Revision 3c04bdb by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) June 8, 2019, 09:54 (GMT) |
cleanup naming and implement some destructors |
June 8, 2019, 08:49 (GMT) |
[Fast import/export] Fixed STL export UI |
June 8, 2019, 04:26 (GMT) |
Fix: Use correct icon for armature deform constraint Use constraint icon rather than modifier icon for consistency |
June 8, 2019, 02:55 (GMT) |
Progress on implementation of profile orientation regularization |
June 7, 2019, 23:24 (GMT) |
Cleanup: use doxygen sections for 2D view operators |
June 7, 2019, 22:16 (GMT) |
Fix T65420: Crash in file saved with edit mesh Reviewers: brecht, sergey Differential Revision: https://developer.blender.org/D5041 |
June 7, 2019, 21:45 (GMT) |
Collections: Never change the collection views visibility when unhiding it How to reproduce: use 1-10 to change the visible collection. If the collection was globally invisible, it would be set to globally visible. This was a left over from the previous collection visibility design. Now that we have a more clear separation between temporary visibility (i.e., layer collection visibiilty) and a global visibility setting (i.e., collection visibility) we should keep them separated. |
Revision 17804e4 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) June 7, 2019, 21:12 (GMT) |
experiment with an emitter abstraction |
Revision dbc50aa by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) June 7, 2019, 20:43 (GMT) |
initial deletion or particles and compression of blocks |
June 7, 2019, 20:30 (GMT) |
Fix T65613: Memory leak in Audaspace with 3D sound |
June 7, 2019, 19:07 (GMT) |
Fix T62121: Cycles crash with viewport render and smoke/pointclouds |
June 7, 2019, 18:51 (GMT) |
Cleanup: fix compiler warning |
June 7, 2019, 18:51 (GMT) |
Fix T64625: Eevee image textures with alpha have dark edges Now texture storage of images is defined by the alpha mode of the image. The downside of this is that there can be artifacts near alpha edges where pixels with zero alpha bleed in. It also adds more code complexity since image textures are no longer all stored the same way. This changes allows us to keep using sRGB texture formats, which have edge darkening when stored with premultiplied alpha. Game engines seems to generally do the same thing, and we want to be compatible with them. |
June 7, 2019, 17:06 (GMT) |
Cloth: split edges implemented partially Currently splitting is done by BM_edge_split() but this is not ideal because we are working with triangulated meshes, so we would prefer the split edge function to split and triangulate that nearby area rather than the current approach of splitting first and then triangulating whole mesh after all the BM_edge_split() have been called. TODO: need to figure out why split edges doesn't work for meshes with UVs that have angles other than 90 degrees. |
Revision c2fa4a3 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) June 7, 2019, 16:07 (GMT) |
test NamedBuffersRef abstraction to separate components More specifically this separates implementation details of Forces and ParticleBlocks. |
Revision 9351db7 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) June 7, 2019, 15:50 (GMT) |
work-in-progress functions to compress a set of particle blocks |
June 7, 2019, 15:45 (GMT) |
Fix T65612: Ungroup in Node Editor Crashes |
Revision 4c0e7a2 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) June 7, 2019, 15:18 (GMT) |
initial particles container |
June 7, 2019, 14:27 (GMT) |
Mask filter: Dirty and constrast mask filters The funcionality should be the same as the dirty vertex colors operator. This filter can be used to generate cavity mask for sculpting and painting. I also added a contrast filter to control the cavity mask. The contrast filter can be implemented with a real time preview in a future version instead of incrementing the contrast with fixed steps. |
June 7, 2019, 14:08 (GMT) |
Cleanup: Reformat GPencil multiedit frame selection |
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