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2012-10-24Bugfix #32496Ton Roosendaal
You don't believe it, this bug traces back to 2002. Went by unreported for a decade. If you link in an object, delete it, and relink again its materials are lost! Easy fix, annoying error. :)
2012-10-23comment quick cache RNA and quiet compiler werning.Campbell Barton
2012-10-23Bugfix 30974Ton Roosendaal
- Disabled "Quick Cache" option. It was causing ridiculous updates on the entire animation system for start-end frame on every user event causing changes here (like during transform). Worst was that you couldn't transform animated objects for that reason either. Most of the code is still there, waiting for a moment to revise it... - Constraint "Follow Track" (marker) wasn't using inverse matrix code in transform, making it wacko to use (wrong pivot, crazyspace)
2012-10-23rename api functions...Campbell Barton
- minf, maxf, mini, maxi --> min_ff, max_ff, min_ii, max_ii
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-10-21style cleanup: commentsCampbell Barton
2012-10-19Fix [#32925] Center cursor (shift+C) crashing blender after duplicating bone ↵Bastien Montagne
in armature edit mode. Center Cursor uses BKE_object_minmax(), which uses pchans' bone member to check whether a bone is visible or not. But after a duplication, the duplicated pchan->bone are NULL, skiping in this case (as if they were hidden, not optimal but should do the work for now - anyway, using pchan's values in Edit mode does not really make sense, imho).
2012-10-12quiet some -Wshadow warningsCampbell Barton
2012-10-05Cycles: add "From Dupli" option for texture coordinate node. This gets theBrecht Van Lommel
Generated and UV coordinates from the duplicator of instance instead of the object itself. This was used in e.g. Big Buck Bunny for texturing instanced feathers with a UV map on the bird. Many files changed, mainly to do some refactoring to get rid of G.rendering global in duplilist code.
2012-10-04style cleanup: comment blocksCampbell Barton
2012-09-27Fix #32667: Curve softbodies doesn't render animation (cycles)Sergey Sharybin
Issue was caused by cycles being duplicated curve objects before converting them to mesh. This duplication will loose pointcache which resulted in object not being properly deformed.
2012-09-23fix for all pose-group editing functions crashing when the context didnt ↵Campbell Barton
have an area (in background mode), fix pose-group-sort and pose-group-moving being disabled for pinned poses. also fix for own missing NULL check for pose mask clear which would crash when run without an active object
2012-09-19code cleanup: make shape key api names consistent with our new convention.Campbell Barton
2012-09-18fix for a strange linking error where set_property() in ↵Campbell Barton
source/blender/blenkernel/intern/property.c would get mixed up with an X11 function of the same name. it crashed blender loading on my system. Give functions in property.c more unique names.
2012-09-18code cleanup: warningsCampbell Barton
2012-09-16speedup for vertex parent lookups, were looping over array elements when it ↵Campbell Barton
wasn't needed for lattice and curves, and in some cases meshes. do dirrect array lookups instead where possible.
2012-09-15code cleanup: remove paranoid/invalid NULL checks and also reduce some ↵Campbell Barton
unneeded size_t -> int conversions.
2012-09-15code cleanup: replace memcpy for copy_v3_v3(), and fix for unlikely crash - ↵Campbell Barton
if (ob->mat == NULL && ob->totcol)
2012-09-11code cleanup: use min/max inline functions rather than macros & simplify loopCampbell Barton
2012-08-25minor code cleanupCampbell Barton
2012-08-18fix [#32353] 'Focus'(center) applied on a rig should only take visible bones ↵Campbell Barton
into account
2012-08-08code cleanup: rename G.afbreek --> is_break, G.rendering --> is_renderingCampbell Barton
2012-08-08Accidentally did a commit when I wanted to revert... (ignore my last revision)Mitchell Stokes
2012-08-08(no commit message)Mitchell Stokes
2012-07-26code cleanup: use BKE_pain_ prefix for paint funcs. also minor style editsCampbell Barton
2012-07-22code cleanup: replace cos(M_PI / 4) and sin(M_PI / 4) with M_SQRT1_2 defineCampbell Barton
also some minor style cleanup.
2012-07-18make links now allows groups - this means you can make objects have matching ↵Campbell Barton
groups to the active more easily.
2012-07-12Fix #32041: Empty display size is not taken into account for centering viewSergey Sharybin
2012-07-08style cleanupCampbell Barton
2012-07-07style cleanup: use c style comments in C codeCampbell Barton
2012-07-03More spell and typo fixes (mostly visualise->visualize, grey->gray, ↵Bastien Montagne
normalise->normalize).
