Blender Git Loki

Blender Git "gooseberry_farm" branch commits.

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February 24, 2015, 17:49 (GMT)
Removed stupid limit of 10 on particle instance modifier psys index.
February 24, 2015, 15:36 (GMT)
Fix for clumping noise randomness being unstable under deformation.

This randomisation was using the deformed parent coordinates for
calculating noise vectors, which causes unwanted movement as the parent
hair deforms. Instead the `orco` coordinates must be used for all noise
vectors, since these are from the undeformed mesh.
February 23, 2015, 17:50 (GMT)
Merge branch 'master' into gooseberry
February 23, 2015, 09:45 (GMT)
Fix T43770, we were doing multiplication with object matrix and not
reverting the GL state.
February 23, 2015, 09:03 (GMT)
Experimental hair shape key control with textures.

Rationale for this feature goes like this:

In meshes the influence of shape keys can be limited to certain vertex
groups. This allows shapes to be applied selectively on parts of the
mesh and possibly even be animated by changing vertex group weights over
time.

With hair shape keys there is no equivalent feature to vertex groups
(defining a vertex group on hair keys would be rather tedious anyway).
It would be possible to use the emitter mesh vgroups to assign a
per-strand blending weight, but since hairs usually are much more dense
than mesh vertices this would sacrifice accuracy.

A better option is to allow textures to influence the hair shape key
blending. For this purpose there is now a new texture influence.
A shape key name needs to be assigned to the MTex in addition to a
factor. It will then act as a multiplier for the shape key weight,
i.e. the base shapekey value still works as an overall control.
February 20, 2015, 15:06 (GMT)
Disallow duplis when drawing motion paths, also make it so draw option
is on by default
February 20, 2015, 13:10 (GMT)
Merge branch 'master' into gooseberry
February 19, 2015, 18:00 (GMT)
Use new motionpath flag exlusively to draw motionpaths for objects
February 19, 2015, 17:56 (GMT)
Don't draw motion paths for armatures in edit mode. Results in nice
crashes
February 19, 2015, 17:44 (GMT)
Hjalti's Motion Path commit series no 2.

Draw motionpaths after scene. They are not really XRays since they don't
require any depth info so add separate list for them. Feature could be a
little more polished to avoid too many state changes but for now just
commit something that works (tm)
February 19, 2015, 17:20 (GMT)
Merge branch 'master' into gooseberry
February 19, 2015, 17:09 (GMT)
Hjalti's Motion Path commit series no 1.

Introduce global flag to draw motion paths. Always. Even in render only
mode :)
February 19, 2015, 15:46 (GMT)
Projective painting: Only dither if factor is more than zero
February 19, 2015, 15:38 (GMT)
Fix T43735 painting on perpendicular to the screen polygons is
problematic (still!)

It seems due to floating point precision issues we have to account for
even more cases.

Added colinear check for one more triangle edge-vertex and assumed that
if no collision test is found then triangle is completely inside box.

Such cases are mostly from float precision not catching triangle just
outside bucket. Now tests are much better for simple tests (paint/flood
fill cube from ortho view, paint sphere), however there are still some
rare cases of stray pixels.
February 19, 2015, 12:28 (GMT)
Merge branch 'master' into gooseberry
February 18, 2015, 11:22 (GMT)
New option "use signed distance" for force fields with "surface" shape.

By default a surface-based force will push things away from the surface
in both directions, regardless of whether a point is "inside" or
"outside" (judging by the surface normal). The new option makes a force
field always push things away in the direction of the normal, so that
it becomes less likely to get points "trapped" inside a mesh object.
February 18, 2015, 10:51 (GMT)
Always make sure the surface modifier has tessfaces available for
building the BVH.

A long long time ago (rB3816554cbc1a40dc5199c8e56e45817ec09128d5) it
was coded such that edges would be used instead of faces for surface
distance calculation. This is pretty much never what you actually want.
February 17, 2015, 21:26 (GMT)
Merge branch 'master' into gooseberry
February 17, 2015, 19:59 (GMT)
Merge branch 'master' into gooseberry
February 17, 2015, 14:24 (GMT)
Merge branch 'master' into gooseberry

Conflicts:
intern/cycles/blender/blender_mesh.cpp
source/blender/editors/space_view3d/view3d_draw.c
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021