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2010-02-12correct fsf addressCampbell Barton
2010-02-09Warning fixesDamien Plisson
2010-01-23Initial results of my profiling of the animation system. Joseph Eagar
Basically two simple changes, changes, I pulled in the faster ghash in bmesh (which uses mempools for allocation, providing a substanstial speedup in some cases, and also I inlined some of the functions), and I changed __inline to __forceinline for inlining of math functions. I also removed the timer in the view3d zoom op (ctrl-middlemouse) that was making it nonfunctional. Why was that there?
2010-01-01Fix some build warningsDamien Plisson
2009-12-10Sculpt Branch:Brecht Van Lommel
Revised external multires file saving. Now it is more manual in that you have to specify where to save it, like an image file, but still saved at the same time as the .blend. It would ideally be automatic, but this is difficult to implement, so for now this should at least be more reliable.
2009-09-15svn merge -r 22571:22800 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/trunk/blender svn merge -r 22800:23207 https://svn.blender.org/svnroot/bf-blender/trunk/blender Merged volumetric with new raytrace code (it compiles and rendered volume-cube.blend withouth problems) Part1: source/blender
2009-09-13after some discussion, this is the replacement for the old loopcut tool: ↵Joseph Eagar
edge ring select displays a preview of the edge ring, and you can move the mouse with ctrl-alt held down and change the edge ring selection.
2009-09-11curve twistCampbell Barton
* added new twist method - "Tangent", suggested by Martin. the nice thing about this is its stable no matter how you rotate the data, rotation is local to each segment. * added smooth option that smooths the twisting (before applying user twist), to workaround Z-Up and Tangent's ugly curve twisting. Id prefer not to have this however it makes tangent much nicer. Possibly tangent can be improved some other way and this can be removed. A smooth value of 1.0 will iterate over and smooth the twisting by the resolution value of the spline. * Minimum-Twist method now corrects for cyclic twist by taking the roll difference between first and last, then increasingly counter rotate each segment over the entire curve. Previously it calculated from both directions and blended them. details * BevPoints use quats rather then 3x3 matrix. * added BevPoint direction "dir" and tangent "tan" used only for 3D curves. * don't calculate BevPoint->cosa, BevPoint->sina for 3D curves. * split bevel tilt calculation into functions. * nurbs curves currently don't generate tangents and wont work with tangent twist method. * some of the use of quats should be optimized. * smoothing is not animation safe, the higher the smoothing the higher the likelyhood of flipping.
2009-08-17svn merge -r 22371:22571 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender
2009-08-16- typos in boxpack comments (incorrectly had comment that it was from NAN)Campbell Barton
- removed unused defines STREQ, STREQ2, STREQ3 and MINSIZE
2009-08-01svn merge -r 21508:22111 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender
2009-07-07made rtbuild object_heuristic_spliter fasterAndre Susano Pinto
I think its something like: old was: 4*nlogn + 3*(n*6) new is: (2*nlogn + 3*(n*6)) * f, with f<1 Still missing changing the sorting function to an introsort instead of qsort Other options like bucketing sort may be worth trying (for very large trees)
2009-07-02svn merge -r 21041:21301 ↵Andre Susano Pinto
https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender
2009-07-02Reverted incorrect merge (missing files)Andre Susano Pinto
svn up -r 21247 svn merge -r 21247:21246 . (<= revert incorrect: merge -r 21041:21243) svn up
2009-06-22NLA SoC: Merge from 2.5Joshua Leung
21043 to 21072 (NOTE TO SELF: Campbell made a commit in 2.5 before this merge finished)
2009-06-21remove support for videoscape, amiga 3D app that came before lightwave.Campbell Barton
2009-06-21Spring CleaningCampbell Barton
* removed radiosity render code, DNA and RNA (left in radio render pass options), we'll get GI to replace this probably, better allow baking to vertex colors for people who used this. * removed deprecated solid physics library, sumo integrations and qhull, a dependency * removed ODE, was no longer being build or supported * remove BEOS and AMIGA defines and references in Makefiles.