2012-07-03Bugfix: Fix crashes with empty material slotsJoshua Leung
2012-07-03Bugfix [#31834] Cycles materials cannot be manipulated using driversJoshua Leung
Until now, there was never any code for making drivers on materials get recalculated when their dependencies were changed. However, since changing material colors with drivers is something that is quite common, a workaround was introduced to ensure that materials could still be driven (albeit with the relevant drivers rooted at object level). This worked well enough so far with traditional materials - though it was sometimes clunky and confusing for some users - and would have been ok to tide us over until the depsgraph refactor. The introduction of Cycles changed this, as it has in many other ways. Now that people use Cycles to render, they'll need to drive the material colors through the nested nodetree (and other things nested deeply within that). However, this is much more difficult to generate hacks to create the relevant paths needed to work around the problem. == This Commit... == * Adds a recursive driver calculation step to the BKE_object_handle_update() (which gets called whenever the depsgraph has finished tagging object datablocks for updates), which goes through calculating the drivers attached to the object (and the materials/nodetrees attached to that). This case gets handled everytime the object is tagged as needing updates to its "data" (OB_RECALC_DATA) * When building the depsgraph, every dependency that the drivers there have are treated as if they were attached to object.data instead. This should trick the depsgraph into tagging OB_RECALC_DATA to force recalculation of drivers, at the expense perhaps of modifiers getting recalculated again. == Todo == * The old workarounds noted are still in place (will be commented out in the next commit). This fix renders at least the material case redundant, although the textures case still needs a bit more work. * Check on whether similar hacks can be done for other datablock combinations * So far, only simple test cases have been tested. There is probably some performance penalty for heavy setups still (due to need to traverse down all parts of material/node hierarchy to find things that need updates). If there really is a problem here, we could try introducing some tags to limit this traversal (which get added at depsgraph build time). <--- USER TESTING NEEDED!!!
2012-06-24style cleanypCampbell Barton
2012-06-20style cleanupCampbell Barton
2012-06-13style cleanupCampbell Barton
2012-06-13patch #31794 Added new function BKE_object_relational_superset()Gaia Clary
2012-06-07Code cleanup - Shuffled solve_parenting() function around to remove need forJoshua Leung
forward def/local prototype
2012-06-07Bugfix [#31735] Performance issue related to object parenting to armatureJoshua Leung
In the file included with the bugreport, framerates were dropping from 60fps to 11fps for an armature with several lattices parented, and a 5fps drop everytime an object was parented to the armature. Upon (re-)inspection of the code, it became apparent that this was being caused by a block of code that would recalculate the parent (perhaps recursively) as it thought the parent state was for the wrong timestamp. However, the timestamps this was using was never really updated (except for a single place, which set it to a single fixed value to force recalculations to take place), which meant that this branch was run all the time. AFACT, this is a remnant from some of the old timeoffset stuff + pre-Depsgraph timestamping hacks that are no longer used/set.
2012-05-29BGE patch #28476: Character object physics typeBenoit Bolsee
=============================================== This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision. "Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used. See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9 for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object. Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
2012-05-25Fix bug [#31512] Focus Zoom on text object with modifers failsNicholas Bishop
Change BKE_object_minmax() to use the same logic as meshes: use the object bounding box if available, since it will include the modifier DM output.
2012-05-23style cleanupCampbell Barton
2012-05-22Add operator to extract armature and vertex groups from skin.Nicholas Bishop
* The operator creates bones for each input edge (does not subdivide them like the skin operator does), adds a fake root bone for skin roots with multiple children. * The operator adds vertex weight groups to the original mesh. * Make copy_object_transform() public, used to match the armature object to the mesh object. Skin modifier documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
2012-05-22Fix #31522: wrong ID user count on custom bone shape object after duplicateSergey Sharybin
2012-05-20code cleanup:Campbell Barton
- style - multi-line ifs move braces onto new lines. - iterators - convert some to macros, other split up and move brace.
2012-05-15Blender Internal Render: Split quads to predictable (vertices 0,1,3) ↵Daniel Genrich
triangles for animated meshes. This solves problems with collisions beeing rendered different than in viewport.
2012-05-13code cleanup: use vector math function minmax_v3v3_v3() and other minor ↵Campbell Barton
vector function edits.
2012-05-07Style cleanup: displist moduleSergey Sharybin
2012-05-07Style cleanup: rename BKE_metaball* to BKE_mball -- mball is more commonly ↵Sergey Sharybin
used term in Blender
2012-05-06style cleanup: BKE_*.c files which deal with library functionsCampbell Barton