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2016-08-09Merge branch 'master' into strand_nodesLukas Tönne
2016-08-07GPencil: Add option to draw new strokes on back of layerAntonioya
For artist point of view is very useful to have an option to draw by default the new strokes on back of all strokes in the layer.
2016-08-06Basic Alembic supportKévin Dietrich
All in all, this patch adds an Alembic importer, an Alembic exporter, and a new CacheFile data block which, for now, wraps around an Alembic archive. This data block is made available through a new modifier ("Mesh Sequence Cache") as well as a new constraint ("Transform Cache") to somewhat properly support respectively geometric and transformation data streaming from alembic caches. A more in-depth documentation is to be found on the wiki, as well as a guide to compile alembic: https://wiki.blender.org/index.php/ User:Kevindietrich/AlembicBasicIo. Many thanks to everyone involved in this little project, and huge shout out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the custom builds and compile fixes. Reviewers: sergey, campbellbarton, mont29 Reviewed By: sergey, campbellbarton, mont29 Differential Revision: https://developer.blender.org/D2060
2016-08-06Add the collision group option to the UI for boid particle physics.Alexander Gavrilov
The option already works, just missing from the ui since it has completely different option set from newtonian and fluid.
2016-08-05GPencil: Tweaks to layout to try and get the spacing a bit nicerJoshua Leung
Currently, the lack of spacing (or rather, odd spacing/clumping) in places seemed a bit off.
2016-08-05GPencil: Various UI name fixesJoshua Leung
* "Flip direction" -> "Flip Direction" * "Show drawing direction" -> "Show Directions" * "Grease Pencil Curves" -> "Brush Curves" (I was considering "Brush Response Curves" instead, but that seemed like too much of a mouthful) * "X" for removing a palette. The UI there was more similar to a standard datablock selector, so it should use the "+X" combo instead of "+-" combo for consistency. (Note though, presets tend to use "+-" instead - e.g. see the Render Settings)
2016-08-04Minor whitespace correction for eaea4ea51f665Julian Eisel
Caused by merge conflicts, slipped throug when double checking.
2016-08-04Grease Pencil v2 BranchAntonio Vazquez
Improve current Grease Pencil in order to get a better 2D animation tool. More info in WIKI pages: https://wiki.blender.org/index.php/User:Antoniov Reviewed By: Severin, aligorith, campbellbarton Patch by @antoniov, with edits by @Severin. Differential Revision: https://developer.blender.org/D2115
2016-08-03Boolean modifier UI improvementJulian Eisel
This patch improves UI of a recently added solver preference in boolean modifier: {F331776} Issue with the current UI is that it shows user unnecessary information and breaks established grid layout. Reviewers: carter2422 Reviewed By: carter2422 Subscribers: carter2422 Tags: #user_interface, #bf_blender Differential Revision: https://developer.blender.org/D2136
2016-08-01Cleanup: unused vars, imports, pep8Campbell Barton
2016-07-31Support limiting collisions by group for softbody and particlesAlexander Gavrilov
This feature is extremely useful for layering multiple cloth objects, and there is no reason there shouldn't be the same kind of feature for softbody.
2016-07-30Cloth Simulation: add time scale propertyCampbell Barton
This setting can also be animated, to create a "time warp" effect. D2122 by @LucaRood
2016-07-30Cloth: option to use dynamic base meshCampbell Barton
This adds the ability for cloth simulations to respect changes in the underlying mesh. So you can for instance, animate shape keys, armatures, or add any deformation modifiers (above the cloth modifier). This is mainly useful for (but not limited to) cartoon animations, where your character might stretch or change shape, and you want the clothes to follow accordingly. D1903 by @LucaRood
2016-07-30Cloth: UI cleanup & quality hard limit removalCampbell Barton
D2121 by @LucaRood
2016-07-29Enable debug drawing of hair contacts.Lukas Tönne
2016-07-29Hair edit tool settings for enabling and controlling deflection.Lukas Tönne
Unused settings, deflection is not yet implemented.
2016-07-29Cycles microdisplacement: move subdivision options to subsurf modifierMai Lavelle
Subdivision options can now be found in the subsurf modifier. The modifier must be the last in the stack or the options will be unavailable. Catmull-Clark subdivision is still unavailable and will fallback to linear subdivision instead Reviewed By: brecht Differential Revision: https://developer.blender.org/D2109
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.
2016-07-25Merge branch 'master' into strand_nodesLukas Tönne
2016-07-25Curve Drawing: Add option to use new refit methodCampbell Barton
2016-07-24Removed the "effects" settings for statically defined fiber displacement ↵Lukas Tönne
effects. These things will now be possible using nodes.
2016-07-22Add Subdivide Edge-Ring to menuCampbell Barton
2016-07-19Update tracker URLCampbell Barton
Also wrap line-length
2016-07-19Merge branch 'strand_gpu' into strand_nodesLukas Tönne
2016-07-19Merge branch 'master' into object_nodesLukas Tönne
2016-07-19Merge branch 'master' into strand_gpuLukas Tönne
2016-07-18Fix T48877: Lightmap Pack fails w/ 1-3 facesCampbell Barton
Unnecessary limit was applied.
2016-07-17Augmentation of the strand shader with a debugging shader.Lukas Tönne
The debug shader shares most code with the regular shader. It uses a geometry shader pass to create extra vector lines.
2016-07-15New option for selecting a fiber rendering primitive.Lukas Tönne
Currently lines and ribbons (triangle strips) are supported. The ribbon width can be controlled with a parameter. Ribbons are oriented toward the camera, similar to billboards, but shaded like lines with the Kajiya shader imitating a reflective tube.
