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2015-08-04SCons: Fix for really nasty bug with polluting configuration environmentSergey Sharybin
The issue was caused by the following construction: def = env['SOMETHING'] defs.append('SOMETHING_MORE') Since first assignment was actually referencing environment option it was totally polluted hawing weird and wonderful side effects on all other areas of Blender.
2015-08-04Fix fast navigate winding being incorrect (apparent when backfaceAntony Riakiotakis
culling was on)
2015-08-04Nodes: Make method to detect hovered link during transform more ↵Julian Eisel
predictable/responsive The old method: The "old" method used the node dimensions to get a number of lines and checked if they intersect with the node link. Issue with this is that only a small part of the actual node surface is checked, making the method a bit unpredictable or unresponsive. The new method: The new method checks for intersections within the entire node surface. If multiple links are intersected, the node with the smallest distance from the *upper left corner* to the link is chosen. Reviewed by @campbellbarton (tm)
2015-08-04Remove alloc checks in laplaciansmoothCampbell Barton
These arrays aren't especially big or likely to fail.
2015-08-04Remesh modifier has unnecessary MFace calculationCampbell Barton
2015-08-04Missed from last commitCampbell Barton
2015-08-04Remove MFace use w/ laplacian smoothCampbell Barton
Use polygons for calculation
2015-08-04OpenSubdiv: Report when OSD can't be enabled due to dependenciesSergey Sharybin
Should be useful for debugging cases when enabling the option doesn't cause any performance improvements.
2015-08-04OpenSubdiv: forgot this in the previous commitSergey Sharybin
Need to find better approach for dealing with shadeless materials.
2015-08-04OpenSubdiv: Optimize drawing shaderSergey Sharybin
The idea is to cut as much code as possible and use compile-time ifdefs rather than runtime if() statements. Gives about 2x speedup on catmark_car model from OpenSubdiv repository making our FPS much closer to what glViewer is capable of.
2015-08-04Use PyC_ParseBool to parse boolsCampbell Barton
This could cause problems since they could be any int, then passed directly to internal functions that assume bools.
2015-08-04Docs: comment functions in BLI & Py APICampbell Barton
2015-08-04BGE: Added getActionName() function to KX_GameObject()Mateo de Mayo
It works similar to getActionFrame(), you have to give a layer or not (for layer 0) as the argument and it returns the name of the animation that the object is currently playing. Example: ``` import bge own = bge.logic.getCurrentController().owner own.playAction("SomeAction",0,20) print(own.getActionName()) ``` >> SomeAction Here is an example file, just open the blend file with the terminal opened and press P, you can see how the current animation is being printed: {F217484} Reviewers: moguri, hg1, panzergame, campbellbarton Reviewed By: panzergame Subscribers: campbellbarton, hg1, #game_engine Projects: #game_engine Differential Revision: https://developer.blender.org/D1443
2015-08-03OpenSubdiv: Fix/workaround for missing generated coordinates in viewportSergey Sharybin
This actually requires some bigger work to make it fully supported but for now at least avoid breaking shading with OpenSundiv option disabled.
2015-08-03OpenSubdiv: Support shadeless shadingSergey Sharybin
2015-08-03OpenSubdiv: Smooth shading became broken in recent commitSergey Sharybin
2015-08-03Sculpt: Fix tiling with brushes that use a locked planeAntony Riakiotakis
Patch by Tilman Blumhagen, thanks!
2015-08-03Multires sculpting drawing optimization:Antony Riakiotakis
Use OpenGL 3.2 extension ARB_draw_elements_base_vertex, which allows us to add offset in index buffer indices automatically. This should reduce the number of draw calls significantly. We may have some errors on the Mac with VBO setting off. OSX OpenGL extensions don't play well with vertex arrays. Will test that more later. We might also use a full element buffer here, like we do when hiding some quads, but this approach keeps the memory savings intended originally.
2015-08-03OpenSubdiv: Made it a modifier option to enable OSD for viewportSergey Sharybin
The idea of this commit is to make it so we can enable OpenSubdiv by default for the release builds but keep it limited to the viewport only for a specific meshes. This is a temporary solution for until all the needed features are supported on the OpenSubdiv side. Flag itself is done as a dedicated field in modifier DNA so we can easily remove it in the future without ending up with some temporary flag hanging around forever.
2015-08-03Fix T45654 fast navigate artifacts.Antony Riakiotakis
Was overdrawing the buffer, in case of fast drawing just use one draw call. Should also make performance quite smoother. Note: Just discovered we are doing one draw call - per grid - in multires apparently to keep reusing the same element buffer. This is horribly, dreadfully slow and will check about fixing it later.
