Blender Git Loki

Blender Git commits from all branches.

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July 4, 2010, 11:08 (GMT)
July 4, 2010, 09:22 (GMT)
* removed 'strength pressure' button for snake hook brush
July 4, 2010, 08:27 (GMT)
* overlay alpha would be active if show overlay was selected even if the mode wasn't TILED
July 4, 2010, 07:52 (GMT)
* I had the stitch mesh code in the wrong place, that is what was causing the weird "cubfication" of the mesh along node boundaries
July 4, 2010, 02:08 (GMT)
July 3, 2010, 22:50 (GMT)
renabling spacing for smooth, having it disable results in the brush seeming to freeze since it is processing so much more frequently. Jason the maximum iterations should probably be capped also.
July 3, 2010, 17:23 (GMT)
July 3, 2010, 07:07 (GMT)
* Added DNA/RNA/UI for enabling and disabling mask layers.

July 3, 2010, 06:34 (GMT)
Added a new mask operator to create a mask from a texture.

* Moved get_texture value out of MOD_util and into BKE texture
* Added a new pbvh function similar to get_grids but for faces
* The new operator should work for ORCO and UV mapping
* UI is just a new menu item in the drop-down menu next to the texture slots list
* Also fixed a crash in the mask_set operator where sculpt's PBVH wasn't updated

July 3, 2010, 05:31 (GMT)
* Fixed masks not updating after undo

July 3, 2010, 02:39 (GMT)
* put multires_stitch_grids back to happening every iteration of smooth
July 2, 2010, 18:25 (GMT)
* somehow I accidentally removed the new Blob brush from the last commits
July 2, 2010, 18:18 (GMT)
Make mask opacity actually do something; I had forgotten to update the PBVH iterator to take mask opacity into account.
July 2, 2010, 17:37 (GMT)
== Brush Preview Icon Fixed ==
Fixed crash with brush preview icons, problem was that an address translation for the image icon was needed when loading the brush into memory. This explains why the pointer causing the crash was not a null pointer. Instead it was an old pointer from the previous session.
July 2, 2010, 13:47 (GMT)
Render Branch: world lighting method no shader / shader once / full shading
is now just a single "use shader" option. Full shading can't possibly work
well for irradiance caching, and when not doing irradiance caching we might
as well do full shading.

July 2, 2010, 12:39 (GMT)
* overlay texture now only updates when the texture has changed
* overlay does not delete/recreate the texture slot, but uses glTexSubImage to update the existing texture
* overlay texture now has alpha so that blacker areas are also more transparent
* overlay texture size increased to 512x512
* added a 'changed_timestamp' field to the texture preview structure to allow notification if the preview has changed to be monitored by more parts of the program than just the icon renderer
* All of this is the first step in unifying the overlay with a new texcache
* Also first steps in making the overlay a seperate operator
July 2, 2010, 10:25 (GMT)
* Bug Fix: brush angle corrections
July 2, 2010, 09:51 (GMT)
* Further tweaks to make the texture controls just right
July 2, 2010, 02:59 (GMT)
this makes the crease factor and strength independent, also this adds blob, which is the inverse of creasing. Has an interesting effect at low draw strengths
July 2, 2010, 01:29 (GMT)
Made mask layer's opacity adjustable.

* Added a new "strength" field to CustomDataLayer, set to 1 by default.
* Added RNA for strength; the update function is ugly, commented in the file
* Added a slider control to adjust strength

Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021