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
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-02-27Cleanup: file rename lamp -> lightCampbell Barton
2019-02-05Cleanup: remove contributors for CMake filesCampbell Barton
Following removal from C source code. See: 8c68ed6df16d8893
2019-01-25Cleanup: sort cmake file listsCampbell Barton
2018-08-29Cleanup: rename files from group to collection to match contents.Brecht Van Lommel
2018-07-31New Grease Pencil object for 2D animationAntonioya
This commit merge the full development done in greasepencil-object branch and include mainly the following features. - New grease pencil object. - New drawing engine. - New grease pencil modes Draw/Sculpt/Edit and Weight Paint. - New brushes for grease pencil. - New modifiers for grease pencil. - New shaders FX. - New material system (replace old palettes and colors). - Split of annotations (old grease pencil) and new grease pencil object. - UI adapted to blender 2.8. You can get more info here: https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/ https://code.blender.org/2018/07/grease-pencil-status-update/ This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible. Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
2018-02-07Merge branch 'master' into blender2.8Campbell Barton
2018-02-07Cleanup: add _types.h suffix to DNA headersCampbell Barton
2018-02-06Merge branch 'master' into blender2.8Campbell Barton
2018-02-06DNA: move eObjectMode into own headerCampbell Barton
Add a enum headers to DNA, to be included in other headers so function signatures can use enums for better type safety. Add DNA_*_enums.h matching DNA_*.types.h as needed.
2017-09-25Merge branch 'master' into blender2.8Sergey Sharybin
2017-09-22Remove quicktime supportAaron Carlisle
It has been deprecated since at least macOS 10.9 and fully removed in 10.12. I am unsure if we should remove it only in 2.8. But you cannot build blender with it supported when using a modern xcode version anyway so I would tend towards just removing it also for 2.79 if that ever happens. Reviewers: mont29, dfelinto, juicyfruit, brecht Reviewed By: mont29, brecht Subscribers: Blendify, brecht Maniphest Tasks: T52807 Differential Revision: https://developer.blender.org/D2333
2017-06-15Updates to manipulator APICampbell Barton
While this is work-in-progress from custom-manipulators branch its stable so adding into 2.8 so we don't get too much out of sync. - ManipulatorGroupType's are moved out of the manipulator-map and are now global (like operators, panels etc) and added into spaces as needed. Without this all operators that might ever use a manipulator in the 3D view would be polling the viewport. - Add optional get/set callbacks for non-RNA properties Needed so re-usable manipulators can control values that don't correspond to a single properly or need conversion. - Fix divide by zero bug in arrow manipulator (when moving zero pixels).
2017-06-12Rename probe to light-probeCampbell Barton
Probe is a real general term, the new name is used often in docs online.
2017-06-09Probe: Add new object datablockClément Foucault
We went for a new datablock because blending probe functionality with empties was going to be messy.
2017-06-01Main Workspace IntegrationJulian Eisel
This commit does the main integration of workspaces, which is a design we agreed on during the 2.8 UI workshop (see https://wiki.blender.org/index.php/Dev:2.8/UI/Workshop_Writeup) Workspaces should generally be stable, I'm not aware of any remaining bugs (or I've forgotten them :) ). If you find any, let me know! (Exception: mode switching button might get out of sync with actual mode in some cases, would consider that a limitation/ToDo. Needs to be resolved at some point.) == Main Changes/Features * Introduces the new Workspaces as data-blocks. * Allow storing a number of custom workspaces as part of the user configuration. Needs further work to allow adding and deleting individual workspaces. * Bundle a default workspace configuration with Blender (current screen-layouts converted to workspaces). * Pressing button to add a workspace spawns a menu to select between "Duplicate Current" and the workspaces from the user configuration. If no workspaces are stored in the user configuration, the default workspaces are listed instead. * Store screen-layouts (`bScreen`) per workspace. * Store an active screen-layout per workspace. Changing the workspace will enable this layout. * Store active mode in workspace. Changing the workspace will also enter the mode of the new workspace. (Note that we still store the active mode in the object, moving this completely to workspaces is a separate project.) * Store an active render layer per workspace. * Moved mode switch from 3D View header to Info Editor header. * Store active scene in window (not directly workspace related, but overlaps