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
2011-02-21Bugfix #26116Ton Roosendaal
Node materials with 'ray transparency' set now work again. Fix provided by Ervin Weber, thanks a lot!
2011-02-13fix for warnings from Sparse static source code checker, mostly BKE/BLI and ↵Campbell Barton
python functions. - use NULL rather then 0 where possible (makes code & function calls more readable IMHO). - set static variables and functions (exposed some unused vars/funcs). - use func(void) rather then func() for definitions.
2011-02-11Removed the internal_select parameter from ntreeCopyTree. This was used just ↵Lukas Toenne
in one place when duplicating nodes, which is not an actual copying of the tree. The node duplicate operator now copies selected nodes itself.
2011-01-29new bumpmapping options for the rendererM.G. Kishalmi
oldbump -> original newbump -> compatible *new* -> default (3tap) *new* -> best quality (5tap) the latter two have an option to apply bumpmapping in viewspace - much like displacement mapping objectspace - default (scales with the object) texturespace - much like normal mapping (scales)
2011-01-07remove references to BKE_utildefines where its not needed.Campbell Barton
- move GS() define into DNA_ID.h - add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2011-01-07Improved bump mapping patch by M.G. Kishalmi (lmg) and M.S. Mikkelsen (sparky).Brecht Van Lommel
Many thanks to them! For comparison, see here: http://kishalmi.servus.at/3D/bumpcode/ Based on algorithm in: Mikkelsen M. S.: Simulation of Wrinkled Surfaces Revisited. http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf This fixes bugs: #24591: Artefacts/strange normal mapping when anti-aliasing is on #24735: Error at the Normal function. #24962: Normals are not calculated correctly if anti-aliasing is off #25103: Weird artefacts in Normal This will break render compatibility a bit, but fixing this bugs would have also done that, so in this case it should be acceptable. Patch committed with these modifications: * Bump method Old/3-Tap/5-Tap option in UI, 3-Tap is default * Only compute normal perturbation vectors when needed * Fix some middle of block variable definitions for MSVC
2011-01-05Material slots: on adding a new one, the material datablock is now copied againBrecht Van Lommel
like in 2.4x. This can result in material datablocks you don't need, but not doing it seems to cause too much confusion.
2011-01-03Bugfix #25457Ton Roosendaal
After loading file, the Undo-push happened too early, causing an undo for the first action to show animated setups wrong. (material.c: removed old crap)
2011-01-02Bugfix #25446 (and todo item)Ton Roosendaal
The icons for materials were always lagging or not updating at all. I also found it suspicious slow... It appeared that the icons now store a "mip level", where for every change in Materials 2 render jobs for icons were started, one for 32x32 pix, one for 96x96. The latter was cancelling out the first job almost always. Also made preview renders detect size, to set amount of tiles to be rendered. Small icons use 1 part, larger previews 16 now. All in all, behaves much smoother now! But, will also update the thread Jobs manager to allow "delayed jobs" like for icons, these are aggressively put as first in the jobs list.
2010-12-19Bugfix #25301Ton Roosendaal
Preview render for node shaders broke, caused by localizing materials last week, to prevent thread crashes. Fixed now. Also added a temp fix to draw color-management corrected node previews default. Will follow scene setting tomorrow. Also: SSS in nodes doesn't render yet. Was issue in 2.4 too...
2010-12-19Option "Make Single user" now also makes animations local.Ton Roosendaal
Note that the menu option "Animation" only was working for Object level animations, so I've changed the many name accordingly.
2010-12-09Bugfix #25120 and #25119 and numerous future bugs!Ton Roosendaal
Two isses: - Material assigning to MetaBalls used wrong pointer (copy paste error, casting badly). - Checking for node-material used wrong RNA pointer (confusing void stuff going on here!) The error leads to corruption in data and/or random crashes. Better update svn now!
2010-12-07fix for own mistake, reported [#25076] Creating new empty crashes BlenderCampbell Barton
2010-12-06bugfix [#22663] object material slots not updated for library dataCampbell Barton
2010-12-03- added GCC warning -Wstrict-prototypesCampbell Barton
- fixed bug in paste material, exposed by stricter warnings. - removed/renamed various shadowed vars. - removed BGE lamp.colour, only allow lamp.color attribute.
2010-11-17use 'const char *' by default with RNA functions except when the value is ↵Campbell Barton
flagged as PROP_THICK_WRAP. Also use const char in many other parts of blenders code. Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
2010-11-16patch [#24742] materials.pop() doesn't decrement user countCampbell Barton
from Dan Eicher (dna)
2010-09-03error with allocating memory for a new material array (own fault in recent ↵Campbell Barton
commit)
2010-09-03use set as a suffix (matches operators)Campbell Barton
- set_frame() --> frame_set() - set_context_pointer() --> context_pointer_set() material adding works for curves and metaballs, new function to remove materials. materials.link() didnt well fit how this is used elsewhere - order matters - it can be linked more than once. - remove(material), isnt that useful since you need to manage indicies. ... use list style functions instead. materials.append(mat) / materials.pop(index)
2010-09-02- inconsistent rna names - use 'vertex_group_' as prefix, only ui scripts ↵Campbell Barton
used this - change curve offset to be 0.0 for its rest/default value (not 1.0)
2010-08-16- remove unused includes IMB_*, BIF_* & MEM_*Campbell Barton
- remove MEM_guardedalloc.h from header files (include directly)
2010-08-132.5: more removal of G.main.Brecht Van Lommel
2010-08-012.5: code changes to reduce the usage of G.main and pass it alongBrecht Van Lommel
or get it from the context instead.
