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2012-02-17Drag-n-drop support on LinuxSergey Sharybin
This commit implements drag-n-drop support from external applications into Blender. Used xdnd implementation from Paul Sheer.
2012-02-15Fix another padding error in cycles, to complete the previous bugfix.Brecht Van Lommel
2012-02-15Fix #30139: multi render layer not working with CUDA render, due to padding ↵Brecht Van Lommel
error in render pass code.
2012-02-14Carve fixes and optimizations:Sergey Sharybin
- Fixed memory lead in Carve_getIntersectedOperandMeshes - Union manifolds only if they intersects second operand, leave manifolds which doesn't intersect second operand as-is.
2012-02-14Carve: improved handling of meshes with interesting manifoldsSergey Sharybin
Unioning of intersecting manifold tried to perform as little union operations as possible, but there were some not totally correct assumption which lead to cases when unioning of manifolds of some mesh might be happened when one of mesh sets already had got intersecting manifolds. This commit corrects this incorrect behavior. Discovered this when was looking into #30175: Boolean Difference causes 2.62 RC1 crash.
2012-02-14Fix for [#30171] "Audio Muted" Does Not Mute AudioJoerg Mueller
2012-02-13Fix #30159: Boolean modifier creating non-concave facesSergey Sharybin
Issue was caused by merging triangles into quads policy which used to think triangulation of non-planar/non-concave quads happens by 1-3 diagonal which isn't actually correct in some OpenGL implementations. Added check for non-concave faces when merging triangles. It will work fine if original faces are flat. In case if original faces aren't flat this check might fail and triangulate face when it's not actually needed or merge triangles in a way which leads to OpenGL artifacts.
2012-02-09patch from Jochen Schmitt to get blender building with gcc4.7Campbell Barton
2012-02-08Fix #30004: cycles brightness/contrast node issues. The formula used did not ↵Brecht Van Lommel
work very well for colors that can be outside of the 0.0..1.0 range, giving +/- infinity results. Now we just use a simple linear contrast factor as proposed by Paolo Sourvinos, and clamp values to be >= 0, and also make the parameters work more in the 0..1 range instead of the 0..100 range, to be more consistent with other nodes.
2012-02-08Fix #30061: cycles single render layer through python operator parameter notBrecht Van Lommel
working.
2012-02-07Fix #30049: cycles noise texture producing nan values with someBrecht Van Lommel
texture coordinates, due to int overflow. Also minor tweak in shader code to avoid copying uninitialized values, should have no effect though because they were not used.
2012-02-07Fix #30086: cycles background render printing same status text twice.Brecht Van Lommel
2012-02-05Fix for [#30044] on windowsAlexander Kuznetsov
We don't know how ALT key modifies the key, so utf=0; That way Text Object can handle it. * Should be removed when we able to support different keyboards on Windows
2012-02-04Fix for Luxrender boost::thread conflict, workaround now is to just not use itBrecht Van Lommel
in cycles and use pthreads instead.
2012-02-04Code Cleanup: pep8 editsCampbell Barton
2012-02-03Code Cleanup: check is / is not when comparing singletons.Campbell Barton
2012-02-01Cycles: material pass index button was missing from material properties still.Brecht Van Lommel
2012-01-31Fix #30011 & #30027: cycles division by zero evaluating BSDF with zero weights,Brecht Van Lommel
showed up as NaN on GPU render.
2012-01-31Fix #30034: bug in multiple importance sampling + transparency, wouldBrecht Van Lommel
give slightly wrong lighting behind transparent objects.
2012-01-31Cache limiter will now work properly with limits >= 4GbSergey Sharybin
2012-01-30Fix #30009: cycles translucent BSDF + environment importance sampling notBrecht Van Lommel
working correct.
2012-01-30Fix #29976: Carve Boolenas crasher with SolidifySergey Sharybin
Issue was caused by union policy needed to deal with cases when operand intersects two or more intersecting meshes of another operand. Changed this policy to run union operation only if there's actual intersection between two meshes of the same object. Should work in general but it's still possible to make it behave incorrect -- for example object consist of two groups if concentric cubes which intersects each other.
2012-01-27Cycles: another fix for CUDA render passes, needed to align float4 passes.Brecht Van Lommel
2012-01-27Fixed some possible issues and access non-initialized variable in Carve BOP ↵Sergey Sharybin
interface. Discovered when was investigating some crashes caused by Carve's triangulator.
2012-01-26Cycles: disable environment importance sampling code for CUDA cards withBrecht Van Lommel
compute model < 2.x, to avoid running out of memory in the compiler.
2012-01-26Cycles: render passes for CUDA cards with compute model >= 2.x.Brecht Van Lommel
2012-01-26Cycles: fixes for OpenCL build after pass changes, patch by Daniel Genrich.Brecht Van Lommel
2012-01-26Fix #29966: cycles elapsed time not resetting in viewport after changes.Brecht Van Lommel
2012-01-26Cycles: fix issues rendering second render layer passes, and avoid unnecessaryBrecht Van Lommel
clear of buffer.
