June 26, 2013, 10:05 (GMT) |
Fixing some crashes with the level of detail system with the default blendfile. |
June 26, 2013, 09:36 (GMT) |
Fixing a crash that occurred when switching to a level of detail with no object specified. |
June 26, 2013, 06:16 (GMT) |
Material level of detail is now working. Material levels of detail appear in all editing modes (sculpt, edit, etc). |
June 26, 2013, 05:45 (GMT) |
When getting the mesh source object, levels that are not enabled for mesh LoD as well as non-mesh objects are now ignored, and the next appropriate LoD object is found. |
June 26, 2013, 05:18 (GMT) |
Correcting a logic error that caused some levels of details to be skipped when increasing detail. |
June 26, 2013, 01:07 (GMT) |
Basic mesh level of detail is now working in the viewport. It should only display levels of detail if you are in object mode, or the object is not the currently active object. |
June 25, 2013, 21:06 (GMT) |
Levels of detail are now properly saved and loaded. |
June 24, 2013, 23:38 (GMT) |
Adding a do_version for the base LoD level on objects. |
June 24, 2013, 23:13 (GMT) |
Adding code to detect when an LoD switch is needed in the viewport. It currently just prints to the console. This print will be replaced with actual switching code in the near future. |
June 24, 2013, 22:41 (GMT) |
Fix 2d masking for pressure masking, also change pressure cutoff so that high luminance areas show up first when pressure increases. |
June 24, 2013, 20:14 (GMT) |
Better exposing of accumulation option according to brush settings. |
June 24, 2013, 19:46 (GMT) |
Change masking of 2d painting to be similar to 3d masking. This fixes inconsistent behaviour where opacity masking is done using only the curve and alpha offset when view mask mapping is used in 2d painting. The key notion here is that masking converges to the maximum value, which should be texmask*brush_alpha here. This happens already for projective texturing. Unfortunately this requires an extra allocation of a maximum mask value imbuf during a stroke which introduces some performance regression when using mask inages. This first version of the fix does not yet introduce partial update of this maximum mask buffer like we do for colour image buffers, and even though this bug exists in trunk as well, I decided to only commit in this branch because it is not too obvious and because there is some performance regression when using mask brushes. Also, this commit may break pressure masking because I don't have a tablet right now to test. Don't panic if this breaks it, I will fix it when I get my hands on it again. However if this is not the case, this commit should also fix the 2d behaviour of ramp style pressure masking. |
June 24, 2013, 13:38 (GMT) |
Merge trunk -r57697 into soc-2013-paint |
June 24, 2013, 13:38 (GMT) |
Merge trunk -r 57692 into soc-2013-paint |
June 21, 2013, 22:56 (GMT) |
Yet another fix for mask pressure: Tiled colour texture could activate partial update, make sure to test separately for mask pressure options and always disable if they are active. |
June 21, 2013, 18:18 (GMT) |
svn merge -r57524:57642 ^/trunk/blender |
June 21, 2013, 18:01 (GMT) |
rigidbody: Avoid unnecessary reallocations when creating mesh shapes |
June 21, 2013, 18:01 (GMT) |
rigidbody: Add debug drawing This is very much a hack (crashes with big scenes), and will be removed or at least rewritten in the future. Use debug value 616 to enable. |
June 21, 2013, 17:04 (GMT) |
Yet another small fix for 2d painting with mask pressure: Make sure the brush texture is recreated always in that case (possibly should check the actual brush pressure but it will make little difference). |
June 21, 2013, 17:04 (GMT) |
Applying patch by Fredrik Hansson: Extra blend modes. Actually should be called the blend mode imperialism commit, this commit adds no more no less about 15 new blend modes. The catch is that the float versions will probably have to work in display colour spaces, but seeing how the rest of the blending code is I think this can go in right now. Thanks to Fredrik for the original patch and to Campbell for writing uncrustify. A solid weapon in the war against the non-blender-style- To painters out there: Test this extensively! |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021