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2012-12-28style cleanupCampbell Barton
2012-12-28code cleanup: move view3d buffer bones loop into a static function (was not ↵Campbell Barton
breaking out of the loop when a bone was found).
2012-12-28Small fix: increased precision print of color sampling float images with 1 ↵Ton Roosendaal
digit. Now it prints 5, which shows better whether a buffer is float, or half float.
2012-12-28Fix [#33424] Inadequate bake action.Bastien Montagne
bake_action tries to make kind of a 'visual keying'... On one side, this is rather stupid when you keep constraints (in this case, keying actual loc/rot/scale transforms, i.e. matrix_basis, is enough, doing more would lead to unexpected behavior with some constraints). On the other one, making a good visual keying of bones is *really* tricky, so now using the new object's convert_space() func to compute that (when the user chooses to remove the constraints). Incidentally, this greatly simplifies the code of bake_action!
2012-12-28Expose BKE_constraint_mat_convertspace() as object's convert_space() func in ↵Bastien Montagne
RNA. Converting between various standard spaces (like local, pose, world, etc.) can become quite hairy (especially with bones), as we already have this code in C, let's help py devs' life. Thanks to Campbell for the review and advices.
2012-12-28Bugfix #33681Ton Roosendaal
Blender didn't detect properly whether event came from a mouse-wheel or from a trackpad in OS X. Now you can both, and both are handled independently. Removed back hack from 2 years ago - which disabled mouse wheel for laptops.
2012-12-28patch [#33669] SConstruct: Tell how to pass BF_PYTHON_INC to SCons is it is ↵Campbell Barton
not found from anatoly techtonik (techtonik)
2012-12-28patch [#33687] select similar lampCampbell Barton
by Saurabh Wankhade (sauraedron), with some edits.
2012-12-28Fix blenderplayer compilation.Antony Riakiotakis
2012-12-28fix [#33677] Lambda is un-settable for mesh.vertices_smooth_laplacianCampbell Barton
lambda is python keyword.
2012-12-28remove type checks on drawing uiList's,Campbell Barton
if the list is given the wrong item then the script needs to be fixed, better not fail silently. left in checks as commented out asserts.
2012-12-28Yesterday's memory free error fix in IMB_onehalf was wrong, it should Ton Roosendaal
be fixed in the icons code!
2012-12-28add missing free for ui listsCampbell Barton
2012-12-28style cleanup: var naming for ui listCampbell Barton
2012-12-28fix for memory leaks in own recent changes.Campbell Barton
2012-12-28revert r53356, this stopped the leak but still wasn't working nice.Campbell Barton
Add asserts when CTX_data_pointer_get/CTX_data_collection_get are incorrectly used. disable context inspection for now, Will enable again when its working properly.
2012-12-28The new feature printing changed properties in python history list didn't free Ton Roosendaal
a list of context properties. Give lots of leaked small blocks...
2012-12-28This commit frees list ui items from their dependencies to Panel, and hence ↵Bastien Montagne
from all the limitations this implied (mostly, the "only one list per panel" one). It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels! This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore! To make all this work, other changes were also necessary: * Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox. * DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not. * UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon. * UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews). Note: not sure whether we should add that one to all UILayout's prop funcs? Note: will update addons using template list asap.
2012-12-28code cleanup:Campbell Barton
- free_dverts -> BKE_defvert_array_free - copy_dverts -> BKE_defvert_array_copy also move the functions from BKE_mesh into BKE_deform
2012-12-28fix for memory leak with weight painting and ensure vertex group is created ↵Campbell Barton
before use.
2012-12-28Add 'vertex_only' option to bevel tool.Howard Trickey
Right now, changing segments to > 1 doesn't do anything, but intend to work on making that cause rounded corners.
2012-12-28remove unneeded inline lookups and fix error with wpaint_stroke_test_start ↵Campbell Barton
returning OPERATOR_PASS_THROUGH rather then a boolean.
2012-12-28remove workaround for [#31555], forcing PYTHONIOENCODING was causing stdout ↵Campbell Barton
to be lost on exit - no MEM_printmemlist_stats()
2012-12-28Better error report when no camera is found.Pablo Vazquez
While trying to render a RenderLayer from a linked scene, I couldnt tell why it wasnt doing anything. It just stopped rendering. Until I look on the console and see the No Camera print. This commit replaces the simple terminal printf with an actual error report, that shows in both terminal and to the user: http://pasteall.org/pic/show.php?id=42499 I believe this commit is pretty harmless, and only adds functionality. But feel free to remove it.
2012-12-27Outliner fix:Ton Roosendaal
New "Blender file" viewer now shows names of libraries better.
2012-12-27Function IMB_onehalf was not freeing memory.Ton Roosendaal
(Used for icon mipmap)
2012-12-27Fix in previous commit: forgot to free data from file reading.Ton Roosendaal
(Campbell: we want the memory prints back!!!)
2012-12-27Bug fix, own collection.Ton Roosendaal
"Add Group" was excluding linked library objects.
