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November 23, 2014, 23:30 (GMT)
Graph Editor: H/Shift-H now hide and unhide selected curves (Gooseberry Request)

Revised the tools for managing which FCurves are visible in the Graph Editor
curves area. Now, there are the following tools in place:
* V (channels region only) = Hide all curves except those in selected channels [OLD]

* H = Hide all selected curves [NEW]
* Shift-H = Show all previously hidden curves [NEW]

I've removed the old operator to toggle visibility status of selected curves,
as it doesn't seem that useful anymore.
November 23, 2014, 23:30 (GMT)
Refactor: Move part of vgroup handling code from ED_mesh/object_vgroup.c to BKE_object_deform.

Along with some minor cleanup and simplifications.

Reviewers: campbellbarton

Subscribers: sergey

Differential Revision: https://developer.blender.org/D903
November 23, 2014, 19:52 (GMT)
Merge branch 'master' into mesh-transfer-data
November 23, 2014, 19:39 (GMT)
Island 'Tube Case': WIP - store 'innercuts' in islands.

This is the easiest part of the work - find and store edges that are borders
(seams for UVs e.g.), and yet 'inside' islands, i.e. used by two or more
polgons of the island.

Now, we have to detect dest polys that get mapped 'accross' such edges - this is
the real difficult part...

Note: not sure yet whether we'll need also all 'border' edges of an island,
easy to add later if needed anyway.
November 23, 2014, 14:54 (GMT)
finish up BLI_path_util refactor, use BKE_appdir/tempdir prefix
November 23, 2014, 14:41 (GMT)
Merge branch 'master' into mesh-transfer-data
November 23, 2014, 14:37 (GMT)
Remap: Loop raycasting: fallback to nearest check in case raycasting fails.

Reason is, it's usually really bad to have most loops of a dest face to map
correctly to a source island, and one or two mapping to nothing because raycasting
went outside of the island's geometry.

Also, in raycast/nearest queries, systematically do a copy of given co/no,
we do nor loose much, and inplace modifications here was getting way too
much confusing (easy to generate bugs this way, e.g. with 'refinement'
process of raycasting, co/no ended up getting transformed several times!).
November 23, 2014, 14:19 (GMT)
MSVC now builds
November 23, 2014, 14:15 (GMT)
Merge branch 'master' into temp-path_util-refactor
November 23, 2014, 14:03 (GMT)
cleanup: headers
November 23, 2014, 13:37 (GMT)
initial path_util refactor
November 22, 2014, 18:47 (GMT)
basic intersection boolean now works
November 22, 2014, 17:42 (GMT)
Merge branch 'master' into bmesh-boolean-experiment
November 22, 2014, 17:10 (GMT)
Merge branch 'master' into mesh-transfer-data
November 22, 2014, 15:28 (GMT)
Sequencer: no functional change
November 22, 2014, 15:23 (GMT)
Sequencer: small style cleanup
November 22, 2014, 14:39 (GMT)
BMEsh intersect: Add functioon to check whether the point is inside the mesh

It gets the BVH tree and loop triangles as an input and checks whether the
given point is inside of the mesh represented by those data or not.

It is not optimized for speed yet and could have some numerical instabilities
which we'll improve later.

P.S. This function is currently unused.
November 22, 2014, 14:01 (GMT)
remove bmesh islands

quick test until we have proper test for which parts to remove.
November 22, 2014, 13:16 (GMT)
Initial bmesh-boolean experiment

Currently only intersect
November 22, 2014, 05:07 (GMT)
Merge branch 'master' into GPencil_EditStrokes
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021