July 22, 2021, 06:31 (GMT) |
XR: Add basic controller model drawing Uses the OpenXR XR_MSFT_controller_model extension to load a glTF model provided by the XR runtime. The model's vertex data is then used to create a GPUBatch in the XR session state. Finally, this batch is drawn via an XR surface draw callback. Currently does not use the model's texture data, but this can be supported in the future. |
July 22, 2021, 06:09 (GMT) |
adaptive_cloth: Mesh: is_edge_loose_or_on_seam_or_boundary() |
July 22, 2021, 06:08 (GMT) |
adaptive_cloth: Mesh: is_edge_on_seam() |
July 22, 2021, 06:08 (GMT) |
adaptive_cloth: Mesh: is_edge_loose() |
July 22, 2021, 04:12 (GMT) |
Cleanup: Comment formatting fix |
July 22, 2021, 04:09 (GMT) |
Curve fillet support for non-vector handles |
July 21, 2021, 21:27 (GMT) |
Array Brush: Path edit mode working |
July 21, 2021, 21:11 (GMT) |
Cleanup: Remove unecessary change order of switch cases Also don't check for mesh_eval for text objects |
July 21, 2021, 21:07 (GMT) |
Cleanup: Comment formatting, wording |
July 21, 2021, 20:25 (GMT) |
Remove redundant text object mesh/displist drawing code |
July 21, 2021, 20:24 (GMT) |
Skip mesh conversion for "fast text editing" |
July 21, 2021, 19:04 (GMT) |
GPencil: Fix error importing layers The layer need to be duplicated in order to keep all details. |
July 21, 2021, 18:59 (GMT) |
GPencil: New option to create asset for selected frames |
July 21, 2021, 18:56 (GMT) |
Faster Multiple strip support for Thumbnail drawing - V1 Multiple strips are added to hash and one thread can now do the rendering work iterating over the strips. Still buggy and needs sorting out. Some cases could lead to loop in thread. |
July 21, 2021, 18:41 (GMT) |
GPencil: New options to create Asset for All layers and All layers splitted |
July 21, 2021, 18:19 (GMT) |
GPencil: Add option to merge layers in Asset creation |
July 21, 2021, 18:10 (GMT) |
Cleanup: move ShaderData setup into own file |
July 21, 2021, 18:03 (GMT) |
GPencil: Move to function the layer merge logic This will be used by asset creation. |
July 21, 2021, 17:57 (GMT) |
modifier: adaptive_remesh: UI for static remeshing of the mesh Simple UI to allow `adaptive_remesh()` through the simple wrapper to be called and controlled easily. This should help with testing since the cloth simulator when applied uses the (point) cached `Mesh` instead running the simulation which will call `adaptive_remesh()` for us. This will need to be fixed later but this is an easier approach to continue development the adaptive remesher. |
July 21, 2021, 17:53 (GMT) |
adaptive_cloth: adaptive_remesh: create an "Empty" remesh function It is useful to call `adaptive_remesh()` outside of the cloth simulator mainly for testing purposes. Now because the use of templates for the function `adaptive_remesh()` and it being defined not in the same header file (this isn't possible in this case because of other reasons), it requires a template instantiation needs to happen because the function is called or something like that. This leads to problems when `adaptive_remesh()` is called from some other file. The easiest fix was to create a new wrapper function without templates and call this from other files. |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021