Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2012-10-24enable decimate modifier for curves.Campbell Barton
2012-10-24use int's for kdopbvh start/stop axis since there were loops comparing with ↵Campbell Barton
other ints.
2012-10-24use min_ii/max_ii over MIN2 MAX2Campbell Barton
2012-10-24fix [#32855] Obj im and export and the file path and nameCampbell Barton
file selector now uses previously used settings for operators rather then over riding them with the currently open blend file.
2012-10-24comment R_SEQ_GL_REND flag, opengl render now does gl previews.Campbell Barton
2012-10-24- enable GPU mipmap generation by default (Sergey and I wanted to change ↵Campbell Barton
this before but it was too close to release). - set opengl-solid display for the sequencer preview.
2012-10-24enable rendering from the sequencer again. this was working since 2.4x and ↵Campbell Barton
shouldn't have been disabled.
2012-10-24rename axis_primary_v3() to max_axis_v3() to avoid confusion with ↵Campbell Barton
axis_dominant_v3(). also add min_axis_v3().
2012-10-24Final fix for [#31017] Particles not generated on Grid DistributionJanne Karhu
* In some cases a quad would be intersected twice so particles near this double-intersection point were not generated in grid distribution due to being marked as outside the surface.
2012-10-24Partially replace convex hull implementation with Bullet implementationNicholas Bishop
* Bullet's convex hull implementation is significantly more robust than the one I implemented, as well as being faster. * This fixes bug [#32864] "Convex Hull fails in some cases." projects.blender.org/tracker/?func=detail&aid=32864&group_id=9&atid=498 That bug, and others like it, relate to the poor handling of co-planar surfaces in the input. Pretty much any model that is simple-subdivided a few times gave very bad results before, Bullet's implementation handles this much better. * In order to ensure a smooth transition, the Bullet output is translated into the existing HullTriangle hash structure. This makes it easy to ensure that the existing slot output stays the same; the interactions between the slots are somewhat complicated, detangling is a TODO. * Reviewed by Brecht: https://codereview.appspot.com/6741063
2012-10-24Patch Bullet to make it's convex hull implementation usable in BMeshNicholas Bishop
* Add access to the original indices for vertices * Add a very simple C API for convex hull * Add this patch to the patches folder and update readme.txt
2012-10-24Separate languages file generation code into its own script (much better ↵Bastien Montagne
this way, so that we can regenerate that file without update whole trunk!). Also add es_ES (Spanish from Spain) language, as we have a po for it!
2012-10-23Fix #2 for [#32954] Crash when activating 'International Fonts' in User ↵Bastien Montagne
Preferences I though allocating zero-sized mem would return a NULL pointer, but it looks like it does not... :/ Anyway, Blender should no more crash in case languages file is missing, will just use default (system) locale...
2012-10-23Fix #27834: AAO color bleeding failure case with raytraced shadows.Brecht Van Lommel
2012-10-23Fix knife sensitivity issue (#30637): better calculation of howHoward Trickey
to clamp distances in ortho mode.
2012-10-23Fix #32954: Crash when activating 'International Fonts' in User PreferencesSergey Sharybin
2012-10-23Cycles: update buffers only once in a while when progressive refine is usedSergey Sharybin
It'll mimic the same behavior as regular tile rendering update and it should give pretty noticeable boost on simpler scenes.
2012-10-23Solve unresolved call of min(int&, unsigned int&)Sergey Sharybin
Alternative could be using unsigned ints for min/max chunks.
2012-10-23Fix #32951: Progressive refine crashing Blender when used with multiple cudaSergey Sharybin
Issue was caused by offline rendering could have been allocated the same tile to different devices and in this case buffers would become invalid. Made it more clear in the code, so now it's flag for tile manager to indicate whether tiles should always be allocated for the same device or not. Also cleaned a way how tile index for progressive refine is calculating, which is now avoids tricky computation based on tile coordinate and it's dimensions.
2012-10-23reduce float comparisons for keying operation and despill.Campbell Barton
2012-10-23use min_ max_ functions in more places.Campbell Barton
also fix minor error in MOD decimate when the modifier did nothing the reported face count would be wrong.
2012-10-23Fix #32837: DDS images flipped in viewport compared to render. This happenedBrecht Van Lommel
after adding compressed DDS texture loading. DDS images can be flipped compared to the Blender standard, however we do not unflip them because we also don't flip compressed textures. If we would flip those we'd need to uncompress, flip and recompress them, and so losing the speed benefit that you get from using them. Users are expected to save DDS image in OpenGL compatible format.
2012-10-23skip hidden datablocks when switching screens.Campbell Barton
2012-10-23comment quick cache RNA and quiet compiler werning.Campbell Barton
2012-10-23Related to previous commit I did:Ton Roosendaal
Removed checks for PTCACHE_QUICK_CACHE for exception handling. This to ensure normal cache works as if old PTCACHE_QUICK_CACHE wasn't set. Thanks Campbell for pointing at this!
2012-10-23Fix #32867: normal map baking issue with flat shaded faces since bmesh. AlsoBrecht Van Lommel
removed the old unused normal map tangent computation code.
2012-10-23Fix #30801: cycles rendering issue with missing particle instances in a ↵Brecht Van Lommel
dupligroup.
2012-10-23Use better epsilon for line intersection, fixes bug whereHoward Trickey
missed some hits on very small scale meshes, e.g., bug #31143.
2012-10-23Bugfix 30974Ton Roosendaal
- Disabled "Quick Cache" option. It was causing ridiculous updates on the entire animation system for start-end frame on every user event causing changes here (like during transform). Worst was that you couldn't transform animated objects for that reason either. Most of the code is still there, waiting for a moment to revise it... - Constraint "Follow Track" (marker) wasn't using inverse matrix code in transform, making it wacko to use (wrong pivot, crazyspace)
2012-10-23code cleanup: give rng functions BLI prefix.Campbell Barton
2012-10-23debug output: stop printing event handlers for mouse moves of mouse ↵Campbell Barton
inbetween events.
2012-10-23rename api functions...Campbell Barton
- minf, maxf, mini, maxi --> min_ff, max_ff, min_ii, max_ii
2012-10-23Fix for direct_link of local ID data blocks (node trees in ↵Lukas Toenne
material/lamp/world/scene/texture). These data blocks also need to link the id properties group in their ID base, otherwise custom properties stored in such local node trees will lead to dangling pointers on file load.
2012-10-23Fix #32941: Sequencer Preview shows texture which is apart of the window.Sergey Sharybin
Issue was caused by buffer shadows were binding buffer after offscreen buffers was bind which lead to some unpredictable results. Made it so ED_view3d_draw_offscreen wouldn't bind any buffers and for proper shadows ED_view3d_draw_offscreen_init should be manually be called before drawing to an offscreen. This should also make open gl render with AA enabled a bit faster. Also fixed missing sequencer cache invalidation when open gl render type is changing. Material and Rendered modes are still a TODO for sequencer.
2012-10-23code cleanup: remove $Id's that crept back in, also osl style editsCampbell Barton
2012-10-23Correction to recent fix for shader nodes -- image could be not loaded yetSergey Sharybin
when tree is being executed. This could lead to nor initialized color space for the image. Solved by insuring image buffer is loaded before checking for whether color conversion is needed.
2012-10-23Sizeerror 8 fix for DecimateModifierDataSergey Sharybin
2012-10-23Fix #32943: sculpt mode draw crash with VBO and flat shaded, hidden faces.Brecht Van Lommel
2012-10-23fix for crash using an uninitialized pointer when fcurves reference missing ↵Campbell Barton
collections (removing animated shape keys could crash).
2012-10-23Display buffer should be marked as invalid when setting pixels from pythonSergey Sharybin
2012-10-23Fix for [#28927] Z-Transp disables Material Pass IndexJeroen Bakker
2012-10-23fix for issues in new decimatorCampbell Barton
- when an edge exists across a quad, dont attempt to triangulate it. (such a case isn't so common anyway) - silly mistake when checking if anything needed to be done in the modifier, percent was being checked for 1.0 even when not used.
2012-10-23add option to planar decimator to collapse all verts that define face ↵Campbell Barton
boundries (verts that 2 faces share and have 2 edge users). avoids ugly stepping between faces when applying on curves surfaces. (but less useful for architectural style models)
2012-10-23fix for edge collapse decimator re-combining triangles that make degenerate ↵Campbell Barton
quads.
2012-10-23add option for decimate-collapse to keep triangulated geometry (normally ↵Campbell Barton
quads stay as quads when not collapsed).
2012-10-23add limited dissolve as a decimation type to the decimate modifier.Campbell Barton
2012-10-23add un-subdivude as an optional method for the decimate modifier, gives more ↵Campbell Barton
even geometry & nicer results in some cases.
2012-10-23code cleanup: quiet warningCampbell Barton
2012-10-23style cleanup: also rename bmesh_decimate.c --> bmesh_decimate_collapse.cCampbell Barton
2012-10-22fix: drivers on materials and texture don't update when rendering animationAndrea Weikert
* Added additional tag_main_idcode in BKE_scene_update_for_newframe similar to what was done previously in BKE_scene_update_tagged to fix #32017 (unlimited recursion issue for material updates) by Joshua Leung * So issue wasn't the dependencies, but the material was already tagged (from previous drawing), so wouldn't be updated each frame.