Blender Git Statistics -> Branches -> bmesh-boolean-experiment

"Bmesh-boolean-experiment" branch

Total commits : 75
Total committers : 2
First Commit : October 27, 2015
Latest Commit : December 11, 2015


Commits by Month

DateNumber of Commits
December, 201545
November, 201516
October, 201514

Committers

AuthorNumber of Commits
Campbell Barton74
Sergey Sharybin1

Popular Files

FilenameTotal Edits
bmesh_intersect.c31
MOD_boolean.c16
bmesh_polygon_edgenet.c12
DNA_modifier_types.h4
properties_data_modifier.py4
editmesh_intersect.c4
rna_modifier.c3
bmesh_intersect.h3
bmesh_polygon_edgenet.h2
bmesh_mesh.h1

Latest commits Feed

December 11, 2015, 08:25 (GMT)
cleanup dna
December 11, 2015, 08:10 (GMT)
Merge branch 'master' into bmesh-boolean-experiment
December 11, 2015, 06:29 (GMT)
Add boolean as an edit-mode tool
December 11, 2015, 05:43 (GMT)
Minor changes needed for for accessing booleans in editmode

- Replace hard coded edge-delimiter checks with a call that
forwards face-side check to the callback passed to BM_mesh_intersect.
- Copy the hflag exactly when splitting a by the edge-net.

Also remove experimental bvh-overlap test.
December 11, 2015, 05:20 (GMT)
Merge branch 'master' into bmesh-boolean-experiment
December 11, 2015, 02:46 (GMT)
Merge branch 'master' into bmesh-boolean-experiment
December 11, 2015, 00:28 (GMT)
Merge branch 'master' into bmesh-boolean-experiment
December 10, 2015, 15:28 (GMT)
Change method of hit-counting

Instead of de-duplicating on each ray-hit addition,
sort and count non duplicates.
December 10, 2015, 14:18 (GMT)
Check when we can't find paths - was asserting

For very scrambled degenerate geometry where this error is unavoidable.
December 10, 2015, 13:46 (GMT)
Merge branch 'master' into bmesh-boolean-experiment
December 10, 2015, 12:44 (GMT)
Merge branch 'master' into bmesh-boolean-experiment
December 10, 2015, 10:21 (GMT)
Merge branch 'master' into bmesh-boolean-experiment
December 10, 2015, 10:13 (GMT)
Merge branch 'master' into bmesh-boolean-experiment
December 10, 2015, 10:04 (GMT)
Don't tag in BM_face_split_edgenet_connect_islands

This is only needed for intersect logic.
December 10, 2015, 09:58 (GMT)
Use memarena to avoid too many stack allocations
December 10, 2015, 08:57 (GMT)
Avoid using macro for main connect searching logic
December 10, 2015, 08:41 (GMT)
Use modified approach for selecting vertices to connect islands

Cast 2d rays instead of using a kdtree.

This is mostly finished now, just need to improve memory handling and minor cleanup.
December 10, 2015, 04:46 (GMT)
Check connecting edges against eachother

This isn't using spacial optimizations since these are constantly being added and in most cases wont be very many.
December 10, 2015, 04:08 (GMT)
Use bvhtree for checking if connecting edges dont intersect
December 10, 2015, 02:12 (GMT)
minor cleanup/rename

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