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2018-06-25Cleanup: Move colorband handling from DM to mesh_runtime universe.Bastien Montagne
2018-06-25Cleanup: code styleCampbell Barton
2018-06-25RigidBody: Replaced 'if' with 'switch'Sybren A. Stüvel
2018-06-25Rigid body: compute looptris on original mesh instead of CoW copySybren A. Stüvel
2018-06-25Silence warning for release buildsDalai Felinto
2018-06-24UI: internal changes to user-menu storageCampbell Barton
- Use per context menu lists to support menu editing. - Support for different kinds of menu items since this may be needed in the future. Only use operator types for now.
2018-06-24Lamps: Make default size more usableClément Foucault
This way the area light shapes are more visible (and usable) by default. Changes were discussed with @venomgfx
2018-06-23UI: Add user defined context menuCampbell Barton
- Add/Remove from RMB context menu. - Stored in user preferences. - Access from Q key. See T55027.
2018-06-22Missed last commitCampbell Barton
2018-06-22Depsgraph: cache effector relations, for performance and stability.Brecht Van Lommel
To find all effectors in the scene, we need to loop over all objects. Doing this during depsgraph evaluation caused crashes because not all objects are guaranteed to be evaluated yet. To fix this, we now cache the relations as part of the dependency graph build. As a bonus this also makes evaluation faster for big scenes, since looping over all objects for each particle system is slow. Fixes T55156.
2018-06-22Port DM_debug stuf to BKE_mesh_runtime.Bastien Montagne
2018-06-22Cleanup: use standard BKE_object_free_derived_caches in BKE_mesh_to_curve.Bastien Montagne
...Instead of doing own dirty/risky version of the same thing!
2018-06-22Cleanup: misc DrivedMesh stuff.Bastien Montagne
2018-06-22Modifiers: Remove remaining parts of md->sceneSergey Sharybin
2018-06-22Subsurf: Move away from using scene from modifier dataSergey Sharybin
2018-06-22Cloth: Move away from scene stored in cloth modifier dataSergey Sharybin
2018-06-22Multires: Move away from using scene from modifier dataSergey Sharybin
2018-06-22StudioLight: Better APIJeroen Bakker
In stead of a single refresh function that re-init the whole system. The API now supports adding and removing. Which will be much faster and less flickering of missing icons when adding/removing lights
2018-06-22Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/makesrna/intern/rna_image.c source/blender/makesrna/intern/rna_object.c source/blender/makesrna/intern/rna_object_force.c source/blender/makesrna/intern/rna_screen.c source/blender/makesrna/intern/rna_sculpt_paint.c source/blender/makesrna/intern/rna_space.c source/blender/python/bmesh/bmesh_py_types.c source/blender/python/generic/bpy_internal_import.h source/blender/python/intern/bpy_rna_anim.c source/blender/python/intern/gpu_offscreen.c
2018-06-22StudioLight: Only apply windowing when SH level is 2Jeroen Bakker
It does not make much sense for the other levels
2018-06-22Studiolight: Spherical Harmonics WindowingJeroen Bakker
Apply Windowing on the Spherical Harmonics result. This would lead to better results.
2018-06-22Tweak new BKE_id_is_in_global_main to accept NULL pointer (and consider them ↵Bastien Montagne
as valid).
2018-06-22Fix harmless use of unintialized memorySergey Sharybin
Still nbice to avoid such access to keep valgrind output more sane.
2018-06-22Cleanup, spellingSergey Sharybin
2018-06-22BKE_library: Add func to check an ID is actually in G_MAIN database.Bastien Montagne
2018-06-22Fix T55547: "Fit camera to selected" failsCampbell Barton
2018-06-21Cleanup: remove DM from 'join as shape' operator.Bastien Montagne
Also deduplicated the 'mesh as shapekey' code, we had kind of two funcs doing the same thing here...
2018-06-21Modifiers: Stop using md->scene in isDisabled() callbackSergey Sharybin
This is first commit in series of changes to get rid of md->scene.
2018-06-21Fix incorrect use of G.is_rendering for particles in some places.Brecht Van Lommel
2018-06-21Cleanup: names: data transfer/mesh remap: dm -> me/mesh.Bastien Montagne
That area is now officially purged from the Devil.. errr... DerivedMesh!
2018-06-21Cleanup: data transfer: get rid of dual destination mesh.Bastien Montagne
Not needed anymore, we only actually need to know wether it's orig mesh or eval one in a few places...
2018-06-21Cleanup: some potentially critical changes in data transfer.Bastien Montagne
Removing that stuff should be valid with new depsgraph/modifiers stack evaluation system... BUT it might not be, so rather have those in separate own well-isolated commit.