2009-06-05NLA SoC: NLA-Evaluation BugfixesJoshua Leung
* Fixed an evil bug where the last frame of a strip was always incorrectly evaluated. This was because these frames were not being included in the strip's 'range' as defined by the IN_RANGE() testing macro, which only considers the given range as an open interval (i.e. non-inclusive of boundary points). I've added a new macro, IN_RANGE_INCL(), which is inclusive of boundary points, since this is a common test in many other parts of the code. * When an AnimData block is in 'tweaking' mode, the tracks following (and including the active track) are now correctly skipped during evaluation. * Finished coding the option of setting a single NLA-track per NLA-block to play 'solo' (i.e. only that track is enabled for evaluation). To enable this, simply click on one of the grey 'dots' beside the NLA-track names, turning this dot yellow. The 'yellow' dot means that the track will play by itself (even the 'active action' gets silenced). Only one track per AnimData block can play solo at a time. To disable, simply click on the 'yellow' dot again. NOTE: this currently uses the View3D layer-status icons. We probably need some special ones for these later (coloured vs grey star?) * Also (not related to evaluation) made the selection operators for the NLA Editor only work when not in tweaking mode, since in tweaking mode they can potentially result in data being resolved inappropriately when leaving tweaking mode.
2008-10-29fix for more disable python defines,Campbell Barton
FTOCHAR didnt have brackets around the value. FTOCHAR(a+b) didnt work, FTOCHAR((a+b)) did.
2008-09-20Patch #8461, by Rob HausauerTon Roosendaal
This unifies all usage of FTOCHAR, putting it in utildefines.h Submitter did several interesting tests for speed, check it here: http://projects.blender.org/tracker/?func=detail&atid=127&aid=8461&group_id=9
2008-09-05Merge of first part of changes from the apricot branch, especiallyBrecht Van Lommel
the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
2008-08-17Win64: please check my changes if you ran across them ;) But should be fine ↵Daniel Genrich
since no additional crashes were reported!
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-03-23added support for linux on pa-riscStefan Gartner
2008-03-09optimized uv stretch display angle calculationCampbell Barton
2008-02-18Fix for bug #8052: particle emit from verts and volume didn't supportBrecht Van Lommel
subsurf/derivedmesh mapping yet. Also added int-to-pointer and back conversion function to solve warnings. Note that it is only allowed to store an int in a pointer and then get it back, but not a pointer in an int!
2008-02-10* Merge of PyNodes to trunk. Finally!Nathan Letwory
See http://wiki.blender.org/index.php/BlenderDev/PyNodes and http://wiki.blender.org/index.php/BlenderDev/PyNodes/API For current documentation. Very very big thanks go to William Germano for fixing the memory issues left and for improving on the code. In the coming time documentation will be finalised and further stabilising of PyNodes is to be expected.
2008-01-24Fix for strand render + simplification + vector blur. With the numberBrecht Van Lommel
of strands changing between frames, vector blur couldn't work. Now speed vectors are interpolated from the surface. This also means child particles don't have to be computed in the previous and next frames, so saves time too.
2007-12-27Directional Blur NodeJuho Vepsalainen
Directional Blur node allows the users to do various blur operations on the input image. It essentially offers three different kind of ways of blurring in one node. It is possible to blur using a certain direction, spin and zoom. These three ways can be used in conjunction. The node contains following controls: *Iterations, Wrap *Center: X, Y *Distance, Angle *Spin *Zoom Iterations is used to determine the smoothness of the result. The more iterations, the smoother result. Low values are good for preview. Wrap means that the image is wrapped as if it was tiled on both x and y directions. To see better what this means, try it with spin for instance. Center values (X and Y) determine the location which is used as a pivot point for the operations. It is center (0.5) of the image by default. Distance and angle are used to adjust directional blur. The result can be described as a sweep that varies based on given distance (bigger distance, longer sweep) and angle. Angle is given in degrees. Spin produces rotating blur based on given angle. Yet again it is in degrees. Also negative values work. Zoom causes the image to be zoomed towards set center point (Center values). Thanks to Alfredo de Greef (eeshlo) for contribution. Possible development ideas: *Make an algorithm to extend image in case spin is used. Extend would temporarily change the size of the canvas of the input image. Canvas would be filled based on colors on the edges of the input image. After the blur operation has been done, the image would be cropped back to normal size. The advantage of this would be nicer result of spin (no problems with image size) on a computational cost. *Make values animatable. This is something that is better solved on more general level. ("everything is animatable" paradigm) *Provide an option to calculate automatic value for iterations. A good value that produces a smooth result could be calculated based on direction deltas. This would be useful in conjuction of animatable values.
2007-11-27ParticlesBrecht Van Lommel
========= Merge of the famous particle patch by Janne Karhu, a full rewrite of the Blender particle system. This includes: - Emitter, Hair and Reactor particle types. - Newtonian, Keyed and Boids physics. - Various particle visualisation and rendering types. - Vertex group and texture control for various properties. - Interpolated child particles from parents. - Hair editing with combing, growing, cutting, .. . - Explode modifier. - Harmonic, Magnetic fields, and multiple falloff types. .. and lots of other things, some more info is here: http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc The new particle system cannot be backwards compatible. Old particle systems are being converted to the new system, but will require tweaking to get them looking the same as before. Point Cache =========== The new system to replace manual baking, based on automatic caching on disk. This is currently used by softbodies and the particle system. See the Cache API section on: http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint Documentation ============= These new features still need good docs for the release logs, help for this is appreciated.
