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Blender Git "temp_motionpaths" branch commits.

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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
February 16, 2015, 13:30 (GMT)
Store particle index and randomized value from particle instance
modifiers, for use in shaders.

The particle instance modifier can now store 2 custom data layers:
- Index: the integer index of the particle
- Value: a randomized floating point number for shader variation

These layers have user-defined names, so multiple particle instance
modifiers can be used without overwriting customdata layers. In Cycles
the data can be accessed using an Attribute node with the same names.
February 16, 2015, 12:02 (GMT)
Merge branch 'master' into gooseberry

Conflicts:
source/blender/editors/space_sequencer/sequencer_draw.c
February 13, 2015, 11:48 (GMT)
Painstakingly merge branch 'master' into gooseberry

Conflicts:
release/scripts/startup/bl_ui/space_view3d.py
source/blender/blenkernel/BKE_camera.h
source/blender/blenkernel/BKE_screen.h
source/blender/blenkernel/intern/camera.c
source/blender/blenkernel/intern/screen.c
source/blender/blenloader/intern/readfile.c
source/blender/blenloader/intern/versioning_270.c
source/blender/blenloader/intern/writefile.c
source/blender/editors/include/ED_view3d.h
source/blender/editors/render/render_opengl.c
source/blender/editors/space_view3d/space_view3d.c
source/blender/editors/space_view3d/view3d_draw.c
source/blender/gpu/CMakeLists.txt
source/blender/gpu/GPU_compositing.h
source/blender/gpu/GPU_extensions.h
source/blender/gpu/intern/gpu_compositing.c
source/blender/gpu/intern/gpu_extensions.c
source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl
source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl
source/blender/gpu/shaders/gpu_shader_fx_lib.glsl
source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl
source/blender/gpu/shaders/gpu_shader_fx_vert.glsl
source/blender/makesdna/DNA_camera_types.h
source/blender/makesdna/DNA_gpu_types.h
source/blender/makesdna/DNA_view3d_types.h
source/blender/makesdna/intern/makesdna.c
source/blender/makesrna/intern/rna_camera.c
source/blender/makesrna/intern/rna_scene.c
source/blender/makesrna/intern/rna_space.c
February 12, 2015, 19:20 (GMT)
Partial instancing feature for the ParticleInstance modifier.

This allows using the same particle system for multiple objects without
creating too much repetitiveness. Each instance object can select a
range of the particles to actually use for instancing (default 1.0 means
all particles are used). To further avoid overlap with multiple
instancing objects, the offset value can be used to make each system
use a specific range of particles.
February 11, 2015, 19:01 (GMT)
Merge branch 'master' into gooseberry
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021