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2020-07-10Cleanup: simplify platform define checksCampbell Barton
Platforms besides WIN32 were in a single else clause, use elif instead.
2020-07-10Fix for building on systems besides apple/windows/linuxCampbell Barton
2020-07-10Cleanup: follow code styleJacques Lucke
2020-07-10Functions: add utility to find dependencies of input socketsJacques Lucke
2020-07-10Functions: store derived node tree and network in map for future accessJacques Lucke
2020-07-10Functions: make constant folding work on unfinished networksJacques Lucke
2020-07-10Nodes: add redundant name check in debug builds to prevent errorsJacques Lucke
2020-07-10Fix Crash due to recent changesJeroen Bakker
{39b525e0f07fa25dcda54226ade789959b642dec} could write in unallocated space.
2020-07-10GPencil: Fix tooltip errorAntonio Vazquez
The tooltip was copied by error from Lattice modifier.
2020-07-10Functions: use new is-equal and hash function of CPPTypeJacques Lucke
2020-07-10Functions: make generic types hashableJacques Lucke
2020-07-10BLI: initial hash function for Color4b and float4x4Jacques Lucke
2020-07-10Functions: make generic types equality comparableJacques Lucke
2020-07-10Cleanup: various cleanups in for CPPTypeJacques Lucke
2020-07-10Fix T78296: Performance - Use Binary Search for MDeformWeightJeroen Bakker
Use binary search for querying deform weights. Spring 02_020_A.anim.blend on Ryzen 1700X goes from 12.4 to 12.7fps. During profiling it was detected that adding new items to the head was faster than adding to the tail. Reviewed By: Campbell Barton Differential Revision: https://developer.blender.org/D8127
2020-07-10Cleanup: structure CPPType according to code style guideJacques Lucke
2020-07-10LibOverride: Fix improper tagging of more of the backward pointers in RNA ↵Bastien Montagne
nodetrees.
2020-07-10Fix T78756: White UV drawing is displayed as DashedCampbell Barton
2020-07-10Fix UV rip failing to disable proportional edit-modeCampbell Barton
2020-07-10Cleanup: spellingCampbell Barton
2020-07-10Cleanup: clang-formatCampbell Barton
2020-07-10Fix UV path redo in vert/edge modeCampbell Barton
Redo was only working in some situations, some options were also not being forwarded.
2020-07-10Fix BM_loop_at_index_find lookupCampbell Barton
2020-07-10UV: allow ripping face-regionsCampbell Barton
This changes the behavior of rip when entire faces are selected. Now face regions are isolated and moved instead of ripping the edge-loop extracted from the selection boundary. This is a convenient alternative to separate selection & move. Resolves T78751.
2020-07-10Cleanup: face-center mesh calculationCampbell Barton
Loop over faces and calculate their centers instead of zeroing the face center array and accumulating all faces vertex corners. Move subsurf face center extraction into it's own loop since it works differently.
2020-07-10Fix missing adjacent UV check for recent UV path selectCampbell Barton
Path selection could cross UV islands if the destination element was on an island boundary.
2020-07-10Cleanup: add BLI_linklist_find_lastCampbell Barton
This makes adding to the end of a linked list simpler, In most cases we avoid this in favor of BLI_linklist_append. For one off operations it's OK.
2020-07-10Cleanup: spellingCampbell Barton
2020-07-10Cleanup: use FLT_MAX for the maximum path selection costCampbell Barton
A large number below FLT_MAX was used to avoid overflow, however this doesn't cause any problems.
2020-07-10Cleanup: variable names, use define for maximum path costCampbell Barton
2020-07-10Cleanup: undeclared warningsCampbell Barton
2020-07-09BLI: add more operator overloads for float2Jacques Lucke
2020-07-09Sculpt: Make Sculpt Vertex Colors features experimentalPablo Dobarro
This disables all Sculpt Vertex Colors tools, operators, panels and rendering capabilities and puts them under the "Use Sculpt Vertex Colors" experimental option. Reviewed By: brecht Differential Revision: https://developer.blender.org/D8239
2020-07-09Fix: add missing extern "C"Jacques Lucke
2020-07-09Build: add more libc compatibility functions for upcoming libraries updateBrecht Van Lommel
These are needed by the x264 library.
