Blender Git Commits

Blender Git "soc-2013-paint" branch commits.

Page: 2 / 20

July 14, 2014, 01:39 (GMT)
Merge branch 'master' into soc-2013-paint

Conflicts:
source/blender/bmesh/intern/bmesh_mods.c
July 12, 2014, 11:02 (GMT)
Better fix for texture name lookup
July 12, 2014, 10:43 (GMT)
Misc code cleanup
July 12, 2014, 10:42 (GMT)
Fix for incorrect use of sizeof
July 12, 2014, 10:07 (GMT)
remove redundant NULL checks
July 12, 2014, 10:07 (GMT)
rename DM_active_paint_uvlayer, BKE_free_paint_curve
July 12, 2014, 09:51 (GMT)
Replace BLI_SMALLSTACK_FREE with fake user (quiet warnings in msvc)
July 12, 2014, 09:51 (GMT)
Code cleanup
July 12, 2014, 09:51 (GMT)
Use BKE_texpaint_ prefix
July 12, 2014, 09:51 (GMT)
BGE debug API and actuator

This patch adds some new debug methods to the KX_GameObject for manually adding the debug list and bge.render for controlling the debug visualization.
It also adds a new debug actuator, which allows to control the same functions.

This patch is a updated version of T33701.

Thread on Blenderartists:
http://blenderartists.org/forum/showthread.php?264745-Debug-proerties-for-added-objects-patch&p=2256018&viewfull=1#post2256018

Reviewers: moguri

Reviewed By: moguri

Differential Revision: https://developer.blender.org/D635
July 12, 2014, 09:51 (GMT)
Code Cleanup: use const
July 12, 2014, 09:51 (GMT)
View3D Walk: Rename gravity by gravity_state (cleanup)
July 12, 2014, 09:51 (GMT)
Another attempt for T40981, clipping border does not work with GLSL on
ATIs.

This is actually a test to see if this can be enabled on ATI cards.
According to various sources, newer ATI cards supporting GLSL 3.0
support gl_ClippingDistance in shaders, which is the forward compatible
way to do custom clipping.

This fix will bind 6 additional varying variables on ATIs, which may
lead to some shaders not compiling due to limiting out of those
variables, or to performance degradation. Also I do not have an ATI
handy to test.

Having those in mind, this commit may well be reverted later.

Clipping planes are usually 4 (6 is for cube clipping), but making
shaders depend on viewport state is really bad, and would lead to
recompilation, so I took the worst case here to avoid that.
Hopefully driver does some optimization there.
July 12, 2014, 09:51 (GMT)
Fix T41023: Specific material cause bad render result, different on CPU/GPU

Issue was caused by too much aggressive optimization, which skipped execution
of some nodes leading to an uninitialized memory read in SVM stack.
July 12, 2014, 09:51 (GMT)
BLI_array: avoid mixing terms count/length
July 12, 2014, 09:51 (GMT)
Correct error in BM_face_split_edgenet when no faces are split
July 12, 2014, 09:51 (GMT)
Fix potential bug in loop normals code.

Even if we cannot use computed lnor, we still have to empty the fan stack of lnors!
July 12, 2014, 09:51 (GMT)
Fix T40257: Frustum culling not working properly

This is mostly the same fix as before, but now code depending on culling
checks is executed after KX_Scene->CalculateVisibleMeshes(). As a
side-effect, LoD checks and animation culling now use the current
frame's culling information rather than the previous frame's.
July 12, 2014, 09:51 (GMT)
View3D Walk: Use scene gravity instead of hardcoded value (fix T40921)

Differential Revision: https://developer.blender.org/D636
July 12, 2014, 09:51 (GMT)
Fix T41019: Calculate Mass does not calculate actual volume.

This was a ToDo item, for mesh-based rigid body shapes (trimesh, convex)
the operator was simply using the bounding box volume, which can grossly
overestimate the volume and mass.

Calculating the actual volume of a mesh is not so difficult after all,
see e.g.
http://research.microsoft.com/en-us/um/people/chazhang/publications/icip01_ChaZhang.pdf

This patch also allows calculating the center-of-mass in the same way.
This is currently unused, because the rigid body system assumes the CoM
to be the same as the geometric object center. This is fine most of the
time, adding such user settings for "center-of-mass offset" would also
add quite a bit of complexity in user space, but it could be necessary
at some point. A number of other physical properties could be calculated
using the same principle, e.g. the moment of inertia.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021