2010-07-13group refcount checking was inconsistent.Campbell Barton
- if a group has one or more objects in it, it gets a refcount of 1 on load (unchanged from before) - dupli-groups, and materials no longer add/remove a reference. - now groups are only freed when they contain no objects or when manually unlinked.
2010-04-20fix for crash getting the current material & more verbose library errorsCampbell Barton
2010-04-17bugfix and cleanupCampbell Barton
- BGE Shader.setSampler(name, index): index range check was wrong. - Compositor check for an invalid channel was incorrect. - getting the center of selected verts used an uninitalized z axis. - do_init_render_material() used && rather then & when testing for MA_TRANSP. - weight paint activate flipped bone used && rather then & for flag checking.
2010-03-29Fix [#21708] Copy/Paste Texture channels for Lamps/World not workingMatt Ebb
2010-03-22spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text)Campbell Barton
2010-03-21removed unused includes, except for physics and particle related filesCampbell Barton
2010-03-09mtex buffer copy & paste back for materials.Campbell Barton
2010-02-17Remove some unfinished code I accidentally commit for render thread safety.Brecht Van Lommel
2010-02-16Revert render slots commit for release, I can't find the bug or even redoBrecht Van Lommel
it myself, there will still be render slots just old implementation.
2010-02-12correct fsf addressCampbell Barton
2010-02-11fix for flag being used in the wrong place with recent ApproxAO option.Campbell Barton
2010-02-11Added an option "Cast Approximate" to control if a material should castBrecht Van Lommel
shadow when using approximate AO, separate from "Traceable".
2010-01-28material copy/pasteCampbell Barton
not enough room for the buttons so adding a menu, icon is ugly probably needs a new icon?.
2010-01-28Ambient Occlusion split up into:Brecht Van Lommel
Ambient occlusion: multiplied with direct lighting by default, add is also still available and more blending methods might be added if they are useful. This is fundamentally a non physical effect. Environment lighting: always added as you would expect (though you can subtract by specifying negative energy). This can be just white or take colors or textures from the world. Indirect lighting: only supported for AAO at the moment (and is still too approximate), and also is always added. A factor is available to specify how much is added, though value 1.0 is correct. Also: * Material ambient value now defaults to 1.0. * Added Environment, Indirect and Emit pass. * "Both" blending method is no longer available. * Attenuation, sampling parameters are still shared, some could be split up, though if they are different this would affect performance.
2010-01-04Patch from Raul Fernandez Hernandez - volume render multiple scattering fixesMatt Ebb
Also: Changed 'Spread' value to be proportional to the light cache voxel grid (i.e. 0.5 spreads half the width of the grid), so that it's independent of light cache resolution. This means that results should be similar as you increase/ decrease resolution.
2009-11-10Math LibBrecht Van Lommel
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
2009-10-19- added xmirror to the weightpaint optionsCampbell Barton
- made texture_slot return the texture slot for the node texture
2009-10-19Fix #19632: GLSL was not updated for soft/linear light blending modes.Brecht Van Lommel
2009-10-08separate material lost all materials for the new meshCampbell Barton
2009-10-07copy icon in the material buttons list view so you can copy the current set ↵Campbell Barton
of materials to other selected objects, (like Ctrl+L, Materials in 2.4x)
2009-10-05* changes/additions to volume lightingMatt Ebb
Volumes can now receive shadows from external objects, either raytraced shadows or shadow maps. To use external shadows, enable 'external shadows' in volume material 'lighting' panel. This an extra toggle since it causes a performance hit, but this can probably be revisited/optimised when the new raytrace accelerator is integrated. For shadow maps at least, it's still very quick. Renamed 'scattering mode' to 'lighting mode' (a bit simpler to understand), and the options inside. Now there's: - Shadeless takes light contribution, but without shadowing or self-shading (fast) good for fog-like volumes, such as mist, or underwater effects - Shadowed (new) takes light contribution with shadows, but no self-shading. (medium) good for mist etc. with directional light sources eg. http://vimeo.com/6901636 - Shaded takes light contribution with internal/external shadows, and self shading (slower) good for thicker/textured volumes like smoke - Multiple scattering etc (still doesn't work properly, on the todo).
2009-09-30Rework of volume shadingMatt Ebb
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-142.5 BugfixesBrecht Van Lommel
#19345: can't get out of grayed out pointer field. #19342: item_pointerR fields can't be cleared with one item. #19341: fix hanging tooltips when manipulating regions. #19339: context panel still allowed tabbing, but it has no header. #19334: editing SSS settings crashed previewrender. #19330: object mode could not be switched on from the header menu.
2009-09-10committing patch #19252-Soft/Linear Light blend modes+Darken mode bug fixRobert Holcomb
2009-08-23svn merge -r 22628:22714 ↵Matt Ebb
https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender
2009-08-23* enable ztransp transparency type for new materials by default.Matt Ebb