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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)
2012-10-22fix: drivers on materials and texture don't update when rendering animationAndrea Weikert
* Added additional tag_main_idcode in BKE_scene_update_for_newframe similar to what was done previously in BKE_scene_update_tagged to fix #32017 (unlimited recursion issue for material updates) by Joshua Leung * So issue wasn't the dependencies, but the material was already tagged (from previous drawing), so wouldn't be updated each frame.
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-10-15Fix for #32852: set uv unwrap default packing marging to 0.001.Brecht Van Lommel
2012-10-08Fix #32803: Incorrect sequencer color space for newly added scenesSergey Sharybin
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.
2012-10-01Fix #32695: Can't disable color management for 3D viewSergey Sharybin
Made it so viewport will disable color management if display device set to None. This solves couple of regressions, mainly related on old BGE files and made None display behave exactly as old color management disabled.
2012-09-27incorrect spelling in commentsCampbell Barton
2012-09-26Color Management: resolve warnings when OCIO configuration file misses None ↵Sergey Sharybin
display
2012-09-18fix for scene not copying image format color management for settings.Campbell Barton
2012-09-15Color Management, Stage 2: Switch color pipeline to use OpenColorIOSergey Sharybin
Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-08-22fix for bug where scene copy and free didn't manage ID users.Campbell Barton
you could for eg, make a full copy of a scene, then manually remove its compo nodes - which would give invalid zero user count.
2012-08-22node tree functions for copy/free now support optional ID user count management,Campbell Barton
this is not used yet, so no functional changes.
2012-08-18utility functions: BLI_findptr, BLI_rfindptr --- use for finding an item in ↵Campbell Barton
a linked list by a pointer.
2012-08-08Code cleanup: BKE_ prefix for public sequencer functionsSergey Sharybin
2012-07-26code cleanup: use BKE_pain_ prefix for paint funcs. also minor style editsCampbell Barton
2012-07-22Bugfix [#32017] Infinite recursion in depsgraph material/node driver handlingJoshua Leung
When initially coding this functionality, I was aware of the potential for infinite recursion here, just not how frequently such setups are actually used/created out in the wild (nodetree.ma_node -> ma -> ma.nodetree is all too common, and often even with several levels of indirection!). However, the best fix for these problems was not immediately clear. Alternatives considered included... 1) checking for common recursive cases. This was the solution employed for one of the early patches committed to try and get around this. However, it's all too easy to defeat these measures (with all the possible combinations of indirection node groups bring). 2) arbitrarily restricting recursion to only go down 2/3 levels? Has the risk of missing some deeply chained/nested drivers, but at least we're guaranteed to not get too bad. (Plus, who creates such setups anyway ;) *3) using the generic LIB_DOIT flag (check for tagged items and not recurse down there). Not as future-proof if some new code suddenly decides to start adding these tags to materials along the way, but is easiest to add, and should be flexible enough to catch most cases, since we only care that at some point those drivers will be evaluated if they're attached to stuff we're interested in. 4) introducing a separate flag for Materials indicating they've been checked already. Similar to 3) and solves the future-proofing, but this leads to... 5) why bother with remembering to clear flags before traversing for drivers to evaluate, when they should be tagged for evaluation like everything else? Downside - requires depsgraph refactor so that we can actually track the fact that there are dependencies to/from the material datablock, and not just to the object using said material. (i.e. Currently infeasible)
2012-07-12add bli rect funcs BLI_rctf_init_minmax, BLI_rcti_init_minmaxCampbell Barton
2012-07-08style cleanupCampbell Barton
2012-07-07style cleanup: use c style comments in C codeCampbell Barton
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.