quite a bit). * Removed 'Use Global Scene' User Preference option. * Compatibility with old files - a new workspace is created for every screen-layout of old files. Old Blender versions should be able to read files saved with workspace support as well. * Default .blend only contains one workspace ("General"). * Support appending workspaces. Opening files without UI and commandline rendering should work fine. Note that the UI is temporary! We plan to introduce a new global topbar that contains the workspace options and tabs for switching workspaces. == Technical Notes * Workspaces are data-blocks. * Adding and removing `bScreen`s should be done through `ED_workspace_layout` API now. * A workspace can be active in multiple windows at the same time. * The mode menu (which is now in the Info Editor header) doesn't display "Grease Pencil Edit" mode anymore since its availability depends on the active editor. Will be fixed by making Grease Pencil an own object type (as planned). * The button to change the active workspace object mode may get out of sync with the mode of the active object. Will either be resolved by moving mode out of object data, or we'll disable workspace modes again (there's a `#define USE_WORKSPACE_MODE` for that). * Screen-layouts (`bScreen`) are IDs and thus stored in a main list-base. Had to add a wrapper `WorkSpaceLayout` so we can store them in a list-base within workspaces, too. On the long run we could completely replace `bScreen` by workspace structs. * `WorkSpace` types use some special compiler trickery to allow marking structs and struct members as private. BKE_workspace API should be used for accessing those. * Added scene operators `SCENE_OT_`. Was previously done through screen operators. == BPY API Changes * Removed `Screen.scene`, added `Window.scene` * Removed `UserPreferencesView.use_global_scene` * Added `Context.workspace`, `Window.workspace` and `BlendData.workspaces` * Added `bpy.types.WorkSpace` containing `screens`, `object_mode` and `render_layer` * Added Screen.layout_name for the layout name that'll be displayed in the UI (may differ from internal name) == What's left? * There are a few open design questions (T50521). We should find the needed answers and implement them. * Allow adding and removing individual workspaces from workspace configuration (needs UI design). * Get the override system ready and support overrides per workspace. * Support custom UI setups as part of workspaces (hidden panels, hidden buttons, customizable toolbars, etc). * Allow enabling add-ons per workspace. * Support custom workspace keymaps. * Remove special exception for workspaces in linking code (so they're always appended, never linked). Depends on a few things, so best to solve later. * Get the topbar done. * Workspaces need a proper icon, current one is just a placeholder :) Reviewed By: campbellbarton, mont29 Tags: #user_interface, #bf_blender_2.8 Maniphest Tasks: T50521 Differential Revision: https://developer.blender.org/D2451
2017-04-06Changes from custom-manipulators branchCampbell Barton
Minor changes from custom-manipulators branch, before larger changes are applied.
2017-03-14CMake: add missing headersCampbell Barton
2017-02-07Clay-Engine (merge clay-engine)Clément Foucault
Initial work by Clément Foucault with contributions from Dalai Felinto (mainly per-collection engine settings logic, and depsgraph iterator placeholder). This makes Blender require OpenGL 3.3. Which means Intel graphic card and OSX will break. Disable CLAY_ENGINE in CMake in those cases. This is a prototype render engine intended to help the design of real render engines. This is mainly an engine with enphasis in matcap and ambient occlusion. Implemented Features -------------------- * Clay Render Engine, following the new API, to be used as reference for future engines * A more complete Matcap customization with more options * Per-Collection render engine settings * New Ground Truth AO - not enabled Missing Features ---------------- * Finish object edit mode - Fix shaders to use new matrix - Fix artifacts when edge does off screen - Fix depth issue - Selection sillhouette - Mesh wires - Use mesh normals (for higher quality matcap) - Non-Mesh objects drawing - Widget drawing - Performance issues * Finish mesh edit mode - Derived-Mesh-less edit mode API (mesh_rende.c) * General edit mode - Per-collection edit mode settings * General engines - Per-collection engine settings (they are their, but they still need to be flushed by depsgraph, and used by the drawing code)
2016-12-28Revert particle system and point cache removal in blender2.8 branch.Lukas Tönne
This reverts commit 5aa19be91263a249ffae75573e3b32f24269d890 and b4a721af694817fa921b119df83d33ede7d7fed0. Due to postponement of particle system rewrite it was decided to put particle code back into the 2.8 branch for the time being.
