Blender Git Loki

Kaikki Blender Git kommitit.

Page: 2456 / 8462

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.
June 7, 2019, 21:12 (GMT)
experiment with an emitter abstraction
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.
June 7, 2019, 16:07 (GMT)
test NamedBuffersRef abstraction to separate components

More specifically this separates implementation details of
Forces and ParticleBlocks.
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
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
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021