Age | Commit message (Collapse) | Author |
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also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
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also stop numpy from being found in /usr/include with cmake.
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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.
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also remove large, duplicate comments from sunsky.h
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All suggested changes looked good to me, thx to Michael Färber for this list of changes!
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=========================
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).
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Removing some old + unused stuff that's not coming back. For example, the code
for the old "specials menu" used everywhere/all contexts.
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- 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.
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worked by accident before, because of flags that weren't cleared properly. Now
moved the call to update render engines into scene_update_* itself.
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supporting alpha (it reads but cant write)
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avoid confusion with ImageFormatData.depth
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where image saving settings are needed.
currently file out node and render output share this struct & UI.
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- report an error if the layer can't be removed
- check the render layer is in the list before removing
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can be created and removed from scripts.
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- remove unneeded type check from convert grease pencil operator.
- correct some error prints & use __func__.
- make copy_libblock take an ID* argument rather than void*.
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Hopefully this fixes Collada. Can't really compile that to check
here...
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duplicate of BKE_curframe() which just takes two extra args.
For the few calls in the physics engine where CFRA+1 instead of CFRA
was being used, I've added a new BKE_nextframe() call, which will
calculate for CFRA+1 instead of CFRA in much the same way that
bsystem_time() would end up doing things (which means including
subframe steps).
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useful to have within blenders source dir.
For now treat translations as binary files - just access from 'release/datafiles/locale'
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* Move scene_update_pre callback before depsgraph flusing so it works better
when you do modifications on objects then.
* Fix missing update after making modifications in frame_change_pre, recalc
flags were not being flushed.
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updated on frame change.
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* Adds two new python handlers: scene_update_pre() and scene_update_post()
These run before and after Blender does a scene update on making modifications
to the scene.
* Datablocks now have an is_updated property. This will be set to true in the
above callbacks if the datablock was tagged to be updated. This works for the
most common datablocks used for rendering: object, material, world, lamsp,
texture, mesh, curve.
* Datablock collections also have an is_updated property. If this is set, it
means one datablock of this type was added, removed or modified. It's also
useful as a quick check to avoid looping over all datablocks.
* RenderEngine.view_update() can also check these properties, for interactive
viewport rendering.
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/UpdateAPI
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* Scene.use_shading_nodes property to check if RenderEngine is using new shading
nodes system, and RenderEngine.bl_use_shading_nodes to set this.
* Add mechanism for tagging nodes as being compatible with the old/new system.
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http://markmail.org/message/fp7ozcywxum3ar7n
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- Upgrade Recast library to latest portable version
- Implement recast_qsort based on FreeBSD qsort.c to have
portable thread safe quick sort for use in conversion routine.
- Better default value for the Build Navigation Mesh operator
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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* Fixing ffmpeg-0.8 errors.
* Fixing Ketsji paths.
* Removing DoSound from BGE.
* Fixing audio scene update to use only current scene objects.
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Speaker objects fully functional!
Minor changes:
* Fixed three memory bugs found via valgrind.
* Fixed bug with jack transport crashing after file loading.
* Sound NLA Strips now start at CFRA instead of 0.
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Implemented basic audio animation.
* AnimatableProperty: Propper cache writing and spline interpolation for reading (the solution for stair steps in audio animation)
* Animatable properties so far are: volume, pitch, panning
* Users note: Changing the pitch of a sound results in wrong seeking, due to the resulting playback length difference.
* Users note: Panning only works for mono sources, values are in the range [-2..2], this basically controls the angle of the sound, 0 is front, -1 left, 1 right and 2 and -2 are back. Typical stereo panning only supports [-1..1].
* Disabled animation of audio related ffmpeg output parameters.
* Scene Audio Panel: 3D Listener settings also for Renderer, new Volume property (animatable!), Update/Bake buttons for animation problems, moved sampling rate and channel count here
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This fixes bug #26764 and several others like it, where modifier
properties (and others, but most visibly modifiers) would not do
anything when animated or driven, as modifier properties require the
RNA update calls to tag the modifiers to get recalculated.
While just adding a call to RNA_property_update() could have gotten
this working (as per the Campbell's patch attached in the report, and
also my own attempt #25881). However, on production rigs, the
performance cost of this is untenatable (on my own tests, without
these updates, I was getting ~5fps on such a rig, but only 0.9fps or
possibly even worse with the updates added).
Hence, this commit adds a property-update caching system to the RNA
level, which aims to reduce to the number of times that the update
functions end up needing to get called.
While this is much faster than without the caching, I also added an
optimisation for pose bones (which are numerous in production rigs) so
that their property updates are skipped, since they are useless to the
animsys (they only tag the depsgraph for updating). This gets things
moving at a more acceptable framerate.
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- Sequencer dynamics: Now it's possible to change the output channels and the resampling quality also increased (previously maximum quality was 44,1 kHz)
- Changed two buffers to use ffmpeg allocation, not sure if that helps somehow.
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use 240 char limit, remove backbuffer path which wasn't used.
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