November 5, 2014, 08:54 (GMT) |
Merge branch 'master' into mesh-transfer-data |
November 4, 2014, 21:12 (GMT) |
Some cleanup. |
November 4, 2014, 20:59 (GMT) |
HugeRefactor! Move most of remaining transferdata code into BKE. Note, we might have to adjust a bit more what goes where, but this should allow us to make a modifier now! |
November 4, 2014, 19:15 (GMT) |
Minor cleanup |
November 4, 2014, 16:40 (GMT) |
Dissociate 'high-level' of data types identifiers from 'low-level' one. This allows us to make `ED_data_transfer` & co handle several data types at once (again, will be useful for modifier version, especially since we cache item mappings and such), and fix several litle issues in previous code. |
November 4, 2014, 14:47 (GMT) |
Merge branch 'master' into mesh-transfer-data |
November 4, 2014, 14:45 (GMT) |
Add support for using a vgroup as mix factor. Useless for op version, but must-have for modifier one. Not Yet Tested(c). |
November 4, 2014, 14:44 (GMT) |
Add helpers to vgroup to fill an array of weights from a given vgroup (for verts/edges/loops/polys). |
November 4, 2014, 09:36 (GMT) |
Make transfer data code accept DM too. First step towards transfer data modifier (DM part not yet tested). |
November 4, 2014, 09:33 (GMT) |
Merge branch 'master' into mesh-transfer-data |
November 4, 2014, 09:13 (GMT) |
Merge branch 'master' into mesh-transfer-data |
November 4, 2014, 07:30 (GMT) |
Merge branch 'master' into mesh-transfer-data |
November 3, 2014, 19:51 (GMT) |
Cleanup: Remove 'mapping postprocess'. Was not used, and think we do not need it, at least for time being. |
November 3, 2014, 19:49 (GMT) |
Hide shapekey option from UI for now. |
November 3, 2014, 19:22 (GMT) |
Mapping: much better handling of complex cases. complex cases = normal projection (loops esp. with islands, edges and polys 'sampling' mappings). Basic idea is, sometimes raycast will miss, but just slightly - and yet we'd rather have a hit, even 'heavily' approximated, than no hit at all. So what we do is making several raycasting for a given ray, with bigger radius each time - and smaller weight in case it is successful. That way, we can take into consideration approximated hits, yet giving priority to precise hits. This is especially important in islands case, since sometimes 80% of loops of a poly hit fine withing a given island, but other 20% do not - yet, with approximated raycasting, we still can find a 'good enough' hits for those. Avoids too much 'no hit' cases, which give really ugly results in UV case eg. |
November 3, 2014, 16:53 (GMT) |
Minor cleanup |
November 3, 2014, 16:24 (GMT) |
Merge branch 'master' into mesh-transfer-data |
November 2, 2014, 14:07 (GMT) |
Add Freestyle edge/face marks. Trivial. And I think that's the last missing bits. SKey remains TODO, but would rather see how this mix with soc branch first... |
November 2, 2014, 13:49 (GMT) |
Hide 'Skin' data option from UI for now, it's not available in final DM (first skin mod removes it). |
November 2, 2014, 13:46 (GMT) |
Some minor stupid bugfix. |
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