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
2008-01-07Patch to change license to GPL only, from GSR.Chris Want
2008-01-01Some notes for those who try to follow this :)Ton Roosendaal
- first work on getting area/screen handling back - added structure for where to put stuff, is still under review, wait a bit for docs? Campbell is working on removing every bad level include from sources, so we can safely rebuild the src/ directory.
2008-01-01removed blenderdef.h, BIF_*, BDR_* and BSE_* header files (except for ↵Campbell Barton
BIF_gl.h and BIF_glutil.h)
2007-12-24Blenkernel for 2.5 project, changes mainly are because of disablingTon Roosendaal
bad level calls. (which is not finished at all)
2007-04-20Buf fix for #6571Jiri Hnidek
- metaball_tree= NULL; was missing in code
2007-03-11made all data adding functions accept a name such as add_mesh or add_curve, ↵Campbell Barton
previously only some datatypes adding functions accepted a name. also updated the Bpy.py epydocs
2006-11-21Step one in migrating to use glArray calls in BlenderTon Roosendaal
- Curve/Nurbs/Font/MBall now all draw arrays. - had to flip abgr to rgba in shaded drawing - Mesh drawing can't be easily done; the indices for faces are not in in one chunk. Also need a way to gether trias/quads, per material. Speedup results are mixed. Something between 2-4 times. Especially for text it seems to help.
2006-08-09Bugfix #4847Ton Roosendaal
Metaball editmode: when editing a linked duplicate, hiding a ball caused a crash.
2006-07-07 - bug fix for #4606,Jiri Hnidek
too small size of base MetaBall object caused infinitive loop
2006-06-27 - Bug fix #1931Jiri Hnidek
metacubes shouldn't disapear, when dx, dy, dz is too big, thanks arsouille for pointing at right part of code (it was the oldest bug in bug tracker)
2006-01-24Giant commit!Ton Roosendaal
A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2005-12-11Big commit with work on Groups & Libraries:Ton Roosendaal
-> Any Group Duplicate now can get local timing and local NLA override. This enables to control the entire animation system of the Group. Two methods for this have been implemented. 1) The quick way: just give the duplicator a "Startframe" offset. 2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator to override NLA/action of any Grouped Object. For "Group NLA" to work, an ActionStrip needs to know which Object in a group it controls. On adding a strip, the code checks if an Action was already used by an Object in the Group, and assigns it automatic to that Object. You can also set this in the Nkey "Properties" panel for the strip. Change in NLA: the SHIFT+A "Add strip" command now always adds strips to the active Object. (It used to check where mouse was). This allows to add NLA strips to Objects that didn't have actions/nla yet. Important note: In Blender, duplicates are fully procedural and generated on the fly for each redraw. This means that redraw speed equals to stepping through frames, when using animated Duplicated Groups. -> Recoded entire duplicator system The old method was antique and clumsy, using globals and full temporal copies of Object. The new system is nicer in control, faster, and since it doesn't use temporal object copies anymore, it works better with Derived Mesh and DisplayList and rendering. By centralizing the code for duplicating, more options can be easier added. Features to note: - Duplicates now draw selected/unselected based on its Duplicator setting. - Same goes for the drawtype (wire, solid, selection outline, etc) - Duplicated Groups can be normally selected too Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a listing of all groups, allowing to add Group instances immediate. -> Library System - SHIFT+F4 data browse now shows the entire path for linked data - Outliner draws Library Icons to denote linked data - Outliner operation added: "Make Local" for library data. - Outliner now also draws Groups in regular view, allowing to unlink too. -> Fixes - depsgraph missed signal update for bone-parented Objects - on reading file, the entire database was tagged to "recalc" fully, causing unnecessary slowdown on reading. Might have missed stuff... :)
2005-11-18 - bug fix of bug #2923Jiri Hnidek
bug was reported by ideasman, thanks! This bug fix also solve problem, when MetaBall is parented to some zero size object.
