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2009-10-02merge from 23153 to 23595soc-2009-imbusyLukas Steiblys
2009-10-01netrender: first draft for process jobs, to be able to run arbitrary ↵Martin Poirier
commands on slaves. This could be used to bake physics on network or whatnot.
2009-10-01Bug fixMartin Poirier
Snapping: transform snap in editmode couldn't snap to data in the same mesh.
2009-10-01Fix cmake compilation on Windows, adding pthread includes,Brecht Van Lommel
patch by Guillaume, thanks!
2009-10-01Texture stack influences are now all separate values, and negativeBrecht Van Lommel
mapped values now have their influence negated instead. Also a few RNA changes for TextureSlot. Bumped subversion for the version patch.
2009-10-01Brought back mousewheel multicut to Ctrl-R loopcut tool that was recently ↵Roland Hess
added. Tweak still doesn't work for the loopcut op, but it didn't before, so at least we're advancing.
2009-10-01Fixing scons compile on windows.Martin Poirier
Since bli_threads.h now includes pthreads directly, we need to had instructions in SConscripts everywhere for proper include path. Frankly, I feel like this should be done in a global manner and not in a per lib fashion, but that is for another day. This commit also fixes more missing properties
2009-10-01Fix crashes with .blend files saved in particle mode, derivedmeshBrecht Van Lommel
can't be assumed to be made yet then.
2009-10-01Fixed a part of [#19494]. Transform Lock Options didn't updated 3D View's ↵Thomas Dinges
Transform manipulator. * Minor Code tweak in material RNA.
2009-10-01Fix #19513: scroll wheel did not work when over disabled buttons.Brecht Van Lommel
2009-10-01only link against python when its enabledCampbell Barton
remove duplicate linking flags (looks like a copy/paste error)
2009-10-01Cocoa port, events WIP:Damien Plisson
- Fix keyboard keymap - NSAutoReleasePool now drained at every cycle - Tablet events combined with mouse events now handled
2009-10-01* Added proper update/conversions for changing between degrees and "mm" in ↵Matt Ebb
camera
2009-10-01Use curve twist for the CurveDeform modifier and bones (anything that uses ↵Campbell Barton
curve_deform_verts() and curve_deform_vector()). So means minimum twist and twist smoothing are now used. the Z up quaternion from the path is rotated to match the up axis given. There was no logical rule for the up vector, some cases flipped the normals when used with the CurveDeform modifier. Use the default X-Up behavior and match other settings with this. (comments explain this in detail). - Interpolating quaternions didn't work in some cases, disabled for now. - 'no_rot_axis' is different from in 2.4x since it now removes rotation from the tilt whereas before it edited the axis before calculating the tilt.
2009-10-01Unified effector functionality for particles, cloth and softbodyJanne Karhu
* Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-10-01building without bullet didnt workCampbell Barton
2009-09-30Update MSVC project filesBenoit Bolsee
2009-09-30Render & Compositing Thread FixesBrecht Van Lommel
* Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30SVN maintenance.Guillermo S. Romero
2009-09-30svn merge https://svn.blender.org/svnroot/bf-blender/branches/blender2.4 ↵Campbell Barton
-r23566:23567
2009-09-30Cocoa port start:Damien Plisson
GHOST*Cocoa.mm & .h files creation First Cocoa version of GHOST_SystemCocoa.mm CMake files update to allow optional (WITH_COCOA option) Cocoa version build - disabled by default SCons files are not updated to allow Cocoa build (the ghost .mm files)
2009-09-30Animato: BugfixesJoshua Leung
* #19501: Only the first user of multi-user IPO's were getting converted to AnimData. Now, this AnimData gets converted multiple times - once for each user. This will mean that multi-user actions will no longer be multi-user after conversion though, although this could be fixed manually if there really is such a need. * #19503: Nasty memory leaks when duplicating objects with AnimData Fixed a few little oversights made when coding the copying code for NLA-data (which resulted in exponential copying-loops of doom), and sanitised the AnimData copying code for ID-blocks to be simpler to manage.
2009-09-30- rather then passing the python namespace dictionary to the controller ↵Campbell Barton
function get the namespace from the converter. - renamed SetPythonDictionary() to SetPyNamespace() - remove IsLight(), GetGameObjectType() existed before this but wasnt used for lights.
2009-09-30Rework of volume shadingMatt Ebb
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-30option to build the BGE without python, uses existing python check (cmake ↵Campbell Barton
and scons) when python is disabled videotextures are not built.
