach is the best for this kind of smoothing. The current
implementation can't handle poles with 5 vertices or more, so it doesn't
work properly with the result of the voxel remesher. It does not support
multires.
Also, I'm using gsets to store the smoothing groups. I'm sure that there
is a better way to do it. If for some reason someone enters sculpt mode
and touches a pole with 30 vertices it should not crash, but it adds an
unnecessary overhead when working with properly constructed quad meshes.
May 6, 2019, 16:19 (GMT)
Merge branch 'master' into sculpt-mode-features
April 29, 2019, 01:48 (GMT)
Fix crash on mesh filters
April 28, 2019, 16:53 (GMT)
Fix crash on remesh operator with a multi user mesh data.

I also added some error messages.
April 24, 2019, 15:19 (GMT)
Fix crash when sculpting with EEVEE/LookDev enabled
April 23, 2019, 18:24 (GMT)
Merge branch 'master' into sculpt-mode-features
April 23, 2019, 15:53 (GMT)
Merge commit 'e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1' into sculpt-mode-features
April 23, 2019, 15:50 (GMT)
Merge commit 'e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1^1' into sculpt-mode-features
April 22, 2019, 17:37 (GMT)
Brush Stroke: Use world spacing option

Quick hack to compute the stroke step using the world space location of
the brush over the mesh instead of the screen space distance, so the
user can avoid a lot of artifacts when sculpting across curved surfaces.
This would need to be implemented for texture/vertex/weight paint in the
future to keep the stroke system consistent.
It still has some problems with brushes that use original coordinates.
April 21, 2019, 23:09 (GMT)
Sculpt mask: Mask by normal operator

This is an experimental operator that can be used to generate mask for
faces in hard surface sculpts. It does not have UI and without undo
support the behaviour is unpredictable, but this code can be used to add
another automasking mode to the automasking system.
April 19, 2019, 22:09 (GMT)
Add option to control de opacity of the sculpt mask
April 17, 2019, 20:25 (GMT)
further fix attempts for crashing
April 17, 2019, 19:20 (GMT)
attempt to take hard edges into account at quad remeshing

(with mark sharp on edges)
April 16, 2019, 18:35 (GMT)
Fix build with QEX disabled

MiikaHweb - Blender Git Statistics v1.06
By: Miika HämäläinenLast update: Nov-07-2014 14:18 MiikaHweb | 2003-2019