Blender Git Loki

Blender Git commits from all branches.

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February 18, 2015, 22:33 (GMT)
fix: mesh was messed up if you used no pointsource, just the islands.
February 18, 2015, 20:36 (GMT)
Big refactor of filelisting in filebrowser - decouple os/fs-related direntry from actual blender listing.

Main idea is that direntry had quite a bit of things already absolutely useless
in the mere 'file listing' context (image pointer, void 'data' pointer, etc.).

On the other end, to handle future asset stuff, we need *more* 'meta data' for our 'files'
(tags, variants, revisions...).

Further more, we need all this to be easily usable through RNA, i.e. we need it to
be defined in DNA.

So instead of trying to use direntry in DNA, mixing low-level system stuff like stat
where we do not want to see it, we define our own 'file' representation,
with only what we really need (who cares about chars or block or dev files in filebrowser?
we only need to know whether it's a regular file or a directory, period).

That way, low-level dirlisting remains clean, and we can easily extend our own
data as needed.

Note this new code works, does not crash (so far...) nor memleak, but it
needs quite a bit of work still, we are still storing useless stuff in direntry
(all those strings representing modes, size etc.!), and mem handling
during dir/lib listing is confusing at best (would like to use a memarena
or mempool here, but it's not that easy).
February 18, 2015, 19:46 (GMT)
added greasepencil edge fracture, the direction of cutting is currently limited to global X, Y or Z axis
February 18, 2015, 18:30 (GMT)
Merge branch 'master' into asset-experiments
February 18, 2015, 14:35 (GMT)
Also move new gpu object to derived mesh - we can probably do a few
abstractions here, but gpuObject creation is a bit derivedmesh type
specific (each DM has its own way to calculate vertices needed etc).
February 18, 2015, 14:19 (GMT)
Move data copying function from gpu_buffers.c to cdderivedmesh.c (as it
should be, since it's specialized to this derivedmesh type)
February 18, 2015, 11:22 (GMT)
New option "use signed distance" for force fields with "surface" shape.

By default a surface-based force will push things away from the surface
in both directions, regardless of whether a point is "inside" or
"outside" (judging by the surface normal). The new option makes a force
field always push things away in the direction of the normal, so that
it becomes less likely to get points "trapped" inside a mesh object.
February 18, 2015, 10:57 (GMT)
fix: cutter groups should work mostly now
February 18, 2015, 10:51 (GMT)
Always make sure the surface modifier has tessfaces available for
building the BVH.

A long long time ago (rB3816554cbc1a40dc5199c8e56e45817ec09128d5) it
was coded such that edges would be used instead of faces for surface
distance calculation. This is pretty much never what you actually want.
February 17, 2015, 21:39 (GMT)
fix : set some better default values for Fractal Boolean, so the object / default cube should not explode automatically, but its far from optimal still this way.... (active objects with Mesh Shape cause unstable simulation behavior)
February 17, 2015, 21:26 (GMT)
Merge branch 'master' into gooseberry
February 17, 2015, 21:13 (GMT)
fix : forgot to set inner material with fractal boolean
February 17, 2015, 20:37 (GMT)
added cutter groups, this is intended to define custom sets of objects to make boolean cuts against, but its still WIP, as it still fails too often
February 17, 2015, 19:59 (GMT)
Merge branch 'master' into gooseberry
February 17, 2015, 18:02 (GMT)
Merge branch 'master' into GPU_data_request
February 17, 2015, 16:47 (GMT)
Removed unused (and broken) functions for getting the number of written
cache samples.

This can be done more reliably using Alembic schemas.
February 17, 2015, 14:51 (GMT)
Merge branch 'master' into alembic_pointcache
February 17, 2015, 14:37 (GMT)
Merge branch 'master' into asset-experiments
February 17, 2015, 14:24 (GMT)
Merge branch 'master' into gooseberry

Conflicts:
intern/cycles/blender/blender_mesh.cpp
source/blender/editors/space_view3d/view3d_draw.c
February 17, 2015, 13:27 (GMT)
Optimization for particle path cache reading.

The pathcache data structure is really not very good. Using pointers to
small per-particle arrays leads to fragmentation and unnecessary pointer
indirection. With the new optimizations walking over this buffer is a
bit faster, but still not close to how fast Alembic could deliver the
data.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021