2012-12-27New features!Ton Roosendaal
- Packing .blend files If you work a lot with dynamic linked .blend files ("Libraries"), it's always hard to share your work with others (or for bug reports!). This new option packs all used external .blend files, and - on save - combines it together in one .blend file. You can save that file on any location. Loading a packed .blend file then loads all library data usual - not editable. Just use unpack to save out all linked .blend files. This will only save out the files according the directory structure as was used on linking - relative to the current .blend. It will create new directories, so be careful with unpacking when relative paths go up. This feature also works fine for linked compressed .blend files. It also works for many levels deep linked .blend hierarchies. Access is hidden for now - I need to get some people to give it serious testing first. You can find the options via spacebar search (try pack or unpack). - Packed data and Undo Now all packed data is excluded from the Undo buffer storage. Keeps undo memory smaller and makes faster redo possible.
2012-12-27validate operator names on startup (debug mode only)Campbell Barton
2012-12-27use keyword args for bmesh.update_edit_mesh(...)Campbell Barton
2012-12-27add option to BLI_scanfill_calc() - BLI_SCANFILL_CALC_HOLES, gives some ↵Campbell Barton
speedup for BMesh ngons which never have holes and ensures predictable triangle count (totvert - 2), which is needed for pre-calculating array size.
2012-12-27correction for poly_to_tri_count() when given zero poly count.Campbell Barton
2012-12-27remove realloc's during BMEdit_RecalcTessellation(), instead use ↵Campbell Barton
poly_to_tri_count() to calculate how many triangles are needed.
2012-12-27display the number of tri's in object mode status, often requested feature ↵Campbell Barton
from users who model for realtime/game-engine output, the total number of faces wasn't so useful and could be especially misleading with ngons.
2012-12-27Fix: edge uv stitch mode did not average final position of uvs inAntony Riakiotakis
midpoint, non-snapping mode.
2012-12-27Fix: rotation of uv islands during stitch did not take uv aspect ratioAntony Riakiotakis
of image into account, distorting the islands. Now properly scale the components before rotating the island.
2012-12-27fix [#33651] Spin tool destroys unselected loose vertexCampbell Barton
bmesh.ops.extrude_face_region() didn't check for isolated verts (not connected to geometry), and removed them, happened for Ctrl+LMB extrude too.
2012-12-27Fix part of #33662: cycles crash using displacement on meshes with vertices notBrecht Van Lommel
attached to any face.
2012-12-27Fix: after multires baking, gpu textures were not getting invalidatedAntony Riakiotakis
for images and viewport was not getting refreshed with new baked textures. Now made sure this happens. The image list is copied to the job custom data so that the custom data cleanup function can properly delete them (if gpu image texture deletion does not happen on main thread, image bindcodes will remain intact for original images)
2012-12-26Bugfix #33667Ton Roosendaal
Mesh had invalid face indices (number too high). On Separate in Edit Mode it crashed. Two fixes: - The Material properties viewer just showed the last material in the index array. Now it shows nothing, to indicate it's an invalid selected material. - Crash was caused by array copy magic, not checking the active index properly. (No assert, no warning prints, I think cases like this can happen too easily, and this way user gets notified nicely and can fix it).
2012-12-26Todo item:Ton Roosendaal
- Drop group into 3d window now puts itself at mouse cursor location. - Drop objects into 3d window now doesn't move the 3d cursor anymore. Added new function ED_view3d_cursor3d_position() to handle this, so the temporarily object-drop operator macro also could go away. (Which was setting 3d cursor)
2012-12-26Bug fix #33673Ton Roosendaal
Edge length display in standard files (1 blender unit == 1) only gave two numbers precision for lengths > 1. Three is much nicer at least. The guess-work here in the code remains a bit dubious :)
2012-12-26Bug fix #33633 (and irc report)Ton Roosendaal
The function ui_popup_block_clip() didn't correct the buttons if a clip happened, causing the items to draw outside.
2012-12-26Node editor: remove option to show overlapping Property region.Ton Roosendaal
- The main window has sliders, which was drawn behind the region - If property region had slider too, it got even worse. Basically the node editor is UI view, so drawing another UI on top isn't functioning well in general.
2012-12-26Region scrollbar fix!Ton Roosendaal
Now scrollbars correctly hide and show, making space for the actual contents in a region. It solves several old hacks, and puts view2d code a bit more back in control as well. Implementation notes: - The view2d mask feature is working again - The #define V2D_SCROLL_HORIZONTAL_HIDE means: "turn on hiding". - Code for UI_view2d_region_reinit() is enforcing better standard view settings But... two hack/patches needed to be added: - Region panel drawing: if after generating the button panels it appears a scroller hides or reveils, it calls all the generating code again. (a simple scale doesn't work due to rounding differences in layout code) - View2d code that maps 'tot' and 'cur' rects: if this code detects that the mask changes, it calcs the map code again. Also a bugfix (issue in 2.65) - The left/bottom area split widget was drawing 1 pixel too large sometimes, leaving bad trails on moving area dividers.
2012-12-26BGE: Don't set the character controller's gravity when creating the ↵Mitchell Stokes
controller. The default from Bullet works much better than what we were using.
2012-12-26BGE: Adding a maxJumps to the character controller to adjust how many jumps ↵Mitchell Stokes
a character can perform before having to touch the ground. By default this is set to 1, which means a character can only jump once before having to touch the ground again. Setting this to 2 allows for double jumping.
2012-12-25make weight paint respect box & near clipping.Campbell Barton
also replace strncmp with BLI_path_ncmp for BLI_rebase_path, (so its case insensitive on windows)
2012-12-25weight paint without depth buffer option, works with vertex selection mode.Campbell Barton