2016-07-15Add "Snap Selection to Active" option in menuCampbell Barton
D1963 by @wisaac, re-worked to de-duplicate logic
2016-07-15UI: Remove spaces around '/'Campbell Barton
D2093 by @Blendify
2016-07-13Merge branch 'strand_editmode' into strand_gpuLukas Tönne
2016-07-13Merge branch 'master' into strand_editmodeLukas Tönne
2016-07-13Implementation of Curl effect for vertex displacement.Lukas Tönne
2016-07-13Boolean Modifier: Add back BMesh optionCampbell Barton
There are still issues with overlapping geometry, however some of the issues reported are are causing problems, or fail entirely with Carve too.
2016-07-11Alternative implementation for strand fiber interpolation without a geometry ↵Lukas Tönne
shader. Geometry shaders easily become performance bottlenecks, for in-depth explanation see e.g. http://gamedev.stackexchange.com/a/48434 http://rastergrid.com/blog/2010/09/history-of-hardware-tessellation/ The geometry shader was used so far for generating the fiber geometry (line strips) from just the root vertices. Without a geometry shader every vertex has to be put into a buffer and uploaded to the GPU (we could use a tesselation shader to cut down on size, but that remains to be decided later if OpenGL 4.x is available). To limit the size of this vertex buffer, the vertices contain only minimal necessary information: an index for the fiber curve, and an interpolation curve parammeter in [0.0, 1.0]. The locations of vertices are interpolated in the vertex shader using texture lookups. A range of textures encode all the necessary per-fiber attributes, in particular the interpolation indices and weights wrt. control curves. These control curves are stored in yet another texture (as is the case with the geometry shader too). Initial performance seems to improve drastically without the geometry shader.
2016-07-11Added "effects" to the hair modifier for testing deformation of the hair in ↵Lukas Tönne
the shader. These features will ultimately be implemented through nodes, but they are quite useful for testing the shading itself and the performance.
2016-07-09Enum property for selecting among the available hair shader models.Lukas Tönne
Available choices are the "classic" particle shading (bogus, but useful for comparison), Kajiya, and Marschner. The Marschner model is not yet implemented.
2016-07-09Merge branch 'master' into strand_editmodeLukas Tönne
2016-07-09Merge branch 'master' into strand_gpuLukas Tönne
2016-07-09Fix: Apply Scale to Delta Scale was doubling the effectJoshua Leung
2016-07-08BMesh: add decimate edit-mode toolCampbell Barton
Support applying decimate to the mesh selection.
2016-07-07Subdivision for strand fibers.Lukas Tönne
This is not supported for the edit mode fibers yet. Unifying the buffer creation here would help a great deal.
2016-07-07RNA: rename sorting -> sortCampbell Barton
Shorter and consistent with other RNA.
2016-07-07Cleanup: use static sets, remove redundant copyCampbell Barton
2016-07-07Revert "ChildOf Constraint: Hide the Loc/Rot/Scale toggles"Joshua Leung
This reverts commit 4fd78bb06faa31f265af6a5f247cf4255b5ac479. After further testing, it turns out that these options are less-broken than I remember them being (and have been hearing about). Specifically, as long as you disable all 3-axes of a transform component (i.e. all location, all rotation, all scale) you're not likely to have problems, whereas if you only disabled one axis (i.e. y-rotation), you may have problems in some cases. So, restoring these to the UI.
2016-07-07Transforms to Delta TransformsJoshua Leung
* Added new operators to take the current transform value (loc/rot/scale or all 3) and convert/apply that transform to a corresponding delta transform value. By default, the transform value will be zeroed out again afterwards, so you don't end up with a double transform. * These operators can be found in the "Apply" menu (Ctrl-A) * The "Animated Transforms to Deltas" (which does a similar job, except it adjusts all existing animation data instead of the current transform) has also been moved to the Apply menu (it was in the Transform menu instead)
2016-07-07Animation Editors: Object datablocks are now sorted alphabetically by defaultJoshua Leung
A long requested feature has been to have objects appear in alphabetical order in the animation editors, so that it is easier to find where they occur. This commit implements support for this. The main sticking point has been the performance impact of having this sorting happening all the time (as the actual list of "bases" cannot be modified, as the old depsgraph still needs random-looking unsorted order of objects for scheduling updates). However, it recently occurred to me that perhaps by restricting it to the one case where the ordering actually matters (i.e. when we're getting the channel list for drawing all channels, vs operating on them), and adding a toggle to turn the sorting off in heavy scenes when it might bog down things, that it will probably be acceptable enough in general. Furthermore, if things get really bad, we can investigate putting in place some sort of caching scheme for this too - though hopefully the new depsgraph will make that unnecessary (i.e. it doesn't sort the bases directly anymore).
2016-07-07NLA: Indicate position of action-local markers on stripsJoshua Leung
To make it easier to synchronise timing across multiple strips, if you add markers locally to an action, these will show up in the NLA strip in the NLA Editor. These markings can then be used to line up the start/end of another strip, or even to make sure that the markers from two different strips end up lining up. By default, this is turned on, but it can be disabled (via the View menu) if it adds too much visual noise.
2016-07-07Refactoring: Renamed the "StrandRoot" arrays to "StrandFiber" for clarity.Lukas Tönne
The strand system contains 2 levels of curve geometry: - "Strands" are the abstract control strands, editable by the user and thus few in number. - "Fibers" are renderable curves, generated based on those strands. "Roots" now is used exclusively for hair follicles, which are attached to the scalp mesh, i.e. follow the mesh deformation.