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2015-03-26Operator skeleton for a cache bake operator, using the job system.Lukas Tönne
2015-03-26Removed unused line.Lukas Tönne
2015-03-26Name string construction for cache items, to use as a unique identifierLukas Tönne
in the cache library.
2015-03-26Draw some UI buttons for all the current cache item types.Lukas Tönne
2015-03-26Updated hash table for lookup of enabled cache items and added basicLukas Tönne
UI support.
2015-03-26Improved collections in RNA for looping over potential caching itemsLukas Tönne
in the object group.
2015-03-26Simple cache manager panel UI in the scene buttons.Lukas Tönne
This is mostly a simple and unintrusive placeholder to have some way of making caches accessible, but needs some more thought.
2015-03-26PointCache modifier to act as a terminator in modifier stacks.Lukas Tönne
When writing DerivedMesh data, the modifier result at the point of the modifier will be used for writing to the cache. If this modifier is not used the derivedFinal mesh is used instead.
2015-03-26Fix T44137: bpy.path.is_subdir failsCampbell Barton
`bpy.path.is_subdir("/abc/def/ghi","/abc/de")` incorrectly returned True
2015-03-25Fix T44026: ID prop delete leaves names in _RNA_UICampbell Barton
2015-03-25Change Enables proxy operator to Copy proxy operator.Antony Riakiotakis
Allows to change and copy settings much easier, also allows things like directory settings etc to be copied over.
2015-03-24Remove redundant shortcuts from keyconfigsJulian Eisel
These have been deleted recently (cd54f07a3c, fbd4dfb2c, 3f68a0aea)
2015-03-24Fix T44092: Maya preset doesn't allow attaching Nodes to Frames via D&DJulian Eisel
2015-03-24Cleanup - move proxy storage options to the proxy itself - also willAntony Riakiotakis
enable more storage options, since seq->flag is running out of space
2015-03-24Fix T44089: All addons do not use same default for orientations.Bastien Montagne
Transformed 'OrientationHelper' class into 'orientation_helper_factory' function, which returns an OrientationHelper customized class with specified default axes.
2015-03-24BGE: World color management fixThomas Szepe
This patch will fix the color management for the mist and global ambient color. It will remove the old "Color Management" switch in the BGE "Render > Shading" panel and will use the "Display Device" setting in the "Scene > Color Management" panel instead. Reviewers: moguri, brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D154
2015-03-23Remove 'lorem ipsum' operatorCampbell Barton
its a very specific function, and not hard to paste body text from elsewhere. We can make an addon if its important to some users.
2015-03-23Fix T44076, SSAO in solid mode will disable antialiasing in wireframeAntony Riakiotakis
mode. Yes it will, because those modes stay active. So on user side, expose depth of field option always (I don't see why not), but disable SSAO in wireframe/bounding box mode. It is a known limitation that compositing does not support antialiasing yet, but better give users some more control. This could be included in final release but it's not that serious either.
2015-03-23Tidy up the user interface for depth of field based on feedback byAntony Riakiotakis
NudelZ on irc, thanks!
2015-03-23Change coefficients to 4 digit precision only.Antony Riakiotakis
Need to match convention and sum up to 1.0 (previous set had a minor 10^(-10) overflow) Thanks to Campbell for taking notice.
2015-03-22BGE: New hysteresis offset to improve LOD level transitionsJorge Bernal
This change introduces a new hysteresis parameter that it will be added or subtracted to/from the LOD distance to avoid popping when a LOD object moves close to the LOD transition continuously. Then, we have the following: - a new LOD Hysteresis setting per scene (default 10%) which is located in Scene context --> Level of Detail panel. This scene parameter also will active/deactive the scene hysteresis. - and a new LOD Hysteresis setting per object (default 10%) which is located in Object context --> Levels of Detail panel. The LOD hysteresis setting per object (if active) will overwrite the hysteresis setting per scene value. For the new blends: the hysteresis setting per scene would be active by default and the per object would be inactive by default. For the old blends: both hysteresis settings (per scene and per object) would be inactive by default. A quick way to take advantage of this feature for old blends would be to activate the hysteresis parameter in the scene context -> Level of Detail panel Reviewers: campbellbarton, kupoman, moguri Reviewed By: kupoman, moguri Subscribers: nonamejuju, lordodin Differential Revision: https://developer.blender.org/D957
2015-03-19UI: minor re-organization of dof optionsCampbell Barton
2015-03-19Depth of field high quality:Antony Riakiotakis
A new checkbox "High quality" is provided in camera settings to enable this. This creates a depth of field that is much closer to the rendered result and even supports aperture blades in the effect, but it's more expensive too. There are optimizations to do here since the technique is very fill rate heavy. People, be careful, this -can- lock up your screen if depth of field blurring is too extreme. Technical details: This uses geometry shaders + instancing and is an adaptation of techniques gathered from http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane- http://advances.realtimerendering.com/s2011/SousaSchulzKazyan%20- %20in%20Real-Time%20Rendering%20Course).ppt TODOs: * Support dithering to minimize banding. * Optimize fill rate in geometry shader.
2015-03-19Armature Symmetrize toolCampbell Barton
D1147 by @julien, with fixes/improvements Duplicate bones where needed, otherwise use existing. Keeps parent relations intact, can operate on parts of an armature.
