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2015-07-31Don't initialize CDDM with MFace from MeshesCampbell Barton
Caused crash because MFace is no longer a layer which is added unless requested, causing CDDM to have numTessFaceData nonzero, but mface set to NULL.
2015-07-30Move tangents and baking to looptris:Antony Riakiotakis
Notes: * Code in rendering and in game engine will still convert tangents to a tessface representation. Added code that takes care of tangent layer only, might be removed when BGE and rendering goes full mlooptri mode. * Baking should work discovered some dead code while I was working on the patch, also tangents are broken when baking from multires (also in master), but those are separate issues that can be fixed later. This should fix T45491 as well
2015-07-30CustomData: quiet error on 0 element copyCampbell Barton
2015-07-30Use looptri for smoke bvhtreeCampbell Barton
Missed from D1424
2015-07-29OpenSubdiv: Typo fixes in commentsSergey Sharybin
2015-07-29Fix T45605 crash with editmode selection on solidify modifier.Antony Riakiotakis
Looks like derivedmesh draw code always assumed a mesh is available. Make sure that if we use a bmesh, a flag is used to control that.
2015-07-29Gooseberry animation feature: Add toggle that disables modifiers on fcurves.Antony Riakiotakis
Feature is found as per channel option in graph editor.
2015-07-29Expose bvhtree_sphereray_tri_intersection for general useCampbell Barton
2015-07-29OpenSubdiv: Make empty meshes supported and not crashingSergey Sharybin
2015-07-29Cleanup: styleCampbell Barton
2015-07-28cdderivedmesh: don't prepare a normal buffer when selecting, evenAntony Riakiotakis
if we skip creating the selection color layer.
2015-07-28Audaspace: fixing a memory access violation in the audio device list.Lukas Stockner
2015-07-28Audaspace: building without audaspace.Jörg Müller
- Fixed building without for cmake. - Scons can now build without audaspace too.
2015-07-28Audaspace: support the device list returned by the new audaspace library.Jörg Müller
- use the device names returned from the library. - system settings UI changed as new audaspace might contain longer and more device names.
2015-07-28Audaspace: fixing problems for the merge to master suggested by Campbell and ↵Jörg Müller
Sergey. - rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE. - rename C/PYAUDASPACE to AUDASPACE_C/PY - simplifying cmake defines and includes. - fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows. - fixing scons building. - other minor build system fixes.
2015-07-28Audaspace: name fixes and external library update.Jörg Müller
2015-07-28Audaspace: external audaspace library update.Jörg Müller
2015-07-28Audaspace: use standalone library.Jörg Müller
- Added the cmake configuration option WITH_EXTERNAL_AUDASPACE. - Fixes to build without standalone library as well.
2015-07-28Audaspace: preparing to use standalone library.Jörg Müller
- Renamed some functions. - Using C API instead of C++ in the game engine, as the standalone is C++11.
2015-07-28BGE: Navmesh fixes and improvementsSybren A. Stüvel
The navigation mesh functionality was broken for quite a while. This patch contains fixes: recalculating tesselations before getting the number of tesselation faces (it otherwise returned 0) before calculating the navmesh, and calling `DM_ensure_tessface()` on the navmesh's `DerivedMesh` object (which fixes visualisation in Blender). This allows one to create a new navmesh, which also works in the BGE. Furthermore, the patch adds several return values, and shows more error messages when things go wrong. In several places in the navmesh creation code, return codes weren't checked and errors silently ignored. Reviewers: nicks, brita_, campbellbarton, lordloki, moguri, panzergame Reviewed By: panzergame Differential Revision: https://developer.blender.org/D1435
2015-07-28Fix for file unpack checking existing filesCampbell Barton
Wasn't expanding the path '//' before checking the path on-disk.
2015-07-27Don't allocate MFace's by defaultCampbell Barton
This removes CD_MASK_MFACE from CD_MASK_BAREMESH, CD_MASK_DERIVEDMESH and others. Callers that need it must explicitly add it to their data-masks.
