Blender Git Loki

Blender Git commits from all branches.

Page: 2234 / 2888

June 8, 2015, 10:54 (GMT)
Fix issue with collapsed images during last weekly.

We need to clear the collapsed flag when it does not apply anymore, so
files get displayed properly.
June 8, 2015, 10:30 (GMT)
Revert conversion to long long for KTX branch
June 8, 2015, 10:17 (GMT)
Merge branch 'temp_imbuf_types_refactor' into KTX_support

Conflicts:
source/blender/blenkernel/BKE_image.h
source/blender/blenkernel/intern/image.c
source/blender/imbuf/IMB_imbuf_types.h
June 8, 2015, 10:07 (GMT)
Imbuf types refactor.

ImBuf types were getting stored as bitflags in a 32bit integer which had
already run out of space. Solved the problem by separating file type to
an ftype enum, and file specific options to foptions.

Now we have 2^32 image formats to support, hopefully won't run out any
time soon.

Patch is committed to branch for inclusion after release due to
increased volatility, which could result explosions, spikes, acid, lava
and signs with "bad" on them if included now.
June 8, 2015, 01:26 (GMT)
GPencil Sculpt: Improve header infotip
June 8, 2015, 01:20 (GMT)
GPencil Sculpt: Draw a '+' cursor when in sculptmode
June 8, 2015, 01:15 (GMT)
GPencil: Minimum-working-version of new Stroke Sculpting functionality

Usage:
* In Stroke Edit Mode, EKEY will start the modal brush operator, using the active
brush (set via the Toolbar)
* LMB-click-drag to sculpt, release to stop.
* RMB/ESC to stop editing
* Scrollwheel to increase/decrease brush radius
* Shift-Scrollwheel to increase/decrease strength
* Hold Ctrl to invert the brush action

Notes:
* Currently only "Thickness" brush is implemented. This adjusts the stroke thickness
as you "paint" the effect onto the stroke. (Recommended Strength: 0.093)
* Strength and radius are not correctly initialised yet (to be fixed soon)
June 7, 2015, 19:21 (GMT)
attempt to add a cut by objects / geometry (other FM) option as well as properly resetting shards after fracture parameter change (the latter didnt work properly)
June 7, 2015, 18:14 (GMT)
Cycles: disable -Wfloat-conversion and -Wdouble-promotion for OpenVDB
for now, and quiet warning.
June 7, 2015, 17:50 (GMT)
Cycles: de-duplicate ray march loops.

The main logic was split up in a separate function which has quite a
number of arguments, could be worth looking into that matter at some
point. Also it seems like dense volume are slower to render now.
June 7, 2015, 16:52 (GMT)
Draw emboss for non-embossed buttons on hover for better visual feedback

We could check other approaches for this as well, like changing mouse
cursor, but let's test this one first.
June 7, 2015, 14:45 (GMT)
added possibility to brickify objects, but you need to craft a brick helper object which consists of several islands and covers atleast the bbox of the object to be fractured, and you need to put a fracture modifier which creates just islands on the helper object as well
June 7, 2015, 02:29 (GMT)
Somewhat improve behaviour of the vdb file reader:

- it now stores a pointer to an io::File to avoid deleting and
reallocating the reader itself for each frame when importing.
- if a file is inder 10 Mb a private copy of it should be made by VDB to
ensure it is not modified while reading. This could become a user
setting at some point.
June 7, 2015, 01:10 (GMT)
Correct UI names and tooltips.
June 7, 2015, 00:40 (GMT)
Add a dedicated poll function for the cache operators.
June 7, 2015, 00:29 (GMT)
Cleanups:

- automatically add an underscore to the filename before the frame
number in the filename instead.
- rename "string" -> "r_filename" argument
- removed useless NULL check
June 7, 2015, 00:02 (GMT)
Ask user to overwrite files if they already exist.

Only checks for the frame though.
June 6, 2015, 23:33 (GMT)
Fix for recent clip change: ensure fluid matrices are computed for the
export.
June 6, 2015, 23:27 (GMT)
Ensure cache directory exists.
June 6, 2015, 22:57 (GMT)
Clip some low res grids based on the high res density.

Rationale is that in some cases the high resolution density is larger
than the low resolution one, so here we ensure there's enough data for
lookup during rendering for instance.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021