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August 29, 2014, 15:30 (GMT)
Revert "Multiview temp snapshot"

This reverts commit 965ea67e31cb31eb05429fd1b2813166fedacd6a.
August 29, 2014, 15:30 (GMT)
Multiview temp snapshot
August 29, 2014, 15:09 (GMT)
Revert "Squash hair_immediate_fixes branch."

This reverts commit 6733d31f60493535f33a3133065d07e5415b5653.
August 29, 2014, 15:07 (GMT)
Squash hair_immediate_fixes branch.
August 29, 2014, 15:07 (GMT)
Merge branch 'master' into testbuild
August 29, 2014, 15:06 (GMT)
Merge branch 'master' into hair_immediate_fixes
August 29, 2014, 14:08 (GMT)
OpenGL Preview Export - final

Animation exporting works, stereo output works, ... =)
August 29, 2014, 14:07 (GMT)
Fix for is_mono test

(meaning we were doing multiview in some times when we should be doing
mono rendering)
August 29, 2014, 14:07 (GMT)
Rename scene multiview util functions
August 29, 2014, 13:09 (GMT)
added fast bisect + fill algorithm
August 29, 2014, 11:07 (GMT)
Merge branch 'master' into temp_custom_loop_normals
August 28, 2014, 22:27 (GMT)
OpenGL Preview Export (work in progress)

OpenGL Preview Export is working for still images, and not breaking for sequencer, movie, ...

That includes some refactoring to unify the code of render_opengl.c and
pipeline.c (the part related to saving).

Next tasks:
* Get it to work for the movie opengl preview
* Get the sequencer 3dview preview to show in stereo
* Get the sequencer OpenGL still/movie to export in stereo
August 28, 2014, 21:00 (GMT)
memory leak fix (autohide)
August 28, 2014, 20:26 (GMT)
some depgraph fix (related to fracture modifier, and scene_sort_group()
August 28, 2014, 19:33 (GMT)
some depgraph attempts... WARNING: unstable !
August 28, 2014, 16:18 (GMT)
fix for calculate mass crash, and attempt for edgebased fracture with voronoi (disabled, not working yet)
August 28, 2014, 12:55 (GMT)
Implemented internal hair pressure to prevent hair from collapsing in
on itself.

This uses the same voxel structure as the hair smoothing algorithm.
A slightly different method was suggested in the original paper
(Volumetric Methods for Simulation and Rendering of Hair), but this is
based on directing hair based on a target density, which is another
way of implementing global goals. Our own approach is to define a
pressure threshold above which the hair is repelled in the density
gradient direction to simulate internal pressure from collisions.
August 28, 2014, 12:11 (GMT)
Add new icon for SetSplitNormal modifier (not that great, but will do for now).
August 28, 2014, 11:06 (GMT)
UI names/messages tweaks.
August 28, 2014, 10:52 (GMT)
Merge branch 'master' into temp_custom_loop_normals
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021