2009-09-30Fix link problem: Rename libed_preview -> libed_renderDiego Borghetti
2009-09-29Sorry, three commits in one, became difficult to untangle..Brecht Van Lommel
Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29adding back changes from soc-2009-kaz branch.Campbell Barton
2009-09-29Copying scripts from 2.4x without 2.5x changesCampbell Barton
2009-09-29history for these files was lost, will use "svn cp ....." to get the scripts ↵Campbell Barton
from 2.4x and apply kazanbas's updates.
2009-09-29Fixed import scripts: OBJ, 3DS. 2 bugs still perist though: imported meshes ↵Arystanbek Dyussenov
appear upside-down (foreach_set?) and materials don't import.
2009-09-29Fixed export scripts: 3DS, OBJ, X3D, FBX. These need testing now.Arystanbek Dyussenov
2009-09-29Fix for CMake/OS X, would fail to copy files to bundle sometimes,Brecht Van Lommel
doing make twice would avoid this, but that's not very convenient.
2009-09-29remove ray sensors own logic manager (now stored in parent class) + other ↵Campbell Barton
minor changes.
2009-09-29bge player - stubs updateDalai Felinto
*note in order to build blenderplayer with cmake+msvc one needs to comment all smoke references in stubs.c - scons + msvc is building fine (raising some warnings for the smole references though) - cmake in linux should be building as well (the smoke references were inserted in stubs to please this building environment IIRC)
2009-09-29Bugfix #19490: Adding UV texture, adds Vertex color insteadJoshua Leung
Seems to have been a copy+paste error (code for Vertex Color adding was pasted in place of texture paint). Restored the code from an earlier revision (from another file).
2009-09-29Removed the termporary defines added to make the Game Engine compile. ↵Joshua Leung
Hopefully this fixes all of the cases which broke.
2009-09-28Adding back more functionalities for transform orientations.Martin Poirier
Create new orientation is now Ctrl-Alt-Space (Alt-Space is select orientation and the old ctrl-shift-c is taken by add constraints). New orientation panel in 3d view sidebar (nkey) has operator buttons for select, create and delete. Eventually, this should become a list. Note that orientation operators are missing notifiers to properly redraw the 3d view and its header properly.
2009-09-28Preview icon rendering for menus now runs in a separate thread, to avoidBrecht Van Lommel
blocking the user when opening a menu. Material and texture buttons now display these icons in the list. Also fixes #19387, icon and full preview render at the same time would crash. I'm not really convinced this is thread-safe, but on the other hand also not sure regular preview render is really thread-safe yet.
2009-09-28Fix python error in boids panel, missing variable psys.Brecht Van Lommel
2009-09-28Fix #19483: error using FBX export script, diffuse_reflectionBrecht Van Lommel
changed to diffuse_intensity.
2009-09-28Fix potential crash for file operators that don't defineBrecht Van Lommel
a "path" property, now it will just give a warning.
2009-09-28Fix compile problem on OS X Snow Leopard. The Mac code for dynamicBrecht Van Lommel
library loading was using some non-public OS X functions, which give linking issues for me. Since OS X 10.3 standard unix dlopen() is supported, so I just removed this code, we don't support earlier versions anyway.
2009-09-28Fix drawing of MENU buttons with only an icon, was not aligned rightBrecht Van Lommel
and showing unneeded triangles (+ buttons in Boids Brain).
2009-09-28* Copy() -> Clone() (even though these hopefully will be obliterated from ↵Nathan Letwory
extern/ soon) * remove reference to docs SConscript * python dbg commit - somehow this one was left uncommitted when I was working on r23465 and r23464
2009-09-28File paths: use release/ for scripts if possible again, this gotBrecht Van Lommel
changed with the file path changes, the reason to check this first is that it allows to edit py scripts without having to run the build system for each change.
2009-09-28Fix #19479: ctrl+N could temporarily freeze the window when userBrecht Van Lommel
preferences were saved from a separate window. Missing transfor of active window state to the new window.
2009-09-28Fix #19477: transform manipulator did not work correct withBrecht Van Lommel
quad view, got wrong context.
2009-09-28Fix #19468: particle mode crash in transform, when there areBrecht Van Lommel
no editable particles.
2009-09-28Fix #19453: rendering with mesh in edit mode would put the objectBrecht Van Lommel
partially back in object mode, disabling e.g. X delete.