2020-07-09Fix repeated Face Sets IDs when joining meshesPablo Dobarro
As Face Sets IDs start from 0 and increase by 1 each time a new face set is created in a mesh, when joining multiple meshes it could happen that the same ID is used by several unrelated areas in multiple objects. This checks the Face Sets IDs when joining meshes and ensures that they are not repeated between different objects when joining them, so in the resulting mesh all previous face sets will have different IDs. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8224
2020-07-09Implement T77959: Never duplicate linked data during deep-copy.Bastien Montagne
Note that this behavior is enforced on user level for now, but on code side it is controlled with a flag, which should make it easy to refine that behavior if needed. Only exception is when we duplicate a linked ID directly (then we assume user wants a local deep-copy of that linked data, and we always also duplicate linked sub-data-blocks). Note that this commit also slightly refactor the handling of actions of animdata, by simplifying `BKE_animdata_copy_id_action()` and adding an explicit new `BKE_animdata_duplicate_id_action()` to be used during ID duplication (deep copy). This also allows us to get rid of the special case for liboverrides.
2020-07-09Sculpt: Skip fully hidden nodes in sculpt toolsPablo Dobarro
As tools iterators skip not visible vertices, fully hidden nodes can also be skipped and considered as masked. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8244
2020-07-09Fix wrong upate flag when updating the PBVH visibilityPablo Dobarro
This function was using the wrong flag to update the visibility state of the nodes, so I assume that most of the partially visible optimizations were not working. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8243
2020-07-09Fix T78664: Implement Mesh and Face Set boundary automasking in MultiresPablo Dobarro
This implements the SCULPT_vertex_is_boundary and SCULPT_vertex_has_unique_face_set functions for PBVH_GRIDS, which makes features such as automasking now work in multires. It also fixes some other face sets related features in multires, like face set boundary smoothing. This uses the BKE_subdiv_ccg_coarse_mesh_adjacency_info_get function to get the vertex indicies in the base mesh from multires. This way the API functions can get topology or face set information directly from it. In the future, these vertex indices can be used to get any other information from the base mesh from multires, like seams, sharp edges, disconnected elements IDs... Reviewed By: sergey Maniphest Tasks: T78664 Differential Revision: https://developer.blender.org/D8227
2020-07-09Fix Sculpt Vertex Colors sample color changing brush alphaPablo Dobarro
It is not practical to change the alpha of the paint color with the color picker as with the current brush design alpha is the main strength control for the brush. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8208
2020-07-09Fix crash when using Mask by Color in MultiresPablo Dobarro
Reviewed By: sergey Differential Revision: https://developer.blender.org/D8207
2020-07-09Make deps: Fix compilation error on CentOSSergey Sharybin
There were two issues. First is related on ISPC's CMake configuration forcing C and C++ compilers to be clang and clang++. This goes against of desired behavior when we use our own compiled clang compilers. The second issue was related on linker failure: CLang libraries are linked statically, and they need some of C++ 11 STL symbols which are coming from libstdc++. Differential Revision: https://developer.blender.org/D8258
2020-07-09Fix Cycles unnecessary updates to camera in viewport renderBrecht Van Lommel
Problem identified by Milan Jaros.
2020-07-09EEVEE: Implement the missing Sky textureSzymon Ulatowski
I'm not sure if the Sky was deliberately left out or was just waiting for a better moment, but so many I was disappointed that Sky in EEVEE is completely white. There are already 2 implementations (osl and gpu) so this is the third one. Looking at other cases it seems that we are not supposed to share sources between cycles and the rest? So the new util_sky_model files are just copies of what is already in cycles, except that the data file uses the RGB variant of the Hosek/Wilkie model, because we output RGB anyway (but can be easily changed to XYZ if desired - the results are nearly identical). I am not sure if it is okay to pass 3*9 float values as 3 mat4 uniforms (I wanted to use mat3 but it does not work). Also, should I cache the sky model data between renders if the parameters do not change? Reviewed By: fclem, brecht Differential Revision: https://developer.blender.org/D7108
2020-07-09BLI: rename rand.c to rand.ccJacques Lucke
2020-07-09Particles: Create a simulation state for every Particle Simulation nodeJacques Lucke
Every Particle Simulation node has a name (or a path when it is in a node group). This name has to be used in the Simulation modifier on a point cloud to see the particles. Caching has been disabled for now, because it was holding back development a bit. To reset the simulation, go back to frame 1. Currently, there is no way to influence the simulation. There are just some randomly moving points. Changing that is the next step.
2020-07-09Blenloader: make BLO_read_data_address work in C++Jacques Lucke
2020-07-09Fix T78745: Cycles error baking with multiple materialsBrecht Van Lommel
2020-07-09Fix T78718: Crash when deleting particle system modifier with the X Shortcut.Bastien Montagne
Duplication and deletion code of modifiers was totally wrong for particle system, that special weird thing needs its own custom management. Note that for now I chose not to duplicate the particle settings ID when duplicating the modifier...