2007-09-24bugfix - running scriptlinks did not initialize the armature weakref dict, ↵Campbell Barton
thanks for finding caedes! this bug is in 2.45 but can work around by setting it manually --- import sys as pysys try: pysys.modules['__main__'].__arm_weakrefs except: pysys.modules['__main__'].__arm_weakrefs = {} --- changed how draw modes work - when displaying textured meshes in editmode, only draw selected edges when "Edge Draw" is not enabled. this makes it easy to see the texture/mapping without edges getting in the way. This means editmode can draw like UV/Face mode did when "Draw Edges" was disabled. Also made the active vert/edge/face color themeable, still need to set the default to somthing other then pink.
2007-09-15added a transform panel to the UV/Image window - at the moment it sets UV ↵Campbell Barton
and teh cursor location. added a stap menu to the UV/Image window for snapping the selection and cursor. reverted to drawing face dots in editmode when Limit Selection is enabled. even though its not needed for selection its consistent and dosnt look like modes are being changed.
2007-01-14== IPO Cleaning ==Joshua Leung
Rewrote the core-function responsible for ipo-cleaning. Now, it is in a less wacko form. What is still not done is the conversion of a bunch of points describing an arc to an arc defined by the handles of the keyframes on either side of the arc. That will have to wait for the next development cycle. This rewrite fixes two big bugs with the code: * All but first curve got hidden aften cleaning * Cleaning a curve with only two verts resulted in only one vert, even though the values were not the same.
2006-12-20The Big Image refactor!Ton Roosendaal
Please read: http://www.blender3d.org/cms/Imaging.834.0.html Or in short: - adding MultiLayer Image support - recoded entire Image API - better integration of movie/sequence Images Was a whole load of work... went down for a week to do this. So, will need a lot of testing! Will be in irc all evening.
2006-06-14Bugfix #4135Ton Roosendaal
Mixdown option (blending sequence audio strips) didn't write proper WAV. - file length in header chunk was too short (potential crasher) - endian switch code used swab(), which wasn't defined to work when src and target is identical - cleaned up some code too... like removing timecursor() for core loop.
2006-04-02 - fix some minor typing/redefinition errors, shouldDaniel Dunbar
not be misconstrued as "working" by myself
2005-12-09Orange; WIP commit for inclusion of "Tangent" vector in rendering.Ton Roosendaal
This first implementation only supports it for Meshes with UV maps, and only tangents in V direction. Tangent diffuse: http://www.blender.org/bf/0001_0080.avi Tangent spec, diffuse, and bump: http://www.blender.org/bf/20001_0080.avi NOTE: since UV coordinates are still very badly subsurfed, this won't work well for subsurf meshes... on the todo. On the todo; - generate tangents for meshes without UV (with some options) - use tangents from Curve/Surface - add the Ashkimin shader from tracker ----- Important bugfix; curves didn't render anymore since yesterday. :)
2005-12-01True X-mirror mesh editing!Ton Roosendaal
Set the option in EditMode, in 2nd mesh tools panel. It only works on transform options now (grab/rot/scale), and of course assumes a near- perfect symmetrical mesh. Mesh Object itself can be on any location though (and rotated etc).
2005-10-22Various stuff in one commit;Ton Roosendaal
- Added (BKE_utildefines.h) POINTER_TO_INT(poin) and INT_TO_POINTER(int) defines, to help fixing issues with switch to 64 bits systems. This assumes that a) not more than 16GB mem is used and b) that address space is below the 1<<35 value. The latter has to be confirmed, but it seems to conform the current 64 bits generation of OSs (for mallocs). Needless to say; use long if you want to store pointers! This is for temporal fixing. - Added editmesh version for mesh-octree lookups, not used yet. - Fix: ESC on armature posemode restored the actions, should not happen - Fix: If in NLA an action was 0 frame long, it caused draw error - Fix: Click on name in Action Window now activates Bones - Fix: "Snap to" options in Armature editmode now use X-axis mirror edit.
2005-07-22 - put {} around the various minmax defines... this was a nice bughuntDaniel Dunbar
2005-06-30Warning hunt:Martin Poirier
INIT_MINMAX and INIT_MINMAX2 are always used on floats but use doubles for initializing, giving countless warnings. Added the nice 'f' to tell compilers that we want floats.
