Revision df46536 by Sergey Sharybin January 19, 2016, 09:06 (GMT) |
Libmv: Solve some strict warnings in tests |
Revision 9b8eb41 by Campbell Barton January 19, 2016, 08:55 (GMT) |
GTests: split array_utils tests |
Revision 257268a by Campbell Barton January 19, 2016, 01:37 (GMT) |
CMake: check for LLVM static library by default Even when static option isn't enabled, use the static library path if the dynamic library isn't found. |
Revision 3b3b355 by Campbell Barton January 18, 2016, 22:14 (GMT) |
Weight Paint: Add lock-aware normalize D1713 from @angavrilov (with own edits) The way current weight paint code works is that instead of making normalization lock aware, a separate `enforce_locks` function is called to do a different kind of normalization, hoping that by the time real normalize is called, there is nothing for it to do. The problem is that: - That different normalization is based on adding the same amount to all unlocked groups, whereas true normalize uses multiplication to preserve ratio between them. The multiplicative approach should match the way weights operate better. - If `enforce_locks` fails to achieve perfect normalization, true normalize will change locked groups. Try to fix this by replacing `enforce_locks` with true lock-aware normalization support. Supporting locked groups in normalize means that freezing the active group can make full normalization impossible if too much weight was added or removed, so it may be necessary to do two normalize passes. This is similar to how enforce_locks operates. Also, now there is no need to go through the multi-paint branch just because of the locks. In the actual multi-paint case, the same normalize code can be used via a temporary flag array that represents the union of selected and locked groups. User-visible effect should be: - Auto-Normalize doesn't change behavior vertex to vertex depending on whether it has any locked groups. - It never changes locked groups; if you lock some groups and start painting with seriously non-normalized weights, it's assumed you intended that. - It never adds vertices to new groups, since the computer can't do that intelligently anyway - it was especially broken in case of mirroring. - It always acts to preserve the ratio between groups it changes, instead of (sometimes, see point 1) adding or subtracting the same amount. |
Revision 4e6ad37 by Campbell Barton January 18, 2016, 21:23 (GMT) |
GTests: array_utils |
Revision 5128637 by Campbell Barton January 18, 2016, 21:23 (GMT) |
BLI_array_utils: add binary and/or functions |
Revision 3d4b892 by Campbell Barton January 18, 2016, 20:51 (GMT) |
Ignore const qualifier when comparing types |
Revision d5ddc52 by Campbell Barton January 18, 2016, 17:54 (GMT) |
Cleanup: style |
Revision 306337a by Sybren A. Stüvel January 18, 2016, 09:20 (GMT) |
rather then ? rather than |
Revision d48c328 by Mike Erwin January 18, 2016, 04:26 (GMT) |
OpenGL: remove ARB_fragment_program comment This a list of OpenGL extensions used. Minus one thanks to kevindietrich?s smoke work! https://developer.blender.org/D1694 |
Revision 5cd3428 by Campbell Barton January 18, 2016, 03:01 (GMT) |
Transform: no need to store distance to snap point Compare squared distance to snap target since the value is only ever used for comparison. |
Revision 8573c1a by Campbell Barton January 18, 2016, 03:01 (GMT) |
Fix T29153: Rotate & scale ignore snapping points Checking for 'Closest' here isn't needed since TransSnap.snapTarget callback is already ensuring the selected target is the closest. Also don't reuse the pre-calculated distance, since its only valid to do this when there are no snap points and this isn't a significant gain to avoid the extra calculation - run once per update. |
Revision b4146a0 by Campbell Barton January 18, 2016, 03:01 (GMT) |
UI: use a callback for the progress tooltip Avoids constructing tip text and storing it when its not used. Also quiet divide by zero warning when no progress was made. |
Revision c6bc236 by Kévin Dietrich January 18, 2016, 00:39 (GMT) |
UI: redesign of the progress bar. A picture is worth a thousand words: http://wiki.blender.org/index.php/ File:UI_progress_bar.png Reviewers: #user_interface, brecht, dingto Reviewed by: brecht, dingto Differential Revision: https://developer.blender.org/D1727 |
January 17, 2016, 17:47 (GMT) |
BGE: Allow access to light shadow settings with python This patch adds a new API which allow us to access light shadow settings from python. The new API can be used to write custom GLSL materials with shadows. Reviewers: brecht, kupoman, agoose77, panzergame, campbellbarton, moguri, hg1 Reviewed By: agoose77, panzergame, campbellbarton, moguri, hg1 Projects: #game_engine Differential Revision: https://developer.blender.org/D1690 |
Revision a5c419f by Bastien Montagne January 17, 2016, 16:17 (GMT) |
paint_cursor: OMP -> BLI_task. |
Revision 5a20df6 by Martijn Berger January 17, 2016, 11:44 (GMT) |
Bump boost to 1.60 |
Revision 36e65a7 by Campbell Barton January 17, 2016, 05:08 (GMT) |
CMake: clarify missing Python package message Blender builds properly without extra Python packages, avoid FUD for new devs. |
Revision 63c848d by Campbell Barton January 17, 2016, 02:45 (GMT) |
Cleanup: spelling Also use doxy formatting for warning/note. |
Revision e10a6f9 by Campbell Barton January 17, 2016, 02:40 (GMT) |
Cleanup: style |
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