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2013-10-28Merging r60962 through r60963 from trunk into soc-2011-tomatosoc-2011-tomatoSergey Sharybin
2013-10-28Merging r59178 through r60961 from trunk into soc-2011-tomatoSergey Sharybin
2013-10-28move bmesh array lookup data and utility functions from editmesh into bmesh,Campbell Barton
since enough bmesh operations can also take advantage of direct index lookups on verts/edges/faces. developers note: - EDBM_index_arrays_init/ensure/free -> BM_mesh_elem_table_ensure/init/free - EDBM_vert/edge/face_at_index -> BM_vert/edge/face_at_index - EDBM_uv_element_map_create/free -> BM_uv_element_map_create/free - ED_uv_element_get -> BM_uv_element_get
2013-10-28fix for decimator editing the data it loops over in an unsupported way.Campbell Barton
2013-10-27cmake: bsp needs motoSergej Reich
2013-10-27Expose MVertSkin customdata layer in Python. This allows scripts to change ↵Andrew Hale
parameters which are used by the skin modifier (such as radius)
2013-10-27rename BM_vert_at_index -> BM_vert_at_index_find (since this searches the ↵Campbell Barton
mempool). needed for other changes - coming.
2013-10-27Update OpenEXR to 2.0.1, this seems to fix some issues.Bastien Montagne
I *really* have to go back over all our patches in this script and try to port them back in respective projects!
2013-10-27Border select for sculpting, using B shortcut, warmup for more advancedAntony Riakiotakis
masking, like lasso selection.
2013-10-27fix [#37195] particles crash with viewport renderCampbell Barton
2013-10-26Weighted tracksSergey Sharybin
Added a weight slider to track which defines how much particular track affects in a final reconstruction. This weight is for sure animateable. Currently it affects on BA step only which in most cases will work just fine. The usecase of this slider is to have it set to 1.0 most of the time where the track is good, but blend it's weight down to 0 when tracker looses the track. This will prevent camera from jump. Tutorial is to be done by Sebastian.
2013-10-26remove null checks for macro definitions, if these fail then something is ↵Campbell Barton
broken elsewhere, better not fail silently.
2013-10-26fix for metaball editmode duplicate with PETCampbell Barton
2013-10-26fix for BM_faces_join_pair() making the assumption that only the 2 faces use ↵Campbell Barton
an edge, face winding could be flipped incorrectly. also remove search for shared edges - all callers pass the edge in.
2013-10-26rename give_cursor to ED_view3d_cursor3d_getCampbell Barton
2013-10-26code cleanup: merge doxygen comments into C source.Campbell Barton
2013-10-26fix for outline width theme option being ignored for non mesh object types.Campbell Barton
2013-10-26spelling: use American spelling for canceledCampbell Barton
2013-10-26remove unused varCampbell Barton
2013-10-26fix for UI glitch with HSVCUBE color picker, color was noticeably not very ↵Campbell Barton
smooth or aligned. - HSV values need to be shifted. - drawing the quads wasnt aligned well to colors.
2013-10-26holding ctrl now snaps the hue for color wheel and hsvcube.Campbell Barton
this makes it easy to set primary colors without using RGB sliders.
2013-10-26correct typoCampbell Barton
2013-10-26code cleanup: use bool for shift arg, order args more consistently between ↵Campbell Barton
functions.
2013-10-25Updating tooltip for Fill Holes "Sides" option.Jonathan Williamson
This makes the tooltip much more descriptive to tell the user what the setting does. Suggestion by Thomas Beck and bcon13.
2013-10-25rigidbody: Add "Apply Transformation" buttonSergej Reich
This is just the "Apply Visual Transform" operator. It's very usefull for rigid body simulations but hard to find and users usually don't know about it/don't know it's usefull to apply rigid body transformations. It seems bit out of place (especially the tooltip) so we might need to do a bit more here.
2013-10-25Remove duplicate cmake enries in game engine and compositorSergej Reich
2013-10-25replace snap values with enum and bool depending on use (it wasn't clear ↵Campbell Barton
which was used when both were int's). Ctrl+Shift now snaps normal button to 15deg increments.
