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2012-06-04Merged changes in the trunk up to revision 47381.Tamito Kajiyama
Conflicts resolved: source/blender/blenloader/intern/readfile.c
2012-06-03code cleanup: replace some non utf8 charsCampbell Barton
2012-06-03Compile fix - "spf" was undefinedJoshua Leung
2012-06-03Cloth collisions: Revert 47335.Daniel Genrich
2012-06-01Commenting out unused var, prevents my debug Blender to build... ;)Bastien Montagne
2012-06-01Followup fix Bugfix [#31629]: Cloth simulation collisions used still too ↵Daniel Genrich
high repulsions.
2012-06-01Smoke Bugfix: Velocity of moving objects was too high after scaling patch.Daniel Genrich
Spoted by MiikaH.
2012-06-01Action Group Colors for Bones (Part 2)Joshua Leung
Colors used by Bone Groups are now copied/assigned to Action Groups too when they're created now. This completes the work started in r.46960 to restore this functionality from 2.48. Currently, there is no control over when/whether these colors are copied over (although it is possible to disable the display of these colors for relevant animation editors if desired). Originally I was going to make this a more generic Keying Sets feature, though that turned out to be a bit too complex to manage. Other notes: * Split out the code for copying colors to a common library function
2012-06-01Reroute nodes, by Jeroen Bakker (patch #28443).Lukas Toenne
By holding shift and "cutting" a node link a new reroute helper node can be inserted. This consists of a single socket that can be used to insert additional connection points into a link. This can be used to keep a connection point in the tree when deleting a node, or to control the path of long connections for layout cleanup.
2012-05-31style cleanupCampbell Barton
2012-05-31This fixes a precision issue in multi-paint so that near zero values do not ↵Jason Hays
cause flickering as you paint. It also changes multi-paint's "zero weight color" to black again--it was unintentionally changed to red some time late last year when an aspect of the colors were changed.
2012-05-30Provide ray hit/nearest information on which side of the quad the ray hit.Daniel Genrich
Patch by MiikaH.
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)
2012-05-29Bugfix [#31629] Cloth simulation results are much different from older onesDaniel Genrich
This is only a partial bugfix, reducing the repulse to 1/3. Cloth collision will still behave different because it is now catching more collisions.
2012-05-29finish cleanup for pluginsCampbell Barton
2012-05-29Massive Code cleanup:Thomas Dinges
* Remove all code for Texture and Sequencer plugin system, this never worked in 2.5x / 2.6x and is therefore not needed anymore. * DNA structures are kept, all read/writefile code is gone.
2012-05-29remove some more pynode references in the codeCampbell Barton
2012-05-29remove pynodes, were not working in 2.5, not ported to py3.xCampbell Barton
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.
2012-05-29fix compiler error Campbell Barton
2012-05-29Fix for bug [#31613] Cycles 3d viewport material display mode + skin ↵Nicholas Bishop
modifier related crash When in material display mode, mesh_calc_modifiers() calculates the orco DerivedMesh, which uses a different CustomDataMask. In particular, it does not necessarily include the current modifier's requiredDataMask, so those layers might get set to NO_COPY. For the skin modifier, this resulted in a crash when the modifier internally copies the DerivedMesh and the output does not contain the expected MVertSkin layer. Fixed by adding the requiredDataMask to the orco DM's CustomDataMask. Also added a debugging function to customdata.c: customData_mask_layers__print(CustomDataMask mask); This will print out the names of all the CD layer types in the mask.
2012-05-28Fix 2 #29846. Effector point ave variable can be NULL.Lukas Toenne
2012-05-28Fix #29846, Dynamic rotation of particles not affected by forcefields 2.61 ↵Lukas Toenne
64 bit. Patch by Arno Mayrhofer (azrael3000). Minor fix by me to initialize the effector point angular velocity vector correctly.
2012-05-28Smoke: Fix messed up shadow display with OpenMP. This needs fixing. For now ↵Daniel Genrich
disable openmp for that function. Shadow calculation would be better raytraced on GPU or using shaders for the future. Part of my Blender Smoke Development Phase III. (accidently commited this to smoke2 branch first)
2012-05-28Sequencer: replace clamp+round of multiplied color value with FTOCHAR macro,Sergey Sharybin
Should solve issues with building blender in release environment, should be no functional changes.