2016-08-06Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: release/scripts/startup/bl_ui/properties_particle.py release/scripts/startup/bl_ui/properties_physics_cloth.py release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py release/scripts/startup/bl_ui/properties_physics_softbody.py source/blender/blenkernel/BKE_library.h source/blender/blenkernel/BKE_particle.h source/blender/blenkernel/intern/cloth.c source/blender/blenkernel/intern/library.c source/blender/blenkernel/intern/library_query.c source/blender/blenkernel/intern/particle_system.c source/blender/blenkernel/intern/scene.c source/blender/blenkernel/intern/softbody.c source/blender/blenloader/intern/readfile.c source/blender/blenloader/intern/versioning_270.c source/blender/editors/space_file/filesel.c source/blender/editors/space_outliner/outliner_intern.h source/blender/makesdna/DNA_ID.h source/blender/makesdna/DNA_object_force.h source/blender/makesdna/DNA_particle_types.h source/blender/makesrna/intern/rna_particle.c source/blender/makesrna/intern/rna_sculpt_paint.c source/blender/makesrna/intern/rna_smoke.c source/blender/makesrna/intern/rna_space.c
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
2016-04-13Removed remaining use of pointers to particle types as well as boids headers.Lukas Tönne
2016-04-13Removed particle DNA.Lukas Tönne
2015-08-18Refactor translation code out of blenfontCampbell Barton
- Add blentranslation `BLT_*` module. - moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`). - moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
2015-05-12Depsgraph: New dependency graph integration commitSergey Sharybin
This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-02-12Viewport compositing - first codeAntony Riakiotakis
This commit introduces a few ready made effects for the 3D viewport and OpenGL rendering. Included effects are Depth of Field, accessible from camera view and screen space ambient occlusion. Those effects can be turned on and tweaked from the shading panel in the 3D viewport. Off screen rendering will use the settings of the current camera. WIP documentation can be found here: http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing
2015-01-20Moved the cloth solver code into a new subfolder/library inside BlenderLukas Tönne
code. The implicit solver itself should remain agnostic to the specifics of the Blender data (cloth vs. hair). This way we could avoid the bloated data conversion chain from particles/hair to derived mesh to cloth modifier to implicit solver data and back. Every step in this chain adds overhead as well as rounding errors and a possibility for bugs, not to speak of making the code horribly complicated. The new subfolder is named "physics" since it should be the start of a somewhat "unified" physics systems combining all the various solvers in the same place and managing things like synchronized time steps.
2013-10-13cmake/openimageio - partially reverting #60692Dalai Felinto
We now have openimageio building when cycles builds or when it's manually set to build. (I reverted the _IMAGE_ in the define name because I think the closer the cmake flags match the defines in the software the better, and there is no reason to rename all the existent WITH_OPENIMAGEIO references in CMakeLists.txt - which would be the alternative)
2013-10-12Fix build scripts related to PSD support. Both CMake and SCons builds were ↵Irie Shinsuke
broken.
2013-10-09Photoshop PSD supportDalai Felinto
We now support the combined layer of Photoshop files (stored as layer 0 in the file). This way users can keep their files as multilayer PSD and Blender always handle them as flat images. For perfect alpha this requires an OpenImageIO update: https://github.com/OpenImageIO/oiio/commit/342cc2633ff590a3bb278481c61ae798c7148361 Photoshop sample files: https://github.com/OpenImageIO/oiio-images Brecht has some pending fixes to push for OIIO as well, so we may as well wait to update our libraries. What works: =========== * 8bit images (with or without alpha) * 16bits images (alpha discarded) * Photoshop files saved with 'Maximum Compatibility' * Cycles, Blender internal, BGE (and player) Known limitations (due to OIIO dependency): ========================= * Images with less than 4 channels show a wrong thumbnail (bug may be in OIIO) * Packed images are not supported * We do not write PSD files. Note: old Blenders have support for PSD via Quicktime library. But due to license issues this was discontinued. Many thanks for Brecht van Lommel for reviewing the patch, suggesting multiple improvements and to help solving the alpha issue.
2013-03-23A major code update for making the DNA file specification of Freestyle settingsTamito Kajiyama
and RNA for it independent of the build flag for enabling Freestyle. Suggested by Sergey Sharybin through a code review of the branch. * Many #ifdef WITH_FREESTYLE blocks were removed to always have Freestyle-specific DNA file specification and RNA for it built in Blender. This will allow Freestyle setting survive even when a non-Freestyle build is used for loading and saving files. It is noted that operations are still conditionally built through #ifdef WITH_FREESTYLE blocks. * To this end, new blenkernel files BKE_freestyle.h and intern/freestyle.c have been added. All API functions in FRS_freestyle_config.h as well as some of those in FRS_freestyle.h were moved to the new files. Now the relocated API functions have BKE_ prefix instead of FRS_.
