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2018-07-11PyAPI: Use annotations for RNA definitionsCampbell Barton
- Logical use of fields since they define type information. - Avoids using ordered-dict metaclass. Properties using regular assignments will print a warning and load, however the order is undefined.
2018-06-26Merge branch 'master' into blender2.8Campbell Barton
2018-06-26Cleanup: pep8 function indentationCampbell Barton
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-18Workspaces: remove workspace engine, use 3D viewport draw mode instead.Brecht Van Lommel
ViewRender was removed, which means we can't get the render engine for files saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee and set the engine to that. A fix included with this is that .blend thumbails now draw with Clay mode, and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should be very fast and not e.g. load heavy image textures. Differential Revision: https://developer.blender.org/D3156
2018-04-05Remove workspace object mode, reverts changes w/ 2.8Campbell Barton
This caused too many problems syncing object modes with multiple objects/windows/workspaces, see: D3130 for details.
2018-02-23Merge branch 'master' into blender2.8Brecht Van Lommel
2018-02-23Cycles: add Principled Volume shader.Brecht Van Lommel
Similar to the Principled BSDF, this should make it easier to set up volume materials. Smoke and fire can be rendererd with just a single principled volume node, the appropriate attributes will be used when available. The node also works for simpler homogeneous volumes like water or mist. Differential Revision: https://developer.blender.org/D3033
2018-02-08Object Mode: move to workspace structCampbell Barton
- Read-only access can often use EvaluationContext.object_mode - Write access to go to WorkSpace.object_mode. - Some TODO's remain (marked as "TODO/OBMODE") - Add-ons will need updating (context.active_object.mode -> context.workspace.object_mode) - There will be small/medium issues that still need resolving this does work on a basic level though. See D3037
2017-11-29Merge branch 'master' into blender2.8Campbell Barton
2017-11-29Cleanup: Python importsCampbell Barton
Split over lines to diff more easily.
2017-11-13Fix quick smoke getting view_render from the wrong placeDalai Felinto
2017-05-25TexFace removal part 3Campbell Barton
- MTexPoly structure & layer type. - The 'Mesh.uv_textures' layers. - DerivedMesh TexFace drawing. - Scripts & UI.
2017-03-25Cleanup: imports, indentation, long linesCampbell Barton
2017-03-18PyAPI: remove bpy.utils.register_module()Campbell Barton
In preparation for it being removed, see: T47811
2017-03-05Cleanup: typosCampbell Barton
2017-01-04Fix T50350: Quick Explode time frame problemDalai Felinto
The settings.frame_start rna was clamping frame start to frame end when frame start was bigger than frame end. The fix is simply to set frame end first
2016-12-06UI: add a message to indicate when using a modifier that wasn'tKévin Dietrich
compiled. This adds a short message to the smoke, remesh and boolean modifiers' UI when trying to use them when their compilation was turned off. This was already implemented for the fluid and ocean simulation modifiers. This also makes the 'quick fluid' and 'quick smoke' operator abort and report when trying to use them when unavailable.
2015-03-10Fix T43887: Quick Fur duplicate particle system on editSergey Sharybin
Forbid add quick fur operator from adding fur to objects in edit mode. Fur is not visible for them anyway and because of local undo stack used in edit mode tweaking values of this operator does not lead to proper operator redo.
2015-02-19Generate correct Cycles node setup for quick smoke "fire" preset.Thomas Dinges
Patch by Gottfried Hofmann. Differential Revision: https://developer.blender.org/D1103
2015-01-28cleanup: py importsCampbell Barton
2014-09-25Quick Smoke: Only generate Fire/Smoke Nodes when actually used, this is a ↵Thomas Dinges
bit faster for the renderer.
2014-09-17Cleanup: pep8Campbell Barton
2014-09-07Several tweaks for Quick Smoke:Thomas Dinges
* Improved Cycles fire, patch by Gottfried Hofmann. Differential revision: https://developer.blender.org/D777 * Added Smoke + Fire type to the operator too. * Cleanup.
2014-09-07Some updates for Quick Smoke / Cycles.Thomas Dinges
* Add Density multiplier. * Use Smoke color attribute. Patch by Gottfried Hofmann, with some small tweaks by myself. Differential revision: https://developer.blender.org/D776
2014-09-07Fix T41419: Quick Smoke doesn´t work with CyclesThomas Dinges
Now the Quick Smoke operator creates a basic node setup for smoke and fire. This could be made more fancy still, but that's for later. :)
2014-08-14Fix 'quick smoke' not rendering anything (texture coordinates was left unset)Bastien Montagne
Not quite sure why default did not work here, might need further investigation.
