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2016-04-12Removed particle operators API and point cache operators.Lukas Tönne
2016-04-12Removed particle operators from editors/physics/.Lukas Tönne
2016-04-12CMake: Partially revert recent missing headers commitSergey Sharybin
The header which was put to the CMake project is not by any means used during compilation, it is only used when manually updating CUDA wrangler from CUDA headers.
2016-04-12Cleanup: use boolCampbell Barton
2016-04-12CMake: add missing headersCampbell Barton
2016-04-12Cycles microdisplacement: UI tweak to use split columnMai Lavelle
Reviewed By: brecht, dingto Differential Revision: https://developer.blender.org/D1917
2016-04-12Cycles microdisplacement: refactor to move some tesselation code from ↵Mai Lavelle
SubdMesh to Mesh Reviewed By: brecht Differential Revision: https://developer.blender.org/D1915
2016-04-12Cycles microdisplacement: change use subdivision bool to subdivision type enumMai Lavelle
This is only the UI change, there is no underlying code change in this commit. Reviewed By: brecht Differential Revision: https://developer.blender.org/D1910
2016-04-12Cycles microdisplacement: perform subdivision dicing in raster spaceMai Lavelle
NOTE: this is only the first of many patches towards completing the subdivison and displacement system in Cycles. These patches will be reviewed and committed one by one over the coming weeks. Reviewed By: brecht, sergey Differential Revision: https://developer.blender.org/D1909
2016-04-11Cycles: Cleanup, make some comments easier to read on split editorsSergey Sharybin
2016-04-11Cycles: Remove hair support from volume BVH traversalSergey Sharybin
There are couple of reasons: - Volume shader on hair does behave really weird anyway and it's not something considered a bug really. - Volume BVH traversal were only used by camera-in-volume check, which doesn't really make sense to take hair into account since it'll be rendered wrong anyway. Such a removal makes both code easier to extend further (as in, no need to worry about those traversal for hair bvh) and also reduces stress on GPU compilers.
2016-04-11Cycles: Remove unused SAH from BVH packSergey Sharybin
2016-04-11Cycles: Rename tri_woop to tri_storageSergey Sharybin
It's no longer a pre-computed data and just a storage of triangle coordinates which are faster to access to.
2016-04-11Fix T48084: Solidify uses alternate quad-directionCampbell Barton
This prevents twisted quads from self-intersecting. This change makes the duplicate surface match the first vertex in the face, so the diagonal indices match in the face copy.
2016-04-11Fix T48082: Unwrap overwrites face selectionCampbell Barton
Sync selection option made adding a new UV layer select all edit-mesh faces. Now just select the UV's, ignoring sync-select option.
2016-04-11Fix T48103: Wrong renders on AMD OpenCL when Light Falloff node is usedSergey Sharybin
2016-04-11BGE: Fix T48071: Global logic managerPorteries Tristan
Previously the logic manager was used as a global variable for SCA_ILogicBrick::m_sCurrentLogicManager, this request to always update it before run any python script and allow call function like ConvertPythonTo[GameObject/Mesh]. The bug showed in T48071 is that as exepted the global m_sCurrentLogicManager is not updated with the proper scene logic manager. Instead of trying to fix it by updating the logic manager everywhere and wait next bug report to add a similar line. The following patch propose a different way: - Every logic brick now contain its logic manager to SCA_ILogicBrick::m_logicManager, this value is set and get by SCA_ILogicBrick::[Set/Get]LogicManager, It's initialized from blender conversion and scene merging. - Function ConvertPythonTo[GameObject/mesh] now take as first argument the logic manager to find name coresponding object or mesh. Only ConvertPythonToCamera doesn't do that because it uses the KX_Scene::FindCamera function. Reviewers: moguri Differential Revision: https://developer.blender.org/D1913
2016-04-10Cycles: Fix rare dead-locks on TaskScheduler::exit()Sergey Sharybin
When the Moon is full it was possible to have a dead-lock in task scheduler's exit() method. Similar problem was fixed in Blender's task scheduler 3 years ago in bae2a2c.
2016-04-10Docs: comment on line-sphere intersectionCampbell Barton
2016-04-09Cleanup a bit particle distribution code.Bastien Montagne
Also do proper intial/final checks to avoid adding particle on zero-weight extreme items, instead of using cheap tricks like 'small offset'...
2016-04-09Fix T47983, Take II: Particles - Emit from Verts emits double on one vert.Bastien Montagne
Previous fix made another issue even more visible, leading to +1 particle on first vert and none on last one. This commit should fix both original and new issues.