2015-03-17Part 1 of D1082 by Troy Sobotka, add API in OCIO for luminanceAntony Riakiotakis
calculation.
2015-03-16I18n: update for new akward algo names in UI messages...Bastien Montagne
2015-03-16Update themes for 2.74Campbell Barton
2015-03-16Fix T44003: Flatty Light: GPencil vertices and timeline keyframes blackJulian Eisel
I noticed our version code and subversion got out of sync in the past, maybe that's what the issue was here. Deleting the entries from the .xml makes it fall back to the default values.
2015-03-12View3D: Quad-view opposite axis switchingCampbell Barton
Pressing Numpad9 now orbits to the opposite side in any viewport, with the advantage that it can switch locked-quadview axis to their opposite side.
2015-03-12Readme: tweaks to make it less hassle to editCampbell Barton
also remove "this is the Nth release" text, not so helpful and easy to forget to update.
2015-03-12Remove version from readme, (replace on install)Campbell Barton
2015-03-11Point submodules to RC1 tagsv2.74-rc1Sergey Sharybin
2015-03-112.74 splashCampbell Barton
by Manu Järvinen
2015-03-112.74 release: update HTMLCampbell Barton
Also remove unneeded metadata
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.
2015-03-09Freestyle: Fix for references of deprecated texture stroke shaders.Folkert de Vries
Removed all references of deprecated texture shader. Also deleted several lines of dead code. Since texture_shader.py no longer does what it was supposed to do, the file itself was removed. Patch reviewed by Tamito Kajiyama (kjym3).
2015-03-06Fix typo in "Add" and "Subtract" mode of Vector Math node.Kevin Dietrich
Differential Revision: https://developer.blender.org/D1003
2015-03-05Correction to previous commitJulian Eisel
Calling ensure_lookup_table for each face is stupid! :/ (Noted by Sergey - thx)
2015-03-05Fix T43900: "Operator Mesh Add" template failsJulian Eisel
Another script that was missing the lookup_table call.
2015-03-03Bugfix T43866: 'Purge all' button in the outlinerJoshua Leung
The cleanups in 08a2101 forgot to modify the UI code which was using these values.
2015-02-28I18n: Do not skip Polish anymore, translation work has started on it.Bastien Montagne
2015-02-28Action Editor: "New Action" operator now stashes old actions, and is used by ↵Joshua Leung
default again This commit modifies the "New Action" operator to always stash the old action before it creates a new one. As a result, the old active action will now have a proper user of sorts after the new one is created, preventing previously created actions from being lost. Now that the New operator does this, it can be used for the Action Editor header AND NLA Editor (Animation Data Panel -> Active Action) again. The "stash and create" operator is somewhat redundant at this point as a result.
2015-02-28Action Editor WIP: Adding new actions in Action Editor now uses the "stash ↵Joshua Leung
and create new" operator In constrast to the old "new" operator, this operator will stash the existing action in the stack to prevent it from being lost. This situation isn't totally ideal yet, since the NLA Editor still calls the old method.
2015-02-28UI Tweak: Display labels for Push Down and StashJoshua Leung
I'm still not sure which version is better, but I suspect that with the labels, this might help users figure this out more than if they were just unlabelled icon buttons...
2015-02-28Action Editor: Stash Action OperatorJoshua Leung
This operator (the snowflake icon, beside the pushdown button on the Action Editor header) adds the currently active action to the NLA stack in a muted track, then creates + loads a new action ready to be populated with new keyframes. Since the NLA is being used to hang on to all the actions here, no actions are getting lost. Usage Notes (there will be some additional tweaks to make this nicer): * To preview different actions that have been "stashed", simply click the "Solo" toggle for the track containing the action in question. Playing back the NLA will now show the stashed track * To edit a previously stashed action - simply enter tweakmode on it in the NLA while the "Solo" toggle is enabled. Todo: * Add some more operators here to polish up the Action <-> NLA bridge to make the layered and stash workflows smoother. Examples include some tools to easily switch between the different actions layers in the stack, as well as making it easier to get out of tweakmode (and sync up the action lengths) * Review and cleanup the behaviour of the "new" operator here to avoid the old problems that users were running into * After the next release - Implement the full Action Libraries functionality, with ways to bridge the stashed strips over to a full-blown library.
2015-02-28Action Editor: Added "Push Down" operator to send the current action on to ↵Joshua Leung
the NLA Stack This commit exposes the "Push Down" button/functionality found in the NLA Editor to the Action Editor, so that actions can be added NLA Stack from here too. The main point of this for now is to make the whole layered-animation workflow nicer more efficient, but not requiring the second editor be visible in common cases. It also conveniently sets things up for the next few changes (already hinted at here)...
2015-02-28gameengine physics: moving collision filtering inside the collision panel ↵Ines Almeida
and relabeling some parts
2015-02-28UI: place camera DOF buttons to be more compactCampbell Barton
2015-02-27cleanup: typosCampbell Barton
2015-02-26Workaround T43491: Python readline causes crashCampbell Barton
loading 'readline' module could crash blender if 'libedit' was already linked (via LLVM). Workaround the problem for now since we don't even need readline, a _real_ fix likely involves changing how LLVM or Python are built.