July 9, 2014, 20:28 (GMT) |
Use spinlocks for tile initialization. |
July 9, 2014, 19:51 (GMT) |
Fix for bokeh blur - missed during migration |
July 9, 2014, 19:29 (GMT) |
More review points taken care of |
July 9, 2014, 18:31 (GMT) |
Allignment |
July 9, 2014, 18:15 (GMT) |
Renamed no_channels to num_channels |
July 9, 2014, 16:36 (GMT) |
Merge remote-tracking branch 'blender-upstream/master' into blender-tiles |
July 8, 2014, 21:52 (GMT) |
Updated modal Blend From Shape Now can switch between Add Mode and Blend (Interp) Mode with MMB, cycle falloff types with O and cycle PE types with Shift-O |
July 8, 2014, 19:57 (GMT) |
Extrude operator sticky key pie: * Press once to extrude along normals * Hold to spawn pie with options * Removed the Alt-E shortcut. |
July 8, 2014, 19:31 (GMT) |
Big commit. Manta included in Blender Python. NOT ALL modules imported |
July 8, 2014, 19:30 (GMT) |
Add internal operator for enum pies supporting paths. Used in proportinal editing in edit mode currently. Also moved all macro definitions after python initialization to enable referencing of python defined operators in all macros. |
July 8, 2014, 16:39 (GMT) |
One more fix to make this compile on Linux. Needed to change min -> min_ff, max -> max_ff. |
July 8, 2014, 16:33 (GMT) |
Proper implementation of click style override: Guide: This is added for double key combinations. In these situations, holding the second key can be taxing and stretching for the hand. Forcing a click style here is better. Ctrl-Tab for edit mode selection uses this override currently. |
July 8, 2014, 15:25 (GMT) |
Patch to fix some compilations problems. |
July 8, 2014, 15:14 (GMT) |
Separate property for viewport shade pies. This is fine tuned for using with pie menus, where solid/wire mode is given the most important west/east positions. There were two possibilities with supporting custom pie enums for an existing property. One is to add an extra function that dynamically fills the pie items to fit a pie scheme. The other is make a separate python property. I feel this is the correct way because it does not burden all enum properties with extra function storage and it does not always need to be dynamic either. Also cleanup minor debug line |
July 8, 2014, 14:50 (GMT) |
Change enum behaviour: Enums now get completely expanded and any items not present in a dynamic enum are filled by separators. This makes it possible to have predictable positions even if some items are missing. The iteration code expects that the dynamic and initial enum lists have the same ordering of items, which is not unreasonable. |
July 8, 2014, 11:32 (GMT) |
Change user preference for drag/click style. Use explicit chooser instead of timeout. |
July 8, 2014, 10:10 (GMT) |
OpenSubdiv: Support multi-textured faces in a solid view This means that if faces have different materials assigned to them they'll be textured accordingly to a diffuse settings when viewing them in solid shading mode. It uses approach based on the pertitioned mesh from OpenSubdiv and currently it creates partition for every single coarse face. This might backfire in performance for a bit because it increases number of glDrawElements() calls. But likely partitioning will stay like this (to avoid re-partitioning when changing material settings) and we'll just do some conjunction of partitions when actually drawing faces into the viewport. Currently it's like 20% speed loss, don't get too much disappointed on this, it's to be addressed. Just a bit later. For now 1st prio is to have all the shading/texturing bits in place. |
July 8, 2014, 05:53 (GMT) |
OpenSubdiv: Disable normals hack for legacy drawing Such a mix of GLSL and legacy drawing was rather a huge PITA to experiment with the new functionality. Since this only gives wrong shading with flat shading (which isn't so common and only really visible with simple subdivisions which are to be redone anyway) let's do a clear separation for now. We might end up bumping GLSL requirement for GPU tessellation because of the some specific of how UV attributes are handled by the OpenSubdiv. This is to be evaluated later. |
July 8, 2014, 03:05 (GMT) |
BRep import base |
July 7, 2014, 23:58 (GMT) |
Dirty prototype for modal Blend From Shape with PE Supports intepreting between keys for now. Move mouse L/R to adjust intensity and Up/Down to adjust PE falloff! |
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Master Commits
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