2004-12-27Biiig commit! Thanks to 2-3 weeks of cvs freeze...Ton Roosendaal
Render: - New; support for dual CPU render (SDL thread) Currently only works with alternating scanlines, but gives excellent performance. For both normal render as unified implemented. Note the "mutex" locks on z-transp buffer render and imbuf loads. - This has been made possible by major cleanups in render code, especially getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct OSA or using Materials or Texture data to write to. - Made normal render fully 4x32 floats too, and removed all old optimizes with chars or shorts. - Made normal render and unified render use same code for sky and halo render, giving equal (and better) results for halo render. Old render now also uses PostProcess options (brightness, mul, gamma) - Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer after render. Using PostProcess menu you will note an immediate re- display of image too (32 bits RGBA) - Added "Hue" and "Saturation" sliders to PostProcess options - Render module is still not having a "nice" API, but amount of dependencies went down a lot. Next todo: remove abusive "previewrender" code. The last main global in Render (struct Render) now can be re-used for fully controlling a render, to allow multiple "instances" of render to open. - Renderwindow now displays a smal bar on top with the stats, and keeps the stats after render too. Including "spare" page support. Not only easier visible that way, but also to remove the awkward code that was drawing stats in the Info header (extreme slow on some ATIs too) - Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping defines. - I might have forgotten stuff... and will write a nice doc on the architecture!
2004-10-30Feat request intrr, he won a bet with me :)Ton Roosendaal
Colorband sliders now activate automatic on a click closer than 12 pixels away from it. No more clumsy 'act' button stuff. BTW: Error in utildefines.h, ABS() was defined incorrect.
2004-07-13Added LSCM UV Unwrapping:Brecht Van Lommel
http://www.loria.fr/~levy/Galleries/LSCM/index.html http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf Implementation Least Squares Conformal Maps parameterization, based on chapter 2 of: Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002, July 2002. Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define where a mesh will be cut when executing LSCM unwrapping. Seams can be marked and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark the selected edges as seams. Select Linked in Face Select Mode now only selects linked faces if no seams separate them. So if seams are defined, this will now select the 'face group' defined by the seams. Hotkey is still LKEY. LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local angles). Based on seams, the selected faces will be 'cut'. If multiple 'face groups' are selected, they will be unwrapped separately and packed in the image rectangle in the UV Editor. Packing uses a simple and fast algorithm, only designed to avoid having overlapping faces. LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel. Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then executed, these UV's will stay in place, allowing to tweak the solution. PKEY and ALT+PKEY will respectively pin and unpin selected UV's. Face Select Mode Drawing Changes: - Draw Seams option to enable disable drawing of seams - Draw Faces option to enable drawing of selected faces in transparent purple - Draw Hidden Edges option to enable drawing of edges of hidden faces - Draw Edges option to enable drawing of edges of visible faces The colors for these seams, faces and edges are themeable.
2004-07-11- Simple optimizing for deflected (collision) particles. It now cachesTon Roosendaal
transformation (from vertex -> world space), used defines for vecadd and vecsub, and intersects quads more efficient. Result is about 2 times faster. - Added draw mode for empty used as forcefield - added defines VECADD and VECSUB
2004-04-25Turned Sky render code in Blender to become fully float, it still returnedTon Roosendaal
bytes for RGB. This to allow very bright contrasted images to be used for AO as well. As a first start also the Texture->Colors panel now allows contrast setting up to 5.0 (was 2.0).
2004-03-06Updated the Sun ifdef's basically I standardized them so theyKent Mein
were all the same and make sure all platforms see them. Kent
2003-10-10Another huge commit!!!Ton Roosendaal
First, check on the new files, which are listed below. The new butspace.h is a local include, only to be used for the buttons drawn in the buttonswindow. - editbuts, animbuts, gamebuts, displaybuts, paintbuts, work now - i quite completely reorganized it, it's now nicely telling you what context it is in - sorting error in panel align fixed (tabs were flipping) - align works correctly automatic when you click around in Blender - editsca.c renamed to buttons_logic.h - button names are truncated from the right for allmost all buttons (except text buttons and number buttons) - while dragging panels, you cannot move them outside window anymore And of course fixed loads of little bugs I encountered while testing it all. This is a version I really need good test & feedback for. Next step: restoring material/lamp/texture/world
2002-12-27Removed the config.h thing from the .h's in the source dir.Kent Mein
So we should be all set now :) Kent -- mein@cs.umn.edu
2002-11-25Did all of the .h's in sourceKent Mein
(adding) #ifdef HAVE_CONFIG_H #include <config.h> #endif also the Makefile.in's were from previous patch adding the system depend stuff to configure.ac Kent -- mein@cs.umn.edu