2012-01-26Possible fix for implicit declaration of av_rescale_q on some platforms.Sergey Sharybin
2012-01-26added support for USB Spaceball5000, also a partial attempt to accept button ↵Mike Erwin
presses from unidentified 3D mice (for ancient serial devices)
2012-01-25Cycles: Render PassesBrecht Van Lommel
Currently supported passes: * Combined, Z, Normal, Object Index, Material Index, Emission, Environment, Diffuse/Glossy/Transmission x Direct/Indirect/Color Not supported yet: * UV, Vector, Mist Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow, also for environment importance sampling. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25Cycles Node Editor:Thomas Dinges
* Add Use Nodes button for World shader type * UI was not redrawing the Node area, when enabling "Use nodes", added check for it to the listener.
2012-01-24Brightness/Contrast Node for CyclesDalai Felinto
Contrast helps to adjust IBL (HDR images used for background lighting). Note: In the UI we are caling it Bright instead of Brightness. This copy what Blender composite is doing. Note2: the algorithm we are using produces pure black when contrast is 100. I'm not a fan of that, but it's a division by zero. I would like to look at other algorithms (what gimp does for example). But that would be only after 2.62.
2012-01-23Fix compilation error caused by code cleanupSergey Sharybin
2012-01-23Carve booleans: corrected copyright headerSergey Sharybin
2012-01-23Carve booleans: code and style cleanupSergey Sharybin
2012-01-23Fix #29934: New Carve library can't execute boolean operations in some casesSergey Sharybin
Issue was caused by left boolean operand consist of several intersecting manifolds which make Carve triangulator confused and which can't be resolved in general case. Added mesh pre-processing before actual applying boolean operator on it. This preprocessing applies union operation on intersecting manifolds of the same object so intersection edge loop with second object wouldn't confuse tesselator and correct result would be returned. Detecting of intersecting manifolds is based on AABB intersection check which leads to some extra union operation called, but it's possible to speed things up from Carve side so union operation of two not intersecting meshes would work faster. Additional condition for running union for manifold is this manifolds intersects AABB of second operand, so mesh topology wouldn't be changed at all in areas where there's definitely no intersection between operands. It might be improved so only manifolds which actually intersects second operand would be joined together, but it'll slow things down a bit and prefer to do it only if it'll be really a problem. Additional change is fixed memory leak when boolean operation fails to run - it was missed "delete" call if exception happens in Carve library. From side effects of this change might be named boolean operation between suzanne and another object: suzanne is consist of three intersecting open manifolds, so this new meshes preprocessing leads to missed eyes in result because of failure of merging two open manifolds. Don't think making suzanne work for all setups should really be a goal, it's a bit crappy mesh for CSG algorithms.
2012-01-23Fix for compilation error when using scons and carve is disabledSergey Sharybin
2012-01-23Cycles Textures:Thomas Dinges
* Remove the "Use nodes" button, the TextureOutput node was never ported to trunk from the cycles branch.
2012-01-23Cycles UI:Thomas Dinges
* Use full width for the world sample as lamp properties
2012-01-23Committing patch "[#27676] Change window size/resolution in realtime" by me.Mitchell Stokes
Description: This patch allows the user to change the size of the window (or the resolution in fullscreen mode) using the new bge.render.setWindowSize() method. This only works in the Blenderplayer since it doesn't make a whole lot of sense for the embedded player.
2012-01-22Fix #29935: missing cycles update/crash when removing world datablock form ↵Brecht Van Lommel
scene.
2012-01-22Fix missing shadows with cycles world sample as lamp option, my mistake inBrecht Van Lommel
tweaking patch.
2012-01-20use property definitions more consistant with other addons in trunk. (no ↵Campbell Barton
functional change)
2012-01-20Sample as Lamp option for world shaders, to enable multiple importance sampling.Brecht Van Lommel
By default lighting from the world is computed solely with indirect light sampling. However for more complex environment maps this can be too noisy, as sampling the BSDF may not easily find the highlights in the environment map image. By enabling this option, the world background will be sampled as a lamp, with lighter parts automatically given more samples. Map Resolution specifies the size of the importance map (res x res). Before rendering starts, an importance map is generated by "baking" a grayscale image from the world shader. This will then be used to determine which parts of the background are light and so should receive more samples than darker parts. Higher resolutions will result in more accurate sampling but take more setup time and memory. Patch by Mike Farnsworth, thanks!
2012-01-19added support for the 3Dconnexion SpaceMouse Pro -- tested on Linux w/ ↵Mike Erwin
spacenavd, Macs need latest driver (Intel only (grumble)), Windows should be good as well but have not tested
2012-01-19Fix small code issue pointed out by nico_ga, was doing negation on unsigned ↵Brecht Van Lommel
type, didn't seem to break anything though.
2012-01-19allow building without xinput againCampbell Barton
2012-01-18Fix #25581: No pressure sensitivity in sculpt modeSergey Sharybin
Tablet mode (stylus/eraser) wasn't properly set when pen was already hovering over tablet surface when opening blender (i.e. in cases when blender was opened using stylus tap). Issue resolved by setting tablet mode when handling tablet's motion event too.