2016-04-09Fix T48078: incorrect OS X command for retrieving number of CPUs on in Makefile.Brecht Van Lommel
2016-04-08Fix T48088: Reproducible crash: Edges + Array Mod + Hair Particles.Bastien Montagne
Code did not consider the possibility to have no face at all! :P
2016-04-08Fix broken by D1880 line stipple deactivationAlexander Romanov
2016-04-08Wide lines + line stipple deprecated API replacementAlexander Romanov
The patch contains an implementation of the wide lines and the line stipple that is necessary for OpenGL upgrade. For the implementation I have chosen the geometry shader because it required minimum changes for the wrapper calls and such implementation is the best for the "basic shader" architecture. There are few shortcomings that can be corrected in future. They all are related to the fact that the lines in one strip are not connected with each other. So the stipple pattern is not continuous on the common vertex of two lines. There is also no continuity of form (each line is an independent rectangular). But the advantage is that even outdated glBegin, glVertex work! Though with the above restrictions. Continuity of form and stipple can be implemented with additional attributes, and it will require more changes in calls. At the moment, the patch replaces calls for some "gestures". It works satisfactorily for "cross" or "rectangular" and not so good for "lasso" and "circle" due to the above-mentioned shortcomings. Don't forget to set USE_GLSL to true for testing. Alexander Romanov (Blend4Web Team) Reviewers: merwin, brecht Reviewed By: merwin, brecht Subscribers: aligorith, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D1880
2016-04-06Cycles: Fix misleading remaining time report when using infinite number of ↵Sergey Sharybin
samples in viewport
2016-04-06Cycles: Fix compilation error of Hair BSDF GLSL shaderSergey Sharybin
2016-04-06Fix missing viewport update when tree output is in a nodeSergey Sharybin
There was already an attempt to do it, but it worked incorrect because of wrong recursion check.
2016-04-06Cycles: Avoid possibly uninitialized variableSergey Sharybin
2016-04-06Quiet warning for release buildCampbell Barton
2016-04-06Fix leak w/ missing external mesh customdataCampbell Barton
2016-04-06Tweak fill-region method to produce fewer 'gaps'Campbell Barton
2016-04-06Fix camera view-border line widthCampbell Barton
2016-04-06Correct error checking for wrong frame rangeCampbell Barton
2016-04-06Cleanup: indentationCampbell Barton
2016-04-06Cleanup: arg docstringsCampbell Barton
2016-04-06Render frame arg parsing, list and range supportCampbell Barton
Support a comma separated list of frames, as well as frame ranges using the '..' separator. eg: `blender my.blend --render-frame 1,2,10..40,100..200`
2016-04-05Expose new Recast partitioning methods for navmesh generationReinier de Blois
This patch depends on D1747, which upgrades the Recast version. It exposes the new Recast partitioning methods in the navmesh generation. Reviewers: campbellbarton, moguri Reviewed By: moguri Projects: #bf_blender Differential Revision: https://developer.blender.org/D1748
2016-04-05Update Recast version to 1.5.0Reinier de Blois
The version of Recast that Blender ships with is from 2009. This patch updates the Recast version to the latest version, 1.5.0. The Detour version remains untouched. Reviewers: campbellbarton, moguri Reviewed By: moguri Projects: #bf_blender Differential Revision: https://developer.blender.org/D1747
2016-04-05Fix UV-Editor crashes w/ over SHRT_MAX UV'sCampbell Barton
2016-04-05Revert "Cycles: Remove the Preetham Sky model."Thomas Dinges
This reverts commit d91316dc672dc1ee69fbd24d2f00124a24b75c6b.
2016-04-05Fix T48054: Blender 2.77 doesn't import blenders fbx, due to recent changes ↵Bastien Montagne
in anim RNA API. Please do not break API when not absolutely needed, here it was a mere parameter order issue...
2016-04-05Fix T47705: Freestyle line glitch.Tamito Kajiyama
The addressed issue is a regression from Blender 2.75, after the internal switch from double to single precision floating-point numbers in the Freestyle code base. Face normal calculations require the higher precision during the computations, even though the results can be stored as single precision numbers.
2016-04-05Cleanup: Typo fixes after BVH commits.Thomas Dinges
2016-04-05PyDriver support for all RNA property typesCampbell Barton
Support for driver variables that don't resolve to numbers, eg: objects, bones, curves... etc. Without this, Python expressions to access this data needed to use an absolute path from `bpy.data`, however this is inconvenient, breaks easily (based on naming) and wouldn't set the dependencies correctly.
2016-04-04Cycles: Fix wrong camera in volume check when domain is only visible to ↵Sergey Sharybin
camera rays
2016-04-04Cycles: Fix regression caused by recent camera-in-volume commitSergey Sharybin
Stupid me forgot that we don't have stop-element in the stack yet.
2016-04-04Cycles: Fix regular BVH not having proper visibility flagsSergey Sharybin
This was caused by recent threading commit. Now because of all children are set when they're ready need to explicitly update all parent's visibility.
2016-04-04Fix T48045: Freestyle ID user decrement error.Bastien Montagne
This fixes reported issue, but there could be more of those hidden in Freestyle code, it did not handle user refcount at all (and the fact it by-passes BKE in some places for efficiency does not help here). Note that this should be relatively harmless, since freestyle uses own Main during render, so everything is cleaned up in the end in any case... But better try to handle IDs correctly here too. :)
2016-04-04Update hash for an OBJ unit testSergey Sharybin