Age | Commit message (Collapse) | Author |
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=========================
Documentation: http://wiki.blender.org/index.php/User:Psy-Fi/UV_Tools
Major features include:
*16 bit image support in viewport
*Subsurf aware unwrapping
*Smart Stitch(snap/rotate islands, preview, middlepoint/endpoint stitching)
*Seams from islands tool (marks seams and sharp, depending on settings)
*Uv Sculpting(Grab/Pinch/Rotate)
All tools are complete apart from stitching that is considered stable but with an extra edge mode under development(will be in soc-2011-onion-uv-tools).
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implemented in 2.5x
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and length of the meta strip properly, only its contents. Also overlap check was
done too soon giving false positives, should be after meta strip update.
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ifdef'd code which has since been moved into another file.
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update `make lite` built target to remove some newly added features.
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fails and [#29461] Selection-to-Cursor works strange with bones with TrackTo constraint. Also fixes some inconsistant behavior of no Inherit Rotation/Scale options.
WARNING: This commits modifies how translated unconnected child bones with *no Inherit Rotation option* are positionned. This means that if you open a posed/animated armature using such (corner-case) setup, you'll have to adjust manually the locations of such bones: now, disabling Inherit Rotation/Scale will no more move the bone, only affecting its rotation/scale.
Many thanks to Bassam Kurdali (slikdigit) for his advices and tests of the patch!
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Dev notes : the pchan_to_pose_mat() func was added to BKE_armature.h, which computes two matrices to get the pose transformations (pchan) of the bone directly in pose (i.e. armature object) space. The first matrix is the rotation/scaling parts, the second one is for location.
That new function is used by (hence deduplicating and simplifying their code):
* The pose evaluation code (where_is_pose_bone()).
* The interactive transformation code (add_pose_transdata(), in transform_conversion.c).
* The snap to cursor/grid code (through armature_loc_pose_to_bone()/armature_mat_pose_to_bone()).
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Error was caused by boost library (which doesn't seem to be working with Cycles too
when compiling with mingw). Switched mingw to use TR1 unordered collections. Also,
there was re-declaration of strcasecmp when mingw is used.
Additional changes are related on using own process spawning when BF_TOOLSET is set to
mingw. Seems to be working fine now (i've got too long command line error) and no
warning are supressing now (as it was told in comment for commented own process spawning).
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* Added per surface options "influence scale" and "radius scale" for tweaking brush settings individually for each surface.
* Added option to completely disable drying. This should be nice for indefinitely spreading paint etc.
* Improved paint mixing algorithm.
* "Paint effects" now work in relative mesh space instead of global. This means that effect speed remains same for identical shapes regardless of their size.
* Complete rewrite of "spread effect" algorithm. It now works much better in all test cases done. Old algo sometimes produced artifacts and stopped spreading too early.
* Adjustments / rewrite on some parts of dripping algorithm to make it work better with transparent paint.
* Added a new "color dry" setting. It can be used to define wetness level when paint colors start to shift to surface "background". Lower values can be useful to prevent spreading paint from becoming transparent as it dries, while higher (default) values give better results in general.
* Fix: If multiple displace/wave surfaces were used simultaneously, displace was applied using wrong normal.
Please note that due to these changes in "paint effects" system older save files may require some tweaking to match results from previous versions.
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==================================
Merging Carve library integration project into the trunk.
This commit switches Boolean modifier to another library which handles
mesh boolean operations in much stable and faster way, resolving old
well-known limitations of intern boolop library.
Carve is integrating as alternative interface for boolop library and
which makes it totally transparent for blender sources to switch between
old-fashioned boolop and new Carve backends.
Detailed changes in this commit:
- Integrated needed subset of Carve library sources into extern/
Added script for re-bundling it (currently works only if repo
was cloned by git-svn).
- Added BOP_CarveInterface for boolop library which can be used by
Boolean modifier.
- Carve backend is enabled by default, can be disabled by WITH_BF_CARVE
SCons option and WITH_CARVE CMake option.
- If Boost library is found in build environment it'll be used for
unordered collections. If Boost isn't found, it'll fallback to TR1
implementation for GCC compilers. Boost is obligatory if MSVC is used.
Tested on Linux 64bit and Windows 7 64bit.
NOTE: behavior of flat objects was changed. E.g. Plane-Sphere now gives
plane with circle hole, not plane with semisphere. Don't think
it's really issue because it's not actually defined behavior in
such situations and both of ways might be useful. Since it's
only known "regression" think it's OK to deal with it.
Details are there http://wiki.blender.org/index.php/User:Nazg-gul/CarveBooleans
Special thanks to:
- Ken Hughes: author of original carve integration patch.
- Campbell Barton: help in project development, review tests.
- Tobias Sargeant: author of Carve library, help in resolving some
merge stoppers, bug fixing.
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This also fixes cursor movement in the beginning of line and adds do_versions block for converting text files with old extended ascii encoding into UTF-8.
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added presets for hook/decimate/build/mask
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- make sure defaults are not assumed (so reuse last settings doesnt
override)
- replace 0/1 for TRUE/FALSE defines.
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It seems to be working now, however make sure to build against the exact same
python version as the one you will use it with, the version in the lib/darwin*
directory is likely to differ from python installed on your system.
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disk to be reused by the next render.
This is useful for rendering animations where only the camera or materials change.
Note that saving the BVH to disk only to be removed for the next frame is slower
if this is not the case and the meshes do actually change.
For a render, it will save bvh files to the cache user directory, and remove all
cache files from other renders. The files are named using a MD5 hash based on the
mesh, to verify if the meshes are still the same.
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(which could be wrong if the previous setting was used).
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rather than inverting inplace.
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last commit.
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Added some comments, constified a param, and moved a couple things
around.
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area (become used to this for qt and gtk apps)
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python console.
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proxied resolution is used
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- added back 2.4x 'Vgroup' option to the UI, restricts painting to verts already in the group.
- remove 'All Faces' button in weight paint mode. it doesn't do anything.
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