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2013-05-22Fix #35461: Marker gets initialized to arbitrary positionSergey Sharybin
Use center of currently visible frame part instead of center of the whole frame for position of marker which is adding from toolbox. Used separate operator for this to keep operators more atomic and not confuse with lots of conflicting properties.
2013-05-22Shader Nodes:Thomas Dinges
* Use unified node sizes, as already was done with compositor nodes. Only Mapping node uses a custom size. This way we don't have too small nodes on creation anymore. * Don't show Script Category for Blender Internal nodes.
2013-05-21Fix #35232: Marker right-click misbehavior on addingSergey Sharybin
Made it so Add Marker button from toolbox will place marker in the middle of the frame.
2013-05-20Cycles / Wireframe node:Thomas Dinges
* Added a wireframe node (Input category) to get access to Mesh wireframe data. The thickness can be controlled via a "Size" parameter, and is available in world units (default) and screen pixel size. * Only the triangulated mesh is available now, quads is for later. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wireframe Render and Example file: http://www.pasteall.org/pic/show.php?id=51731 http://www.pasteall.org/blend/21510
2013-05-18Cycles / OSL:Thomas Dinges
* Added Westin Sheen and Westin Backscatter closures for testing, useful for Cloth like effects. Only available via OSL, added an example OSL shader to the Templates (Text Editor).
2013-05-18bump to version '2.67a'Campbell Barton
2013-05-17Smoke simulator: Add flow subframes and ability to set custom particle size.Miika Hamalainen
Previously it was nearly impossible to have fast moving objects emitting smoke or they would just leave behind a row of smoke poofs instead of continious stream of smoke. Now it's possible to set number of subframes for each smoke flow. Another new thing is ability to set size of smoke flow particles instead of using closest smoke cell. This also works with my earlier "full sample" commit, so no more blocky particles either. :) For more info check my blog post: http://www.miikahweb.com/en/blog/2013/05/17/blender-smoke-subframes This commit also includes couple of fixes I spotted while testing: * Fix: dissolve was applied at different time for low res and high res simulations. * Fix: full sample setting didn't get copied with domain.
2013-05-17This commit addresses the somewhat weak handling of stackless textures in ↵Bastien Montagne
Blender with default (BI) renderer. To do so, it's defining an "other" texture context, and when in this one, it switches to using the "new shading" texture handling already known with Cycles engine. So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures... I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene). This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles). Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too. Thanks to Brecht for reviewing.
2013-05-17partial revert of commit 54126 - (BGE UI: removing " use_occlusion_culling" ↵Dalai Felinto
from the ui) bug reported by Eloy Felix over email Apparently there are some files that will perform better with "use_occlusion_culling" off. For now the UI option can return. Technically this could make into 2.67a, but the string is not localized (it'll be in English). Not sure what is more important here: - consistent UI OR to expose in the UI an option some people need
2013-05-16Fix #35368:Brecht Van Lommel
* Editing number of segments for particle hair did not update the viewport. * Hidden particles were confusing, the paths were drawn but without the points. Now it draws the path faded to indicate that they are hidden/locked. * Select tips/roots operators now have options to select/deselect/toggle/invert.
2013-05-16bmesh, grid fill tool.Campbell Barton
This uses 2 edge loops and fills them with a grid, taking into account curvature of surrounding edges. Access from face menu: Ctrl+F,G http://www.graphicall.org/ftp/ideasman42/grid_fill.png
2013-05-15Fix #35376: node editor throwing python error on some files saved with 2.66 ↵Brecht Van Lommel
test builds.
2013-05-13Added an entry for Reroute node in the node categories. Reroute is not a ↵Lukas Toenne
"real" node, but for users it's a bit hard to find, so a menu entry is ok for now. Eventually a context menu for nodes could be a nicer solution: right-click on node link opening a popup with operators for the node, socket or link under cursor, including option "Insert Reroute".
2013-05-12Refine markers position operatorSergey Sharybin
This operator will run a tracker from previous keyframe to current frame for all selected markers. Current markers positions are considering initial position guess which could be updated by a tracker for better match. Useful in cases when feature disappears from the frame and then appears again. Usage in this case is the following: - When feature point re-appeared on frame, manully place marker on it. - Use Refine Markers operation (which is in Track panel) to allow tracker to find a better match. Depending on direction of tracking use either Forwards or Backwards refining. It's easy: if trackign happens forwards, use Refine Frowards, otherwise use Refine Backwards :)
2013-05-12Render Layers UIPablo Vazquez
Expand the Layers panel by default on Blender Internal as well.
2013-05-11Fix #35273: click in empty space to deselect as used by the Maya keymap gaveBrecht Van Lommel
a python error when used in pose mode.
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.
2013-05-10Set scene frames operator for clip editor.Sergey Sharybin
This operator will set scene's start/end frames to match clip's start frame and footage duration. Available in Clip panel in clip editor's toolbox.
2013-05-10Small fix for node add operators: use the UNDO option so they get registered ↵Lukas Toenne
in undo stack properly.
2013-05-09Bit flag enum props are always expanded, no need to specify it explicitely!Bastien Montagne
2013-05-09Added a button to apply scale on scene solutionSergey Sharybin
This is an alternative to using camera to scale the scene and it's expected to be better solution because scaling camera leads to issues with z-buffer. Found the whole scaling thing a bit confusing, especially for object tracking, but cleaning this up is a bit different topic.
2013-05-09use standard name for operator properties - 'props'.Campbell Barton
2013-05-09Upgrade for the add_search node operator. This now uses the same basic ↵Lukas Toenne
system as the regular add_node operator, with enum items generated from the common node categories system (nodeitems_utils module). This means that any node listed in the regular node Add menu can now also be added via searching, including node groups and the like. The search operator also uses the subsequent transform to make insertion a bit more streamlined.