2018-06-21Cleanup: nuke DM out of data transfer code.Bastien Montagne
This was actually rather hairy, this code is huge and complicated, easy to make mistakes... Good thing is, it will allow for significant simplification and more (name) cleanup in following commits ;)
2018-06-21Revert "Objects: when active object gets hidden, make it inactive."Brecht Van Lommel
This reverts commit fec97ec949, it's useful to be able to edit object properties for hidden objects. The issue with mode locking that this was meant to solve will be handled in another way.
2018-06-21CodeStyle: CommentsJeroen Bakker
2018-06-21Code cleanup: Added newlineJeroen Bakker
2018-06-21Missed warning is previous commitJeroen Bakker
2018-06-21Studiolight: Calculation of irradiance bufferJeroen Bakker
The calculation of the irradiance buffer was slow. Now it is only calculated when it is being used (background_alpha > 0.0) this solves the freeze when switching to LookDev mode. Also changed the default calculation to use the Spherical Harmonics calculation. This is able to generate the irradiance buffer fast, but is less accurate. As the irradiance buffer is only used for visual guidance speed is more important than accuracy. Added compile directive to switch between the implementations. (see STUDIOLIGHT_IRRADIANCE_METHOD) Disabled caching the irradiance buffer when STUDIOLIGHT_IRRADIANCE_METHOD_SPHERICAL_HARMONICS is used as it is not needed.
2018-06-20Depsgraph: add some missing depsgraph tags when relations change.Brecht Van Lommel
2018-06-20Studiolight: Spherical harmonicsJeroen Bakker
Compile time option to reduce the level of the SH
2018-06-20Studiolight: fixed diffuse lightingJeroen Bakker
- Orientation of the cubemap were not conform cycles and eevee - one side of the cubemap was flipped, so one side was overlit and the other side was to dark.
2018-06-20Merge branch 'master' into blender2.8Bastien Montagne
2018-06-20Objects: support for hiding all objects in a collection.Brecht Van Lommel
In the outliner there are now icons for it, Ctrl+Click isolates a single collections. In the 3D view, Ctrl+H key opens a menu that is more or less the equivalent of the old layer buttons in the header. Regular Click isolates the collection, Shift+Click toggle the collection visibility. Pressing number keys and letters works in this menu, which can help for quickly selecting a specific collection. Shortcuts for quick switching by just pressing 1/2/3/.. keys are available again. The order can be confusing with nested collections, but that seems unavoidable. The first numbers control the top level collections, and then sub collections if numbers are left. Remaining design issues: * The 3D view menu needs to be improved: support for sub collections, staying open on shift+click, access from the 3D view header somewhere, shortcut key display. * Currently collection hiding just controls per-object hiding, we plan to separate this state still so alt+H doesn't affect collection hiding.
2018-06-20Objects: restore per object restrict view/render/select.Brecht Van Lommel
Note this is now separate from H key hiding, and meant for more persistent ways to define which objects are relevant to the viewport or render. This avoids some cases where you'd have to create collection specifically to hide objects for viewport/render.
2018-06-20Objects: restore H key per object hiding.Brecht Van Lommel
H hides selected objects, Shift+H hides unselected objects, and Alt+H reveals hidden objects. This hiding state is distinct from restrict viewport and render, and meant for temporarily hiding objects without affecting more persistent collection hiding. Object hiding is per view-layer, same as selection. It affects the viewport and any preview renders in there, but not final renders. In the outliner, different icons are now used for temporary hiding, and restrict viewport and render. Hidden objects are greyed out. Remaining design issues: * For lamps we probably still want to keep their effect on the scene, currently they are fully disabled by hiding. Arguably mesh lights or even objects being reflected or casting shadows are not that different but perhaps the special lamp exception from local view should remain. * We need a feature still to disabled this hiding for specific viewports, for render or animation preview where you want to see the entire scene while working in another view. * We need a new icon for restrict viewport, for now it uses a grid similar to the 2.4 icon. * Hiding objects does not preserve selection state as it did in 2.7, it's probably convenient to support this again?
2018-06-20Cleanup: remove some G.main from BKE's node.cBastien Montagne
Validate some cases using G_MAIN instead (I don't think we want to work on any other Main than G.main one when registering/unregistering nodes etc.). And when freeing, all ID not in Main shall now be tagged accordingly, so we *should* not need to do that stupi search over all ntrees in G.main to check wether we have to free it ourself or not!
2018-06-20Merge branch 'master' into blender2.8Campbell Barton
2018-06-20Particle edit: Fix missing hair in edit mode for new particle systemsSergey Sharybin
Need to get away from thosae update flags in original datablocks.
2018-06-20UI: only show "Edit Translations" when addon usedCampbell Barton
2018-06-20Object Mode: enable mode locking by defaultCampbell Barton
This is meant to be default behavior for 2.8, see T55246