2015-08-03OpenSubdiv: Avoid crashes when GPU subsurf is tried to be used on CPUSergey Sharybin
The issue was caused by CCG code being confused by number of geometry returned by utility functions in the case of the skipped grids. Made it so that code is always only working with CCG data and handled drawing code in a bit special way now. This solves such crashes as i.e. snapping.
2015-08-03OpenSubdiv: Make new geometry relations ensures dependent data exists on CPUSergey Sharybin
2015-08-03OpenSubdiv: Resolve crashes when other object depends on subsurf-ed objectSergey Sharybin
Cases like using subsurfed object as a boolean operand can't be evaluated on GPU and needs to have all the CCG on CPU. This commit resolves existing configuration to survive, but new configurations would need to have some sort of forced object update so all the data is being moved on CPU if it was previously on GPU.
2015-08-03OpenSubdiv: Remove workaround for simple subdivision modeSergey Sharybin
This case is now supposed to be supported by OpenSubdiv.
2015-08-03OpenSubdiv: Corrections to GLSL versionSergey Sharybin
Was own mistake in the last minute fixes, now matcaps should work just fine.
2015-08-03Fix buffer overrun lofting nurbsCampbell Barton
2015-08-03Fix own mistake in curve refactorCampbell Barton
2015-08-03OpenSubdiv: More proper loop for UV map evaluation on CPUSergey Sharybin
This is just updating code from our side, actual evaluation is still disabled because it doesn't support face farying data evaluation.
2015-08-03OpenSubdiv: Fix crash caused by applying subsurf on non-mesh objectSergey Sharybin
2015-08-03OpenSubdiv: Correction to vert edge/face orientation codeSergey Sharybin
non-manifold case didn't start ordering from the correct edge.
2015-08-03OpenSubdiv: Switch CPU evaluator to use uniform refinementSergey Sharybin
This way the result matches GPU viewport and becomes really close to out legacy subsurf code.
2015-08-03OpenSubdiv: Mark non-manifold verts as sharpSergey Sharybin
2015-08-03OpenSubdiv: Disable topology check happening from OpenSubdiv sideSergey Sharybin
This check doesn't handle multiple non-manifolds cases which is rather really annoying currently.
2015-08-03OpenSubdiv: Work on better vert edge/face orientation codeSergey Sharybin
Previous version of code didn't handle cases like hourglass connectivity with loose edge. The new code is supposed to handle all this cases.
2015-08-03Fix T45620: Coplanar faces w/ flipped normals not selectedCampbell Barton
2015-08-03Cleanup: remove redundant normalizeCampbell Barton
2015-08-03Fix bgl so that get-methods that take a string use strings instead of bgl ↵Martijn Berger
buffer objects again
2015-08-03Add bool parser for PyArg_ParseTupleCampbell Barton
Use for mathutils.bvhtree
2015-08-03Fix T45625: Unpredictable grid fillCampbell Barton
Detect when there are < 3 corners & automatically calculating the span isn't useful.
2015-08-03Fix grid-fill offset optionCampbell Barton
Wasn't applied relative to the active vertex.
2015-08-03Fix T45644: bpy.utils.smpte_from_frame drops frameCampbell Barton
D1444 by @lichtwerk, with minor fix & docstring updates
2015-08-03Fix T45649: Adding Point Density Texture to World Color Crashes Blender.Kévin Dietrich
Crash was caused by missing field in NodeShaderTexPointDensity. Committed with @dingto blessings.
2015-08-02Use auto-offset after adding node from search menu as wellJulian Eisel
2015-08-02correct ifdefCampbell Barton
2015-08-02Aduaspace: fixing playback in the game engine.Jörg Müller
2015-08-02parenthisize macro args to avoid errorsCampbell Barton
2015-08-02Cleanup: quiet int overflow warningsCampbell Barton
2015-08-02Fix VSE showing FPS during scrubbingJulian Eisel
Was intended to be disabled in rBa3b86611a8182, but disabled 3D View FPS drawing instead of VSE drawing. Triple checked but 3D View doesn't draw FPS now, so everything seems fine now. Note: To recreate this you had to play animation once before scrubbing.
2015-08-02Fix VSE not able to playback after scrubbing (and a couple of crashes)Julian Eisel
After scrubbing, Blender kept thinking an animation is played (see animation "Play" button), even after mouse release. This resulted in a couple of crashes, e.g. by pressing Alt+a and then Esc. (Also minor cleanup)
2015-08-01Use Auto-offset for move_detach_links (alt+D) operator tooJulian Eisel