2013-05-09Fix for add_node operator: needs to have SKIP_SAVE set for the settings ↵Lukas Toenne
collection to prevent it from re-using settings from a previous call. This would otherwise lead to python exceptions when those properties don't exist for the other node type (point in case: node_tree only is defined for group nodes).
2013-05-09Fix suggested by Campbell Barton: use %r instead of %s when building the ↵Lukas Toenne
python expression for the node operator settings to ensure correct escaping.
2013-05-09fix rna_info, python method to C function wasn't being tested for. (broke ↵Campbell Barton
changelog generator)
2013-05-08Updated the custom_nodes.py template script to reflect socket draw API ↵Lukas Toenne
changes in r56584 and r56585.
2013-05-08Fix for node item polling: recursion check was the wrong way around, needs ↵Lukas Toenne
to test is the parent tree is inside the group.
2013-05-08Added filter to the node group items callback to remove recursive node ↵Lukas Toenne
groups right from the start. These tree pointers would be polled out internally as well, but this way they don't show up in the menus in the first place.
2013-05-08A bit more pythonic way of using the items callback in node categories. The ↵Lukas Toenne
category.items attribute is now a function taking a context parameter instead of a property. This can be used for checking validity, e.g. for doing node group recursion checks, and filter out unusable items.
2013-05-08Moved a couple of common properties into the NodeAddOperator base class to ↵Lukas Toenne
avoid repetitive code. A new operator node_add_and_link is another variant that first creates a node and them connects a specific socket to an existing one (defined by context pointer).
2013-05-08Removed the unused socket template system from the bpy_types Node base class ↵Lukas Toenne
(it interferes with the input_templates/output_templates functions from C nodes). This can be reimplemented in a nicer way for pynode subclasses later on, but should not be part of the basic Node class.
2013-05-08Removed the add_group_node operator, this is now integrated into the generic ↵Lukas Toenne
node_add operator. The group node tree pointer is then part of the settings dictionary.
2013-05-08Workaround for C nodes: In order to make registerable RNA methods of the ↵Lukas Toenne
standard C nodes (e.g. poll or draw_buttons) available in python scripts, they need a specialized Node subtype (called NodeInternal). This is necessary because bpy omits any registerable functions of RNA types in the generated python classes, relying instead on using the supposed native implementation in a registered python class. Since the standard shader/compositor/texture nodes in Blender are not registered but directly created in makesrna they lack all registerable function in the associated python types. The NodeInternal RNA subtype replaces the registerable functions of the base Node type to solve this issue.
2013-05-08split dissolve into 3 different operators (face/edge/vert).Campbell Barton
2013-05-08auto indent for multi-line python statements.Campbell Barton
2013-05-07And here's the epic 2.67 splash and version!Ton Roosendaal
Celebrating Freestyle :) Kudos to dfeveloper Tamito and Malaysian artist Mclelun!
2013-05-05correction for uv template, also some doxygen comment corrections. Campbell Barton
2013-05-05correct bmesh api crossref and update uv-operator template.Campbell Barton
2013-05-05Cycles / Preview render:Thomas Dinges
* Hair strands were too thin in preview, after addition of "radius_scale" property in r56072. Increased the scale from 0.01 to 0.03 now.
2013-05-05* Remove unused screens from Cycles preview blend to save some space. Thomas Dinges
2013-05-03One-liner fix for part of regression of nodes UI translation (since new ↵Bastien Montagne
pynodes): add menu entries are translated again. The sockets' names remain untranslated currently, investigating whether this can safely be fixed at this stage too...
2013-05-03Fix for shaders.py based on code review comments from flokkievids.Tamito Kajiyama
Only the suggested changes that cause backward incompatibility were considered for now. * Removed pyFXSThicknessShader that is identical with pyConstantThicknessShader. * Swapped the order of two arguments of the pyDecreasingThicknessShader constructor in line with other shaders taking the same arguments. * Made module functions smoothC and get_fedge into methods of relevant shader classes. * Removed pyExtremitiesOrientationShader that relied on undefined Stroke methods.
2013-05-02Fix #35190: texture mask stencil Reset Transform did not work properly.Brecht Van Lommel
2013-05-02remove re-allocations while building weight paint color array, move button ↵Campbell Barton
to show weightpaint below other overlay buttons in the 'Mesh Display' panel.
2013-05-01Fix Show Brush button being missing from the UI for paint modes, the feature wasBrecht Van Lommel
already implemented, it's in the Appearance panel now. Also added that panel to the image editor now since it's relevant there too.
2013-05-01Cycles / OSL:Thomas Dinges
* Add a few more OSL templates to the Text Editor, so people can use some of the OSL only shaders and closures. * Temperature (Kelvin) to RGB converter * Wavelength to RGB converter * Ramp closure (Phong and Diffuse) * Toon closure (Diffuse and Specular)
2013-05-01[Bug #35108] Shortcuts 3dsmax blender 2.67RCMichael Fox
Quad View: ALT + W Switch Wireframe / Solid: F3 Render: F10 Properties: F12 Ortho / perspective View: P Zoom to selected center: Z Select/ Deselect all: CTRL + A in changing A hotkeys ctrl-a hotkeys are now ctrl-shift-a and GameEngine is now ctrl-alt-shift-p
2013-05-01fix for select ungrouped vertices not flushing, also group select menu items ↵Campbell Barton
more logically.
2013-05-01Fix projection paint clone/soften/smear no longer working with textures,Brecht Van Lommel
Moved the code after the masking check so we can skip the texture lookup if the pixel is done, is a bit faster. Also hide the color wheel for these tools, only did it for 2D paint in previous commit.