March 30, 2015, 10:24 (GMT) |
Fix and use block caching from UI draw code. Seems to work nice now. |
March 30, 2015, 10:07 (GMT) |
Merge branch 'master' into gooseberry |
March 30, 2015, 09:56 (GMT) |
Merge branch 'master' into asset-experiments Conflicts: source/blender/editors/include/UI_interface_icons.h source/blender/editors/space_file/filelist.h |
March 30, 2015, 09:15 (GMT) |
Merge branch 'alembic' into gooseberry |
March 30, 2015, 09:00 (GMT) |
Merge branch 'master' into gooseberry |
March 30, 2015, 08:50 (GMT) |
Merge branch 'master' into gooseberry Conflicts: release/scripts/startup/bl_ui/properties_physics_smoke.py source/blender/editors/include/ED_transform.h source/blender/editors/space_view3d/view3d_intern.h |
March 30, 2015, 08:43 (GMT) |
Alebic: Fix compilation error of blenderplayer target on buildbot |
March 29, 2015, 21:46 (GMT) |
Use the same weight buffer for boundary as vertex weights |
March 29, 2015, 20:51 (GMT) |
Don't write deltas to disk (keep as runtime cache) |
March 29, 2015, 20:32 (GMT) |
rename boundverts -> positions_num |
March 29, 2015, 20:02 (GMT) |
Add vertex-group invert option |
March 29, 2015, 19:14 (GMT) |
don't store vertex weights in the modifier I'd rather use a different way of enforcing 'deltas' to be recalculated. Perhaps using a notifier. |
March 29, 2015, 18:25 (GMT) |
Writer for strand data and extension for the new motion state data. Unlike the particle hair writer this one does not work with the particle system data but the new Strands data. This will allow successive manipulations of cached hair data by first storing the initial particle grooming data ("hair edit"), read this data from the cache into a Strands instance, then apply hair simulation and write the result back into a second Strands cache. |
March 29, 2015, 18:23 (GMT) |
Added optional motion state data to Strands. This implements the distinction between the strand goal position (grooming data, shape keys) and the result of dynamics simulation. |
March 29, 2015, 17:41 (GMT) |
minor rename RNA/flags |
March 29, 2015, 16:23 (GMT) |
Baking API for cache modifiers. Cache baking means the cache modifier should read input caches over the given frame range and produce the correct output for writing into the output cache file. Cache modifiers can optionally implement a 'bake' function. This is used through a bake operator from the cache modifier panel. Baking is executed in a job, which will help with cancelling bakes and displaying status info. |
March 29, 2015, 15:36 (GMT) |
Add loop-angle-weighted smoothing |
March 29, 2015, 14:27 (GMT) |
Add in defines for different smoothing methods (so we can test them) |
March 29, 2015, 11:59 (GMT) |
BGE: BL_Shader.setUniformEyef(): new uniform type to pass stereo eye value. BL_Shader.setUniformEyef() python method to define a uniform that will receive the eye value as a float: 0.0 when rendering the left eye, 0.5 when rendering the right eye. This can be used in a shader to split a 3D texture sent to the GPU by VideoDeckLink as the left+right eye frame is sent as a single texture in bottom/top order. Work around a bug in VideoDeckLink with the the DVP library: the call to dvpBindToGLCtx() fails for the first frame. This needs to be investigated but for now catch the exception thrown by this condition and release the decklink frame anyway as otherwise it corrupts the reference count of the decklink device. |
March 29, 2015, 10:30 (GMT) |
pre-divide vertex-count, avoid zero checks in smooth loop |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021