2005-07-18 - minor warning fixDaniel Dunbar
2005-07-18 - added boundbox_set_from_min_max functionDaniel Dunbar
- fix DerivedMesh.getMinMax implementations to set min & max when there are no vertices - mesh boundbox calc was wrong in some cases, messed up HOMEKEY and localview zooming
2005-06-04new round of warning fixes. we are now down to 24 with Xcode on blenderJean-Luc Peurière
alone with the following flags : -Wall -Wno-char-subscripts -Wno-missing-braces. the only one still worrying me is in rand.c line 57 : rand.c:57: integer constant is too large for "long" type but i have no clue about how correct cross-compiler and 32/64 bits friendly see also my mail to commiter list for signed/unsigned issues
2005-05-30 - last time commit. It fixes bug reported by Kent Mein. Polygonisation of ↵Jiri Hnidek
Metaball was broken. Test file: http://www.cs.umn.edu/~mein/blender/blend/metaball.blend http://www.cs.umn.edu/~mein/blender/blend/metaball.png - it should fill octal tree much more better ... polygonisation of MetaBalls is faster little bit now too - stiffness limit is 10.0
2005-04-27Bunch of gcc 4.0 warning fixes.Kent Mein
source/creator/creator.c changed ifdef's around fpe_handler to match when its actually used. intern/SoundSystem/intern/SND_AudioDevice.cpp Changed: SND_SoundObject* oldobject = oldobject = pIdObject->GetSoundObject(); to: SND_SoundObject* oldobject = pIdObject->GetSoundObject(); intern/SoundSystem/openal/SND_OpenALDevice.cpp removed unused var. source/blender/blenkernel/intern/mball.c initalized a couple of vars that might have been used uninitalized. The rest were changing types to match, most of them were something like was short * should have been unsigned short *. Kent
2005-03-29 - it is possible to rotate with MetaBalls in edit mode nowJiri Hnidek
2005-03-09big warning hunt commitJean-Luc Peurière
lot of casts, added prototypes, missing includes and some true errors
2005-02-21- added "hide" flag for MetaElem. Hidden MetaElem doesn't influence ↵Jiri Hnidek
polygonisation. It is useful for large scenes, when you work with lot of MetaElems. Example: http://e-learning.vslib.cz/~hnidek/pics/deer.jpg (PildaNovak's model) - shortcuts for hiding of MetaElems: H ......... hide all selected MetaElems Shift-H ... hide all unselected MetaElems Alt-H ..... unhide all hidden MetaElems - items in header menu of 3dview
2004-11-20- bug fix #1843Jiri Hnidek
https://projects.blender.org/tracker/index.php?func=detail&aid=1843&group_id=9&atid=125 function find_basis_mball() sometimes returned duplicated MetaBall as basis mball, which caused crash of Blender. It happened only when basis MBall object was used for duplication. It was propably caused by some changes in duplicator code.
2004-11-10- fix for bug #1577Jiri Hnidek
MetaElems aren't truncated. It was caused by bad filling of octal tree. - bug fix: when non basis mball is in edit mode, then it is polygonised again. - bug fix: fixed some other unexpected disappearing of MetaBalls caused by bad filling of octal tree.
2004-06-29- added octal tree node optimalization of MetaBall polygonisationJiri Hnidek
polygonization of 512 MetaBalls: - version 2.33a: 76 s - current cvs version 8 s - button "Never" is added in button window: Metaballs are polygonized only during render time (it is useful for particle animation) http://e-learning.vslib.cz/hnidek/misc/bowl_metaballs.blend
2004-05-29Counter of mballs, before polygonize, had error in taking linked mball-Ton Roosendaal
data into account, causing errors modeling.
2004-04-23-bug fix #1186Jiri Hnidek
http://projects.blender.org/tracker/?func=detail&atid=125&aid=1186&group_id=9 -I forgot somethig, when i commited to this file last (i'm really sorry)
2004-04-06 Fixed bug [ #1101 ] Duplivert Limit for MetaballJiri Hnidek
No limits for count of MetaElems (1024 in past).
2004-03-14 - replaced AUTOSPACE define with {ME_,CU_,MB_}AUTOSPACE,Daniel Dunbar
different objects shouldn't share flags this way (still sharing of other mesh flags in renderer... ickity pickity, but I'm not fixing now) - removed some unnecessary uses of DNA_mesh_types.h
2003-12-08- some warning removedJiri Hnidek
2003-12-08- bug of hidden MetaBalls removed :-) (some problems with old TubeX/Y/Z can ↵Jiri Hnidek
occured) - MetaBalls/MetaElems with too small stiffness are not polygonized, but still can influence others MetaBalls/MetaElems - better behavior of negative MetaBalls/MetaElems
2003-11-21- fixed another oldie... displaylists for MBall was generated FAR too often.Ton Roosendaal
even for each redraw! Now its all smooth & fast again. introduced new kernel API call: int is_basis_mball(ob), this provides a quick check of the object is the actual basis for the displaylist and polygonization.
2003-09-05- improved polygonization (linear interpolation) of Implicit Surfaces (Meta)Jiri Hnidek
- added new MetaElem types (plane, elipsoid and cube) old TubeX, TubeY and TubeZ will not be supported - new buttons in Edit button window (dx, dy, dz) - added new items into the headers menu and toolbox menu more details at: http://blender.webpark.cz
2003-08-09- patch provided by Jiri, to prevent polygonizer not to do metaballsTon Roosendaal
outside of the old boundbox of the Object. it's a small fix, the code is still commented in... need further work to find out why sometimes balls disappear
2003-04-26The last of the blenkernel files with translated commentsTon Roosendaal
2002-11-25updated .c files to include:Kent Mein
#ifdef HAVE_CONFIG_H #include <config.h> #endif Just need to finish cpp files now :) Kent -- mein@cs.umn.edu
2002-10-12Initial revisionv2.25Hans Lambermont