2015-07-27Use loop data instead of face dataCampbell Barton
Replace checks in various places
2015-07-27Error in looptri update, was checking wrong layer-typeCampbell Barton
2015-07-27Image painting 2D:Antony Riakiotakis
Deprecate wrap (BRUSH_TORUS) option, we now have paint flags for tiling and we can reuse those. Also allows seperate tiling in X/Y direction for 2D painting now. Only one tiling is allowed for now. Options can be found in new "Tiling" panel under the tools tab. For version patching, we just turn off brush wrapping, to allow reuse of the flag in the future. New option is paint mode wide instead of per brush so a brush having the old wrap option will not enable it for the whole mode in the version patch.
2015-07-27Missed last commitCampbell Barton
2015-07-27Replace MFace with looptri for dynamicpaintCampbell Barton
D1429 by @lichtwerk, with edits
2015-07-25minor cleanup, reuse existing variableAntony Riakiotakis
2015-07-25Convert CCGSubsurf VBO system to also sort hidden and visible faces.Antony Riakiotakis
It's not actually used during drawing though.
2015-07-25GPU Buffers:Antony Riakiotakis
This commit begins implementation of the idea about hidden face separation outlined in http://code.blender.org/2015/06/optimizing-blenders-real-time-mesh- We split hidden and visible faces to different parts of the triangle buffer. Mapped drawing will now skip iterating through hidden polys. Of course the final target, when all derived mesh types use VBO sorting, is to skip checking for hide flag per face completely. All faces will be pre-sorted anyway and we'll be able to draw them with one draw call.
2015-07-25GPU buffer materials:Antony Riakiotakis
Separate and reuse some shared code. Also avoid counting for information we already know, such as total loop triangles etc.
2015-07-25Fix T45555 crash with subsurf edge drawing.Antony Riakiotakis
Loose edge count was double. It didn't fail on own tests because they had a small number of loose edges, but for bigger meshes it hit garbage indices at draw time and crashed. Also cleaned up the code to make it less verbose and easier to understand how indices are counted. Hope it's the last edge-related fix (fingers crossed)
2015-07-24Fix T45541 crash when mixing flat and smooth shaded faces in sculptAntony Riakiotakis
mode. Issue from looptri merge.
2015-07-24Fix subsurf edge drawing when more than one loose edge vert existsAntony Riakiotakis
2015-07-24Fix yet another issue caused by my recent changes.Antony Riakiotakis
2015-07-24Fix out of bounds memory access when copying loose vertices in cddmAntony Riakiotakis
Caused by own fix for too much allocated memory not taking all code into account.
2015-07-24Fix for building with OpenSubdivCampbell Barton
2015-07-24Minor cleanup - use integers for counters.Antony Riakiotakis
2015-07-23Fix memory leaks mesh w/ mesh remappingCampbell Barton
2015-07-23Subsurf: Optimize edge drawing, now it uses VBOs.Antony Riakiotakis
Also the refactor exposed an error where we requested too much memory from the video memory in general for all mesh types. Now we are back to normal :)
2015-07-23Use looptri for sampling UV's in smoke.cCampbell Barton
D1424 by @scorpion81
2015-07-23Use looptri for smoke collisions & particle editCampbell Barton
2015-07-23Cleanup: arg namesCampbell Barton
2015-07-23Use looptri for mesh remappingCampbell Barton
2015-07-23Utility function to get poly -> looptri mappingCampbell Barton
2015-07-23Use looptri for BVH raycast (simple cases)Campbell Barton
2015-07-23Missed adding BVH callbacks in recent commitCampbell Barton
2015-07-23Add missing break checking for tangentsCampbell Barton
2015-07-22Add bvhtree_from_mesh_looptri utility functionCampbell Barton
2015-07-22Add DM_get_looptri_array utility functionCampbell Barton