Age | Commit message (Collapse) | Author |
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Was looping three times over the source mesh's vertices to get min/max
along all three axes... Nothing critical, but still!
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This way we reduce amount of time wasted in spin-lock later on when all threads
are starting to sample texture.
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Differential Revision: https://developer.blender.org/D2688
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- MTexPoly structure & layer type.
- The 'Mesh.uv_textures' layers.
- DerivedMesh TexFace drawing.
- Scripts & UI.
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- Derived-mesh drawing.
- All non UV members of TexFace structs.
MTexPoly is now redundant but keeping with a dummy member,
will check on complete removal later.
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TexFace complicates the now more popular shading pipeline by having
per-face images, see: T51382 for details.
To keep the ability to select a per-material edit-image
(used with UV-mapping workflow), the material now stores an image
which will be set when changing images in edit-mode.
This is used as a bake-target when not using Cycles too.
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Conflicts:
source/blender/blenloader/intern/versioning_270.c
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Root of the issue here was that two stupid modifiers could create named
vgroup CD layers (vgroup editing ones... shame on me :") ).
Fix that, and added some versionning code to also fix 'corrupted' blend
files created by those so far.
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There is no more point of keep those around. ES20 may need special case
when/if we dabble with it again. Meanwhile no point on polluting the
code with this.
(ghost still has reference for the PROFILE, but that's reasonable)
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Nothing terribly exciting, just a hackish implementation of solid mode CDDM
drawing for cases when we are building with core profile.
The goal is to be able to see SOMETHING with new OpenGL for thew guys who
tests alembic and friends in blender2.8 branch. This is a temporary solution,
the whole drawing will be reworked. Limited to hardcoded material and lighting.
Selection outline color is also hardcoded because of lack of glColor() in the
core profile.
After this commit there is no big stoppers from stop worrying about legacy
OpenGL, so we can go core profile as the only way for Blender.
While some areas will become broken after that, we'd better just fix them
after that and for now just focus on more important design work.
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from reading baked data
Sanitize a bit how cache path is handled by fluidsim (there is much more
to be done here though :( ), and forbid empty path (we reset to default
path relative to current .blend file in case it's empty).
If people really, really want to use current OS-wise directory, they can at
least use '.' as path. ;)
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Conflicts:
source/blender/alembic/intern/abc_exporter.cc
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# Conflicts:
# source/blender/alembic/intern/abc_exporter.h
# source/blender/alembic/intern/abc_util.cc
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More explicit, easier to read & understand.
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These bits became obsolete with the new layer system, so we can
simplify some code around them or avoid existing workarounds which
were trying to keep things working for them.
There are still work needed to be done for on_visible_change to
avoid unnecessary updates, but that can also happen later.
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The mirror modifier now has two fields that specify a -1 to 1 offset for
the U and V axes when mirroring their coordinates.
D1844 by @circuitfox
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This prevented the Force Field Curve Shape of working
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Please provide valid description for SurfaceDeform modifier tooltip.
Such place-holders should not pass final checks before merging in master!
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Conflicts:
source/blender/editors/space_nla/nla_draw.c
source/blender/editors/space_view3d/view3d_draw.c
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This slightly changes SDef behavior, by now respecting object transforms
at bind time, thus not requiring the objects to be aligned in their
respective local spaces, but instead using world space.
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Implementd fix suggested by @sergey in T50838.
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Implementation of the SDef modifier, which allows meshes to be bound by
surface, thus allowing things such as cloth simulation proxies.
User documentation: https://wiki.blender.org/index.php/User:Lucarood/SurfaceDeform
Reviewers: mont29, sergey
Subscribers: Severin, dfelinto, plasmasolutions, kjym3
Differential Revision: https://developer.blender.org/D2462
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