2013-02-10Merged changes in the trunk up to revision 54421.Tamito Kajiyama
Conflicts resolved: release/datafiles/startup.blend release/scripts/startup/bl_ui/properties_render.py source/blender/SConscript source/blender/blenloader/intern/readfile.c
2013-02-01Move opencl and reigidbody from source/blender/ to intern/Sergey Sharybin
This modules does not depend on any blender-specific data structures or algorithms and due to our policy better be placed to intern/ Shall be no functional changes, tested CMake and SCons on Linux, hopefully other platforms will work as well. P.S. SVN history shall be preserved for the files.
2013-01-27Merged changes in the trunk up to revision 54110.Tamito Kajiyama
Conflicts resolved: source/blender/blenfont/SConscript source/blender/blenkernel/intern/subsurf_ccg.c source/blender/makesdna/intern/makesdna.c source/blender/makesrna/intern/rna_scene.c
2013-01-23make bullet optional againCampbell Barton
2013-01-23rigidbody: Add DNA/RNA/BKE infrastructure for the rigid body simSergej Reich
This is just the basic structure, the simulation isn't hooked up yet. Scenes get a pointer to a rigid body world that holds rigid body objects. Objects get a pointer to a rigdid body object. Both rigid body world and objects aren't used directly in the simulation and only hold information to create the actual physics objects. Physics objects are created when rigid body objects are validated. In order to keep blender and bullet objects in sync care has to be taken to either call appropriate set functions or flag objects for validation. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23rigidbody: Add rigidbody moduleSergej Reich
It's mostly a C API for bullet that interfaces nicely with blender. It could act as a generic interface for rigid body simulations but right now it's very specific to bullet. TODO: Fix building without bullet. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2012-12-20Another big patch set by Bastien Montagne, thanks a lot!Tamito Kajiyama
* Made Freestyle optional (turned on by default). * Fix for missing bpath.c updates in the previous merge of trunk changes.
2012-12-12A big cleaning patch by Bastien Montagne (thanks a lot!)Tamito Kajiyama
* Split and moved Cycles’ render layers panels into the render_layer context as well (would be nice to hide this context when not needed, e.g. with the BGE, but this is not so easy to do nicely...). * Fixed some inconsistencies with trunk (probably due to svn merge glitches) using r52858 as reference. Also recovered the missing release/bin/blender-softwaregl file. * A bunch of style code fixes in Blender's own code (not Freestyle itself yet): line lengths, spaces around operators, block formatting, headers, etc. In rna_linestyle.c, color_blend_items was replaced by ramp_blend_items (exported from rna_material.c).
2012-10-20Merged changes in the trunk up to revision 51448.Tamito Kajiyama
Conflicts resolved: source/blender/blenkernel/CMakeLists.txt source/blender/blenloader/intern/readfile.c source/blender/editors/mesh/editmesh_tools.c source/blender/makesrna/intern/rna_main_api.c
2012-10-08add option to build without blenders default avi codec.Campbell Barton
2012-08-18Merged changes in the trunk up to revision 49986.Tamito Kajiyama
2012-08-11add back datatoc, use this instead of cmake script which was too slow.Campbell Barton
2012-07-03Merged changes in the trunk up to revision 48505.Tamito Kajiyama
2012-06-30disable opencl when compo is disabled.Campbell Barton
2012-06-30the compositor optional for cmake: WITH_COMPOSITORCampbell Barton
2012-06-11Merged changes in the trunk up to revision 47700.Tamito Kajiyama
Conflicts resolved: source/blender/blenkernel/BKE_main.h source/blender/blenkernel/CMakeLists.txt source/blender/blenkernel/intern/library.c source/blender/blenloader/intern/readfile.c source/blender/blenloader/intern/writefile.c source/blender/editors/interface/resources.c source/blender/makesdna/DNA_ID.h source/blender/makesdna/DNA_action_types.h source/blender/makesdna/intern/makesdna.c source/blender/makesrna/SConscript source/blender/makesrna/intern/rna_internal.h source/blender/makesrna/intern/rna_main.c source/blender/makesrna/intern/rna_main_api.c source/blender/windowmanager/WM_types.h
2012-06-04mask mode for clip editor developed by Sergey Sharybin, Pete Larabell and ↵Campbell Barton
myself. see: http://wiki.blender.org/index.php/User:Nazg-gul/MaskEditor note - mask editing tools need continued development, feather option is not working 100%