2013-10-25patch [#37197] angle snapping for NORMAL buttonCampbell Barton
from Philipp Oeser (lichtwerk) with minor edits.
2013-10-25code cleanup and add mball select similar into the menuCampbell Barton
2013-10-25add check for cmake that source files are not included multiple timesCampbell Barton
2013-10-25patch [#37188] Remove filename entry specified twiceCampbell Barton
from Lawrence D'Oliveiro (ldo)
2013-10-25patch [#30689] select similar for metaballsCampbell Barton
from Cyrille Ruggero (kalado) with some edits.
2013-10-25Fix building with sconsSergej Reich
Can't actually test here so hope this is enough.
2013-10-25rigidbody: Use bullet's own fixed constraintSergej Reich
Should be no functional changes.
2013-10-25bullet: Update to version 2.82 (bullet revision 2705)Sergej Reich
Remove patch that has been applied upstream. Fixes several bugs.
2013-10-25drawobject: Fix sphere bounds drawingSergej Reich
Would draw ellipsoid instead, which is not so useful and wrong when used for rigid body collision shape visualization. svn merge -r59887:59888 ^/branches/soc-2013-rigid_body_sim
2013-10-25make the message for addons failing to parse a little more descriptive ↵Campbell Barton
(suggested in report [#37196]).
2013-10-24OSX/CMake: fix ftemplate conditionJens Verwiebe
2013-10-24Fix for occasional crashes due to numerical instability in Freestyle Perlin ↵Tamito Kajiyama
noise modifiers with a large 'octaves' value. Problem report by Light BWK through personal communications, thanks a lot!
2013-10-23Fix #37175, Viewer node issue for newly toggled render passes.Lukas Toenne
The RenderLayers node would use the "combined" image result for all passes which don't have a valid render result yet. This causes problems when the buffer element size is not actually 4 floats (RGBA) as with the 3 float normal passes. Also the result is rather meaningless then, so just keep the image buffer at NULL for unavailable passes, which will return plain (0,0,0) color.
2013-10-23Fix for OSL bug reported on IRC by Pablo Vasquez: Clamp option of the math ↵Lukas Toenne
node in OSL produces bad results. Really stupid bug, OSL math node was assigning the clamped 1st input value instead of the clamped result of the actual operation.
2013-10-23fix for negated normal being used when using individual centers & normal ↵Campbell Barton
orientation in vertex select mode.
2013-10-23code cleanup: minor transform refactorCampbell Barton
redraw flag were mixing up types - int/char/bool, add enum type to use instead.
2013-10-23fix [#37179] All transformation normals drawn when proportional edit, ↵Campbell Barton
individual origins and normal transform orientation are set thanks to psy-fi for the initial patch.
2013-10-23refactor transform.c - minor changesCampbell Barton
- use TREDRAW_HARD define - use apply prefix for transform callbacks. - make callbacks static.
2013-10-23style cleanupCampbell Barton
2013-10-23Fix part 1 of #37177 spikes in sculpting.Antony Riakiotakis
Was a typo from refactor to calculate sculpt plane from forward facing vertices only. The branch of the code that did the calculation would end up with a nice division by a wrong number.
2013-10-22Making real need to remove proxiesSergey Sharybin
Otherwise some invalid pointers will be left which could be harmless if real object stays local, but crashes when linking them to another files. Was discovered here in the studio during Project Pampa, and the steps to reproduce are: - Create lib.blend, put armature and cube to it. Create a group with them. - Create scene.blend and link group from lib.blend. - Make a proxy from armature. - Make group real. - Add real objects to a group. - Create comp.blend and link group from scene.blend. This step will creah.
2013-10-22Bugfix: Renaming bones now renames the corresponding F-Curves in actions used byJoshua Leung
Action Constraints
2013-10-22Ctrl+Alt+SelectMouse now does "Select all keyframes in same channel" inJoshua Leung
DopeSheet too Previously, it only worked in the Graph Editor, though I thought I had implemented it here too.