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
2020-05-14Fluid: Rename smoke flow forces to fluid flow forcesSebastián Barschkis
Better to use more general term since in theory these forces can be used for smoke and liquid.
2019-06-11Fix T65393: Error live editing UI scriptsCampbell Barton
Disable relative imports for UI scripts.
2019-04-19Cleanup: use staticmethod where appropriateCampbell Barton
2019-04-19Cleanup: mark unused arguments in UI scriptsCampbell Barton
Quiet's pylint W0613 warning, also remove some unused args.
2019-03-14Cleanup: unused importsCampbell Barton
2018-11-26UI: rename "OpenGL" render engine to "Workbench".Brecht Van Lommel
Neither is very descriptive for its task, but at least workbench is more future proof and distinguishes it from Eevee.
2018-09-26Cloth: Collision improvementsLuca Rood
This commit includes several performance, stability, and reliability improvements to cloth collisions. Most notably: * The implementation of a new self-collisions system. * Multithreading of collision detection. * Implementation of single sided collisions and normal overrides. * Replacement of the `plNearestPoints` function from Bullet with a dedicated solution. Further, this also includes several bug fixes, and algorithmic improvements. Reviewed By: brecht Differential Revision: http://developer.blender.org/D3712
2018-08-28UI: text keyword argument to labelCampbell Barton
Prepare for keyword only args
2018-08-17Physics Force Field and Collision: Use Single Column and Grid Flow layoutVuk Gardašević
See D3609
2018-07-17Render: add "OpenGL" render engine.Brecht Van Lommel
This is intended for quick renders for previsualization, animation previews or sequencer previews. It provides the same settings as found in the 3D view Shading popover in solid display mode, but in the scene render properties. The "Workbench" engine was removed, and this name no longer appears in the user interface, it's purely an internal name. We might come up with a better name for this OpenGL engine still, but it's good to be consistent with the OpenGL Render operator name since this has a similar purpose.
2018-07-01Cleanup: remove num argument prefixCampbell Barton
2018-06-28Fixed AttributeError when there is no object selectedSybren A. Stüvel
2018-06-20Cleanup: whitespaceCampbell Barton
2018-06-20UI: Single column, flow and sub-panel for collision physicsWilliam Reynish
2018-06-20UI: Single column layout for Force FieldsWilliam Reynish
2018-06-12T55454: removal of clay engineJeroen Bakker
The ClayEngine was introduced to test the blender2.8 architecture during development. As currently we have the wanted features implemented with matcaps we are going to remove the clay engine as it was never intended to be an official releasable engine Note: The test cases are never run. But when enabled will be skipped as they were implemented over the Clay Engine
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
2017-10-21Merge branch 'master' into blender2.8Campbell Barton
2017-10-21Cleanup: use relative imports in bl_uiCampbell Barton
2017-10-16Workspace: Move engines to workspace and Properties Editor cleanupDalai Felinto
Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
2017-06-01Merge branch 'master' into blender2.8Sergey Sharybin
2017-06-01Cleanup: use row() sub-layout to expand enum properties horizontalyraa
2017-05-12UI: Expose more UI settings to CLAY and EEVEEDalai Felinto
Physics panels are not all back, and the material related panels (e.g., hair render panel) should go be changed since there should be no material for those.
2017-04-10Object Engine: Ported Force Field object drawing.Clément Foucault
2017-03-19Moving classes to separate listing broke panel orderCampbell Barton
Although this wasn't so obvious since it only showed up for factory settings and in the preferences window. Panel display order depends on registration order, Sorry for the noise. On the bright side we no longer need to move classes around to re-arrange panels.
2017-03-18PyAPI: remove bpy.utils.register_module()Campbell Barton
In preparation for it being removed, see: T47811
2016-07-28Use COMPAT_ENGINES instead of RenderEngine.use_game_engine for panel poll ↵Mitchell Stokes
methods This mostly affects physics panels. Any engines relying on RenderEngine.use_game_engine flag to show/hide panels will need to be updated. The COMPAT_ENGINES technique is how we usually deal with this. One issue with use_game_engine is that I cannot find a way to set it; it appears only the BGE can set it. This means (without this commit) external RenderEngines cannot get rid of the default physics panels. The RE_GAME flag (the C flag behind use_game_engine) is pretty hacky and we should look into removing its usage where possible.
2015-01-29cleanup: pep8Campbell Barton
also remove empty class parenthesis
2015-01-28cleanup: py importsCampbell 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
2012-10-08style cleanup: pep8Campbell Barton
2012-08-17style cleanupCampbell Barton
2012-07-29User Interface Scripts:Thomas Dinges
* Code cleanup, removed unneeded code. * Style cleanup, don't break lines to early (unless marked as pep8-80 or pep8-120 compliant) * Keep 1 line after layout declaration empty.
2012-07-03First load of spell and typo fixes (mostly UI messages, but also one or two ↵Bastien Montagne
pieces of code using mis-spelled names).
2012-05-15Remove "Use Root Coordinates" from the interfaceSergey Sharybin
Seems it was never ported since 2.49 and currently makes no sense.
2012-04-04replace relative imports with absolute imports so scritps can be executed ↵Campbell Barton
directly (live editing).
2011-11-11pep/style edits & quiet some warningsCampbell Barton
2011-10-20UI tweak: user texture datablock chooser for fields and warp modifier,Brecht Van Lommel
more consistent with other places.
2011-09-21remove use of gettext: _("...") style translation now its handled by rna.Campbell Barton
2011-09-15Fixing issues with i18n stuff:Sergey Sharybin
- Make gettext stuff draw-time. so switching between languages can happens without restart now. - Added option to translate visible interface (menus, buttons, labels) and tooltips. Now it's possible to have english UI and localized tooltips. - Clean-up sources, do not use gettext stuff for things which can be collected with RNA. - Fix issues with windows 64bit and ru_RU locale on my desktop (it was codepage issue). - Added operator "Get Messages" which generates new text block with with all strings collected from RNA. - Changed script for updating blender.pot so now it appends messages collected from rna to automatically gathered messages. To update .pot you have to re-generate messages.txt using "Get Messages" operator and then run update_pot script. - Clean up old translation stuff which wasn't used and most probably wouldn't be used. - Return back "International Fonts" option, so if it's disabled, no gettext lookups happens on draw. - Merged read_homefile function back. No need in splitting it. TODO: - Custom fonts and font size. Current font isn't nice at least for russian locale, it's difficult to read it. - Put references to messages.txt so gettext can merge translation when name/description of some property changes.
2011-09-01merge with trunk r39834Xiao Xiangquan
2011-08-12import common classes from bpy.types, saves ~1000 python getattrs on startup.Campbell Barton
2011-08-02finish handle for properties_XXX scriptsXiao Xiangquan
2011-04-04fix [#26754] Live Edit and Editing UI scripts don't workCampbell Barton
2011-03-21move script directories for internal blender scripts.Campbell Barton
ui/ --> startup/bl_ui op/ --> startup/bl_operators scripts/startup/ is now the only auto-loading script dir which gives some speedup for blender loading too. ~/.blender/2.56/scripts/startup works for auto-loading scripts too.