Revision e5048dd by Campbell Barton April 19, 2015, 09:56 (GMT) |
Dyntopo: non-topology tool origdata support Brushes that don't change topology didn't have access to original data. |
Revision ac73fe5 by Campbell Barton April 19, 2015, 08:38 (GMT) |
Cleanup: use meaningful names re: (fc, an, sn) |
Revision fb6a0d2 by Campbell Barton April 19, 2015, 08:24 (GMT) |
Dyntopo: support for original normal access Rename calc_flatten_center to calc_area_center, since theres no 'flatten' spesific logic there. Also refactor calc_area_center, calc_area_normal, calc_area_normal_and_center so they're next to eachother - they're almost the same, having them scattered about isn't helpful. |
Revision fe39ebe by Campbell Barton April 19, 2015, 07:52 (GMT) |
Cleanup: move project code into util function |
Revision 57b0205 by Campbell Barton April 19, 2015, 07:03 (GMT) |
Cleanup: calculating sculpt center & normal also avoid sqrt calculating dyntopo center (only checks for flipping) |
Revision eb4fb4f by Campbell Barton April 19, 2015, 06:06 (GMT) |
disable verify from last commit (too slow) |
Revision d09a9a9 by Campbell Barton April 19, 2015, 06:03 (GMT) |
Dyntopo: USE_EDGEQUEUE_TAG broke even subdiv While adding edges to the queue multiple times is redundant, walking over them is still needed. |
Revision 550c3c2 by Campbell Barton April 19, 2015, 04:46 (GMT) |
Dyntopo: avoid over-counting /w neighbor average |
Revision 2448c21 by Campbell Barton April 19, 2015, 04:46 (GMT) |
Sculpt: avoid CD lookup /w mask smooth |
Revision 9ac618a by Campbell Barton April 19, 2015, 04:46 (GMT) |
Sculpt: smooth brush, exclude self from average Was including the vertices own location when accumulating. |
April 18, 2015, 23:04 (GMT) |
BGE: Support for collision group/mask from the api + activated on EndObject. A Python API for the collision group / mask has been added: ``` KX_GameObject.collisionGroup KX_GameObject.collisionMask ``` The maximum number of collision groups and masked has been increased from eight to sixteen. This means that the max value of collisionGroup/Mask is (2 ** 16) - 1 EndObject will now activate objects that were sleeping and colliding with the removed object. This means that, unlike now, if a rigid body starts sleeping on top of another object, when the latter is removed the rigid body will activate and fall, rather than float midair as before. Collision groups that do not intersect used to collide on the first frame. Now this has been fixed so that they collide appropriately. Thanks to agoose77 for his help. Reviewers: scorpion81, hg1, agoose77, sergof Reviewed By: agoose77, sergof Subscribers: sergof, moguri Projects: #game_physics, #game_engine Differential Revision: https://developer.blender.org/D1243 |
April 18, 2015, 19:37 (GMT) |
BGE: Fix T43536 logic.getCurrentScene() returning wrong scene in pre_draw and post_draw calls A simple insert of KX_SetActiveScene(scene) before pre_draw and post_draw calls solves the issue. Reviewers: dfelinto, sybren, brita_, campbellbarton, moguri, lordloki Reviewed By: moguri, lordloki Projects: #game_logic, #game_engine Differential Revision: https://developer.blender.org/D1129 |
Revision 252b0cf by Campbell Barton April 18, 2015, 16:25 (GMT) |
Cleanup: API naming use BKE_undo_ prefix |
Revision 38bea4e by Campbell Barton April 18, 2015, 16:11 (GMT) |
Cleanup: use BLO_memfile prefix |
Revision 230712e by Antonis Ryakiotakis April 18, 2015, 13:50 (GMT) |
Autosave: Flush edits only when saving global undo. This will stop freeing of PBVH in sculpt mode, which introduces some pretty severe freezes, especially in dyntopo. For global undo we flush the contents of the global undo buffer which does not include localized edits of sculpt/edit mode, so those data will not get saved anyway. |
April 18, 2015, 10:30 (GMT) |
BGE: New Draw debug shadow box for sun lamp New Check option "Show Shadow Box" in shadow panel of sun lamp to get feedback about which objects project shadows. Minor tweaks by Campbell Barton and Jorge Bernal Reviewers: moguri, sybren, kupoman, dfelinto, lordloki, campbellbarton Reviewed By: lordloki, campbellbarton Subscribers: sergey, lordloki Projects: #game_engine Differential Revision: https://developer.blender.org/D1149 |
Revision 3a4a2a9 by Campbell Barton April 17, 2015, 19:08 (GMT) |
Fix T44390: Clay brush weirdness part-2 Use the normal of the plane instead of the vertex normal, since projecting using the vertex normal frequently causes artifacts. |
Revision 05b6de5 by Campbell Barton April 17, 2015, 19:08 (GMT) |
Fix T44390: Clay brush weirdness part-1 Clay brush had a feedback loop with dyntopo, getting the plane from the cursor center didn't support original data. |
Revision b0c2fdd by Campbell Barton April 17, 2015, 17:09 (GMT) |
Cleanup: simplify sculpt normal accumulation |
Revision 28b9a02 by Campbell Barton April 17, 2015, 16:54 (GMT) |
Cleanup: simplify sculpt plane accumulation |
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