2014-04-03Code cleanup: styleCampbell Barton
2013-05-10Smoke: Add new "Full Sample" option to high resolution smoke panel.Miika Hamalainen
This is hopefully the ultimate solution against smoke blockiness near emitter. Previously high resolution flow/emitter voxels were generated based on the low resolution ones. So if you had 32 resolution and 4 division high resolution, it still used smoke flow generated from those 32 resolution voxels. Now I introduced a new sampling method called "Full Sample" that generates full resolution flow for for high resolution domain as well. Read more about it in my blog post: https://www.miikahweb.com/en/blog/2013/05/10/getting-rid-of-smoke-blockiness Also changed "quick smoke" operator default voxel data interpolation mode to "Cubic B-Spline" to smoothen out it even more.
2013-04-20code cleanup: minor improvements to scripts.Campbell Barton
- make wm-property operators use INTERNAL option. - make console use str.expandtabs() rather then replacing tab->spaces.
2013-01-23code cleanup: dont use 'bpy.context' when 'context' is availableCampbell Barton
2012-10-10Google Summer of Code project: "Smoke Simulator Improvements & Fire".Daniel Genrich
Documentation & Test blend files: ------------------ http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements Credits: ------------------ Miika Hamalainen (MiikaH): Student / Main programmer Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch Google: For Google Summer of Code 2012
2012-09-03Fix #32372: Blender Locks up when using Quick Fluid featureSergey Sharybin
2012-06-19Fix part 1 of [#31840] Quick Explode Bugs related to it's fade option.Bastien Montagne
Patch by Philipp Oeser (lichtwerk), just did style change (better to not define a value twice, so only affecting the three color components, not the alpha, also using the slice syntax makes things much more compact ;) ), thanks!
2011-11-08cmake & pep8 tidy up, also some style edits.Campbell Barton
remove unneeded collection length function.
2011-10-06hide 3d view header `use_pivot_point_align` button in editmode since its not ↵Campbell Barton
used there, also remove unneeded copy() funcs from quick effects.
2011-09-19/release/scripts: Removed final points in UI strings and messages.Bastien Montagne
2011-08-19py style change only - make property definitions consistentCampbell Barton
2011-08-12import common classes from bpy.types, saves ~1000 python getattrs on startup.Campbell Barton
2011-07-25edits to quick effects scriptsCampbell Barton
- use uv layer data api rather then operator. - switch vector rotation order. - made some style changes, use 80 width.
2011-07-01quick explode failed if executed with no active objectCampbell Barton
2011-06-21pep8 complianceCampbell Barton
2011-06-15Changes to quick explodeCampbell Barton
- fix python error when the object had an empty material slot - initialize start frame from the current frame - set frame range to 300000 max (which is blenders own maximum) - mesh order was arbitrary, instead use selected -> active, removed invert option. also fix for missing include in bpy_extras.view3d_utils
2011-06-12Quick Explode operator:Janne Karhu
* Sets up a particle system and an explode modifier. * In "blend" mode requires two selected objects and creates "crossed keyed" particle systems between the objects for a simple blend effect where the first object explodes and then recombines as the second object. * Also renamed the other quick effect operators as "Quick ..." to bring some consistency to the operators (also nice that now you can just write "quick" to the operator search and get all these operators).
2011-04-20Bug fix: "make fur" gave errors with multiple selected objects.Janne Karhu
* Also some code changes for "make smoke" and "make fluid" to suppress some python messages that were printed to the console.
2011-04-10minor pep8 edits, also added 'test_pep8' & 'test_cmake' to the GNUmakefile ↵Campbell Barton
for convenience.
2011-04-04Bug fix: The quick effect operators got broken a bit by the new material ↵Janne Karhu
slot behavior. * The operators now add new materials and assign them to the created material slots explicitly.
2011-04-01pep8 checker, mostly pedantic style changes but also found an error in ↵Campbell Barton
mesh_utils.mesh_linked_faces()
2011-03-31Fix for [#26694] Quick effects problems: Make Smoke/Fluid on a flat object ↵Janne Karhu
creates flat domain. On a subdivided mesh create no domain. * Fluidsim has to be before any constructive modifiers. * Also a bit nicer domain size calculation + a warning message for using flat objects as fluid objects. * Some code cleanup and clarification too.
2011-03-30pass pep8 checker.Campbell Barton