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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
2012-12-25BGE: Some various tweaks to try and get async lib loading to be a bit more ↵Mitchell Stokes
stable on more complex scenes.
2012-12-25BGE: Committing SolarLune's patch to allow a minimum shadow buffer size of ↵Mitchell Stokes
128 (down from 512).
2012-12-25BGE: Fixing an assert with the canvas' GetViewPort(). bf_gpu was changing ↵Mitchell Stokes
the viewport when handling shadow buffers. KX_LightObject::BindShadowBuffer() now updates the canvas with the new viewport information from bf_gpu.
2012-12-24We now have some Catalan, but no Amharic nor Estonian yet!Bastien Montagne
2012-12-24Usual minor UI messages tweaks...Bastien Montagne
2012-12-24Looks like I forgot to cleanup that file when we switched to dynamic i18n ↵Bastien Montagne
languages.
2012-12-24Separate image input and sequencer's color spaces in the UISergey Sharybin
This two things were using the same DNA and RNA structures because internally they're completely the same. However, that was confusing from the interface point of view. Now it should be much more clear what's going on there.
2012-12-24code cleanup: don't alloca zero size and remove paranoid NULL checks ↵Campbell Barton
(checked all uses and there not needed).
2012-12-24fix possible bug with ui_item_fit() causing uninitialized variable use.Campbell Barton
2012-12-24Fix #33650: Compositor locks up when input is an unrendered render layer.Sergey Sharybin
Issue was caused by resolution detecting which assumed zero resolution is undefined one and should be re-evaluated. It doesn't work in cases when there's a missing input, causing lots of unneeded resolution re-calculation. It wasn't so much issue in average sized node trees, but it was a real problem in generated tree from the report. Currently used pretty simple solution which added a boolean flag to the node operation which signal whether resolution was ever set or not. There're probably smarter solutions here but can not think about them.
2012-12-24BGE: "Fix" for issue [#33663] "Objects Share Materials / Textures When ↵Mitchell Stokes
Grouped In SingleTexture / MultiTexture Mode" reported by Josiah Lane (solarlune). This commit adds a UI option in the Render properties to enable the new material caching in the converter. This caching can cause problems with Singletexture and Multitexture materials when texface is being used to handle materials. By default this option is enabled and users with broken games have two options: 1) Fix up their materials so they are properly using textures 2) Disable the material caching and take a speed hit during conversion time Regardless of the setting, caching is always enabled for GLSL materials.
2012-12-24BGE: Use canvas->SetViewPort() instead of glViewport() in the 2D filter.Mitchell Stokes
2012-12-24User Interface / Preferences:Thomas Dinges
* Added a new "Text Style" area into the theme section, with settings to control font kerning, shadow size, color and offset.
2012-12-23flip lines to reduce odds of re-execution (non critical race condition when ↵Morten Mikkelsen
triangles overlap
2012-12-23Patch for weirdo library recursive linking errors:Ton Roosendaal
In case you accidentally link data in a library file from the main file, Blender would crash. Now it survives, giving error messages to tell what to fix.
2012-12-23code cleanupCampbell Barton
2012-12-23fix for use of uninitialized variable with ui_handler_region_menu.Campbell Barton
2012-12-23Compilation fix for colladaSergey Sharybin
2012-12-23Fix cycles displacement not working well with OSL and multiple objects.Brecht Van Lommel
2012-12-23Add keying "options" parameter to keyframe_insert() bpy_rna function, so now ↵Bastien Montagne
you can enable 'INSERTKEY_NEEDED', 'INSERTKEY_VISUAL' and/or 'INSERTKEY_XYZ_TO_RGB' when you directly key some property from python script (previously those options were only available through keyingsets). Thanks to Campbell for review!
2012-12-23Added support of J2K codec for Jpeg2000 writingSergey Sharybin
This codec is absolutely needed to generate DCP using OpenDCP, before that external application to convert JP2 to J2K was used which slowed down export a lot. New codec is exposed to image format settings panel and called Codec. Default one is JP2 which creates files with .jp2 extension, new one is called J2K which creates with .j2c extension. Other changes: - Fixed avi jpeg warning which was treating as error here. - Made it so extension is detecting from ImageFormatData instead of image file type, which makes it possible to have different extension for the same file type depending on it's settings. IRIS format should still be changed (depending on number of channels it'll be .bw, .rgb or .rgba extension) - Default image format settings would be set from image buffer when re-saving it. Makes it possible to easily open .j2c file and save it using J2K codec (without this change it'll save as .jp2 using JP2 codec)
2012-12-23Bug fix (own collection) Ton Roosendaal
Icons in search menus were not drawing on the right location when UI panels were zoomed in large. Not very common, but annoying. (DPI setting worked fine)
2012-12-23Cycles: deal a bit better with errors when CUDA runs out of memory, try to ↵Brecht Van Lommel
avoid crashes.
2012-12-23Fix #33641: cycles self intersection artifacts with motion blur and one of theBrecht Van Lommel
X/Y/Z coordinates close to 0.
2012-12-23Code cleanup: add usual 'BKE_' prefix to 'public' constraint functions from ↵Bastien Montagne
blenkernel...
2012-12-23Adding Scale Visual keying (and de-duplicated part of the code returning ↵Bastien Montagne
visual values to key).
2012-12-23fix for bug where weight paint would draw hidden faces but not draw then ↵Campbell Barton
with the backbuffer (depth selection).
2012-12-23add zbuf/depth option to weight paint border & circle selectCampbell Barton