2012-06-04mask 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%
2012-05-30BGE #30734: add support for physics linear and angular thresholds and ↵Benoit Bolsee
deactivation time from python and GUI. ======================== The linear and angular thresholds set the speed limit (in m/s) and rotation limit (in rad/s) under which a rigid body will go to sleep (stop moving) if it stays below the limits for a time equal or longer than the deactivation time (sleeping is disabled is deactivation time is set to 0). These settings help reducing the processing spent on Physics during the game. Previously they were only accessible from python but not working because of a bug. Now the python functions are working and the settings are available in the Physics panel of the World settings when using the Blender Game render engine. Python API: import PhysicsConstraints PhysicsConstraints.setDeactivationLinearTreshold(float) PhysicsConstraints.setDeactivationAngularTreshold(float)
2012-05-27style cleanupCampbell Barton
2012-05-11- dont create scene.sequence_editor on read, means data-browser or ↵Campbell Barton
autocomplete will allocate a sequencer. ... instead add scene.sequencer_editor_create / clear, these match id.animation_data_* functions. - refactor for names, for scene level functions call them BKE_sequencer_*
2012-05-06style cleanup: BKE_*.c files which deal with library functionsCampbell Barton
2012-05-05code cleanup: BKE_libblock_find_name() now takes an ID constant rather then ↵Campbell Barton
a string.
2012-05-05code cleanup: naming - pose/armature/image Campbell Barton
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05code cleanup: BKE_scene api naming.Campbell Barton
also stop numpy from being found in /usr/include with cmake.
2012-05-05code cleanup: function naming, use BKE_*type* prefix.Campbell Barton
2012-05-05code cleanup: function naming for BLI functions.Campbell Barton
2012-05-04Fix #31258: collada now selects newly added objects after import.Brecht Van Lommel
2012-04-29style cleanup: function calls & whitespace.Campbell Barton
2012-04-29style cleanup: whitespace / commasCampbell Barton
2012-04-23code cleanup: remove editbutflag flag from toolsettings & related defines.Campbell Barton
2012-04-15Fix #30948: add scene > copy settings did not copy settings like units, ↵Brecht Van Lommel
audio, game data, and tool settings. What exactly should be copied is a bit up to interpretation, but I think these make sense, and things like audio or game data used to be part of render settings which do get copied so at least for those it was a regression.
2012-03-24style cleanup: mainly for mesh code, also some WM function use.Campbell Barton
2012-03-18spelling cleanupCampbell Barton
2012-03-09style cleanup: spelling.Campbell Barton
also remove large, duplicate comments from sunsky.h
2012-03-04style cleanup / comment formatting for bli/bke/bmeshCampbell Barton
2012-03-03"Fix" [#30431] UI string spelling & similar fixes.Bastien Montagne
All suggested changes looked good to me, thx to Michael Färber for this list of changes!
2012-02-23style cleanup for blenkernel, no functional changes.Campbell Barton
2012-01-25Cucumber left over: new scene needs a default ESC keyDalai Felinto
2012-01-17Uv Tools branch GSOC 2011Antony Riakiotakis
========================= Documentation: http://wiki.blender.org/index.php/User:Psy-Fi/UV_Tools Major features include: *16 bit image support in viewport *Subsurf aware unwrapping *Smart Stitch(snap/rotate islands, preview, middlepoint/endpoint stitching) *Seams from islands tool (marks seams and sharp, depending on settings) *Uv Sculpting(Grab/Pinch/Rotate) All tools are complete apart from stitching that is considered stable but with an extra edge mode under development(will be in soc-2011-onion-uv-tools).
2012-01-08Code cleanupJoshua Leung
Removing some old + unused stuff that's not coming back. For example, the code for the old "specials menu" used everywhere/all contexts.
2011-12-04remove use of deprecated struct membersCampbell Barton
- editmesh smooth & subdivide were using old mirror axis flag still. - removed colbits from outliner and object code. - commented some other parts of the code which access deprecated members and aren't called anywhere.
2011-11-28Fix #29389: cycles viewport render not updating on frame changes. This sort ofBrecht Van Lommel
worked by accident before, because of flags that weren't cleared properly. Now moved the call to update render engines into scene_update_* itself.
2011-11-22rename image type defines to be less ambiguous, also set BMP as not ↵Campbell Barton
supporting alpha (it reads but cant write)
2011-11-22replace ImBuf.depth with ImBuf.planes to match ImageFormatData.planes & to ↵Campbell Barton
avoid confusion with ImageFormatData.depth
2011-11-22move image settings into their own structure so the interface can be shared ↵Campbell Barton
where image saving settings are needed. currently file out node and render output share this struct & UI.