2012-05-28== Sequencer / Color balance ==Peter Schlaile
Make the color balance inner working more accurate in the byte -> byte case, probably also fixing (can't check I'm on 32bit) the bug mentioned on yellow's blog: http://blendervse.wordpress.com/2012/04/02/waiving-the-fullrange-flag/
2012-05-28style cleanup: defines with bracesCampbell Barton
2012-05-27style cleanupCampbell Barton
2012-05-27Smoke:Daniel Genrich
a) Another boundary fix. Resulted in smoke getting "sucked" back into the domain b) Disabling substeps (internal thing). Fixes arbitrary explosions/instabilities. Part of my Blender Smoke Development.
2012-05-27Fix #26876: Soft Body ignores Goal on LatticeSergey Sharybin
Patch by Arno Mayrhofer (aka azrael3000) with only slight code style modifications, thanks!
2012-05-27code cleanup: defines with braces - end with '(void)0' so callers must end ↵Campbell Barton
with ';' like normal function. ... without this some editors dont parse the source so well.
2012-05-27style cleanupCampbell Barton
2012-05-27Merged changes in the trunk up to revision 47056.Tamito Kajiyama
Conflicts resolved: source/blender/bmesh/bmesh_class.h source/blender/bmesh/intern/bmesh_construct.c source/blender/editors/interface/resources.c source/blender/render/intern/source/convertblender.c
2012-05-27code cleanup: use const float and define array sizeCampbell Barton
2012-05-26Fix #31538: Wrong colors after reloading file with exr imageSergey Sharybin
Issue was caused by generated images had got no profile set (IB_PROFILE_NONE) which confused OpenEXR saver (which makes sRGB conversion for profiles which are not linear). Actually this is much deeper issue which would require the whole color pipeline workflow (which would happen at some point when currently urgent stuff is resolved), but having correct profile set for generated images would still be helpful.
2012-05-26add vector versions of hsv_to_rgb, rgb_to_hsv & rgb_to_hsv_compatCampbell Barton
2012-05-25Fixed smoke 3D-view issues: Preview became invisible from certain angles if ↵Miika Hamalainen
domain size was < 1.0 and density+shading strength changed depended on domain size.
2012-05-25Smoke: Start fixing scaling issues which happen with non cube-shaped domains.Daniel Genrich
Detail: Smoke solver and Blender side of smoke now share the same cell length. First reported by the Sintel artists long ago, again reported by MiikaH. Part of my Smoke Development Project Phase III.
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.
2012-05-24Smoke: Fix wrong maximum timestep, resulting in exploding/unstable fluids.Daniel Genrich
Part of my Smoke Development project. In conjunction with MiikaH and his gSoC project.
2012-05-24style cleanup: brace placement/newlinesCampbell Barton
2012-05-24Graph Editor - View All/Selected now includes handles for calculating extents ofJoshua Leung
F-Curves It is possible to get the old behaviour (handles excluded) by bringing up the Operator Properties (F6) while in the Graph Editor (this doesn't work elsewhere due to the context requirements of this stuff).
2012-05-24style cleanup: comma placementCampbell Barton
2012-05-24code cleanup: fix possible use of uninitialized value and remove dead ↵Campbell Barton
initializations.
2012-05-23Camera tracking: imbuf (un)distoriton used to set RECT_INVALID flag for ↵Sergey Sharybin
source image instead of destination This lead to wrong proxies generated for openexr float image sequences
2012-05-23Movie clip: remove workaround for #27997Sergey Sharybin
it's not actually helps, but only confuses system when using openexr movie clips.
2012-05-23style cleanupCampbell Barton
2012-05-23code cleanup: double promotion warningsCampbell 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
2012-05-22Draw skin vertex roots in edit mode.Nicholas Bishop
Roots are drawn with a view-oriented dashed red circle around the vertex location. The circle's radius is the average if the skin vertex's X and Y radii. Skin modifier documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier