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2017-10-07Cleanup: style, duplicate includesCampbell Barton
2017-10-07Eevee: Shadows: Add Contact ShadowsClément Foucault
This add the possibility to add screen space raytraced shadows to fix light leaking cause by shadows maps. Theses inherit of the same artifacts as other screenspace methods.
2017-10-06Merge branch 'master' into blender28Campbell Barton
2017-10-06Cleanup: Math lib naming (use v3 suffix)Campbell Barton
2017-10-06Sequencer: Cleanup, use more BLI utilities where possibleSergey Sharybin
2017-10-06Sequencer: Use BLI math functions where possibleSergey Sharybin
2017-10-06Sequencer: Avoid re-calculation index offset multiple timesSergey Sharybin
2017-10-06Sequencer: Use funciton instead of macr oto avoid argument re-evaluationSergey Sharybin
2017-10-06Fix T52940: VSE Glow Effect Strip on transparent images has no blurSergey Sharybin
2017-10-06Cleanup: styleCampbell Barton
2017-10-05Sculpt Mode: 2D falloff optionCampbell Barton
This makes brush influence into a tube instead of a sphere. It can be used along the outline of a mesh to adjust it's silhouette. Note that all this takes advantage of changes from vertex paint, from testing this seems useful so exposing from the brush options.
2017-10-05Vertex Paint: apply when cursor isn't over facesCampbell Barton
This behavior makes more sense for sculpt, less so for painting. Restores non PBVH behavior, adding `BKE_pbvh_find_nearest_to_ray` - similar to ray-cast except it finds the closest point on the surface.
2017-10-05Cleanup: rename dist -> depthCampbell Barton
Prepare to add code that stores distance to the ray, avoid confusion.
2017-10-05Fix sculpt secondary color missing some brushesCampbell Barton
D2841 by @uvwxyz w/ edits
2017-10-05Cleanup: use bool for brush checksCampbell Barton
2017-10-04Merge branch 'master' into blender2.8Sergey Sharybin
2017-10-04Fix error copying smoke modifier uv layerCampbell Barton
2017-10-03Vertex Paint: remove accumulate (soc-2017-vertex_paint)Campbell Barton
This secondary accumulation option accumulated brush falloff. The same option in image painting accumulates color as vertex paiht 'Spray' does. Giving this option different behavior for vertex paint seems strange. Also this is basically increasing falloff over time. Remove the new code, expose existing 'Spray' as 'Accumulate' to match other paint modes.
2017-10-03Merge branch 'master' into blender2.8Sergey Sharybin
Notes: - Changes in paint_vertex.c were simple to merge, mainly related on passing evaluation context. - Conflicts in EditDM and drawmesh.c are solved using code from blender2.8 branch. Those areas are deprecated and not to be used in final release. However, it's possible that some reference code from master is lost, so keep attention when adding alpha support for vertex painting.
2017-10-03Weight Paint: don't set weight w/ average brushCampbell Barton
Also use 'const' for brush.
2017-10-02Eevee : Lamps : Change ESM default exponent.Clément Foucault
Users are thinking that ESM are not soft because of the default value.
2017-10-02Vertex Paint: projection optionsCampbell Barton
This makes vertex paint match image painting more closely. - Add falloff shape option sphere/circle where sphere uses a 3D radius around the cursor and circle uses a 2D radius (projected), like previous releases. - Add normal angle option so you can control the falloff. - Add Cull option, to paint onto faces pointing away. Disabling normals, culling and using circle falloff allows you to paint through the mesh.
2017-10-01Weight Paint: restore non-spray functionalityCampbell Barton
When painting with spray disabled - we need to re-apply on top of the original each time. Applying the soc-2016-pbvh-painting branch removed this. While I'd added back a simple previous weight array, this won't work when multiple groups are painted at once.
2017-09-30Fix vertex paint w/ subsurf drawingCampbell Barton
Only use alpha blending when in vertex paint mode.
2017-09-30Merge branch 'master' into blender2.8Campbell Barton
2017-09-29Weight Paint: accumulate supportCampbell Barton
- Clamp accumulate so it doesn't exceed brush strength. - Was multiplying by brush strength twice.
2017-09-29Merge branch 'master' into blender2.8Campbell Barton
2017-09-29Vertex Paint: Alpha SupportCampbell Barton
GSOC 2017 by Darshan Kadu, see: D2859. This is a partial merge of some of the features from the soc-2017-vertex_paint branch. - Alpha painting & drawing. - 10 new color blending modes. - Support for vertex select in vertex paint mode.
2017-09-28Merge branch 'master' into blender2.8Sergey Sharybin
2017-09-28Curves: Fix wrong bitset being checked against CYCLIC bit flagSergey Sharybin
Based on report from Talos Security Advisory.
2017-09-27Merge branch 'master' into blender2.8Campbell Barton
2017-09-27--debug-gpu-shader: Dump GLSL shaders to diskDalai Felinto
This is really convenient for development. Either for profiling the generated shaders or to check if the generated code is correct. It writes the shaders to the temporary blender session folder.
2017-09-27Vertex/Weight Paint: Use PBVH for paintingCampbell Barton
2016 GSOC project by @nathanvollmer, see D2150 - Mirrored painting and radial symmetry, like in sculpt mode. - Volume based splash prevention, which avoids painting vertices far away from the 3D brush location. - Normal based splash prevention, which avoids painting vertices with normals opposite the normal at the 3D brush location. - Blur mode now uses a nearest neighbor average. - Average mode, which averages the color/weight of the vertices within the brush - Smudge mode, which pulls the colors/weights along the direction of the brush - RGB^2 color blending, which gives a more accurate blend between two colors - multithreading support. (PBVH leaves are painted in parallel.) - Foreground/background color picker in vertex paint
2017-09-26BLI_rand : Make use of BLI_halton and BLI_hammersleyClément Foucault
2017-09-26Merge branch 'master' into blender2.8Campbell Barton
2017-09-26Cleanup: indentationCampbell Barton
2017-09-25Merge branch 'master' into blender2.8Sergey Sharybin
2017-09-25Fix T52835: When driven IK influence change, ik animation have 1 frame delaySergey Sharybin
2017-09-25Add an 'atomic cas' wrapper for pointers.Bastien Montagne
Avoids having to repeat obfuscating castings everywhere...
2017-09-25Tweak to fix for thread concurency in looptri generation.Bastien Montagne
Even if pointer assignment may be atomic, it does not prevent reordering and other nifty compiler tricks, we need a memory barrier to ensure not only that transferring pointer from wip array to final one is atomic, but also that all previous writing to memory are “flushed” to (visible by) all CPUs... Thanks @sergey for finding the potential (though quite unlikely) issue.
2017-09-23Remove remaining qtcodecdataAaron Carlisle
This fixes a mistake in rBefd5e3c25401b43cbd7f909418835bb570db1ab3
2017-09-22Remove quicktime supportAaron Carlisle
It has been deprecated since at least macOS 10.9 and fully removed in 10.12. I am unsure if we should remove it only in 2.8. But you cannot build blender with it supported when using a modern xcode version anyway so I would tend towards just removing it also for 2.79 if that ever happens. Reviewers: mont29, dfelinto, juicyfruit, brecht Reviewed By: mont29, brecht Subscribers: Blendify, brecht Maniphest Tasks: T52807 Differential Revision: https://developer.blender.org/D2333
2017-09-22Merge branch 'master' into blender2.8Sergey Sharybin
2017-09-22Fix T52840: New Depsgraph - Mask editor not working correctlySergey Sharybin
2017-09-21Depsgraph and collection enable/visibilityDalai Felinto
Iterate over invisible objects too, so lamps can still lit the scene. Also, now you can use a collection to set an object to invisible, not only to visible. For example: Scene > Master collection > bedroom > furniture Scene > View Layer > bedroom (visible) > furniture (invisible) The View Layer has two linked collections, bedroom and furniture. This setup will make the furniture collection invisible. Note: Unlike what was suggested on D2849, this does not make collection visibility influence camera visibility. I will keep this as a separate patch. Reviewers: sergey Subscribers: sergey, brecht, fclem Differential Revision: https://developer.blender.org/D2849
2017-09-20Fix T52852: Assert in looptri calculation after recent changes.Bastien Montagne
Wrong condition in asserts...
2017-09-20Layer collection enable flagDalai Felinto
Right now this is exposed in the outliner, though all this (visible/selectable/enable) should be moved to a new panel soon. This removes objects from the depsgraph when the collection is disabled. It allows you to "hide" lamps but still having them lighting the scene. Same for light probes and other support objects. Pending tasks: * Have depsgraph to include invisible objects in the DEG_OBJECTS_ITER, and then have Eevee and other engines to make a distinction between an invisible and a visible object. (for example, we probably want invisible objects to not show in the viewport, but cast shadows and show up in light probes). * Change how we evaluate collection settings so that an invisible collection can force an object to be invisible. Reviewers: campbellbarton Subscribers: sergey Differential Revision: https://developer.blender.org/D2848
2017-09-19Merge branch 'master' into blender2.8Sergey Sharybin
2017-09-19Fix T52816: regression can't open file in 2.79 (crash).Bastien Montagne
Tentative fix, since I cannot reproduce thenissue for some reason here on linux. Core of the problem is pretty clear though, thanks to Germano Cavalcante (@mano-wii): another thread could try to use looptris data after worker one had allocated it, but before it had actually computed looptris. So now, we use a temp 'wip' pointer to store looptris being computed (since this is protected by a mutex, other threads will have to wait on it, no possibility for them to double-compute the looptris here). This should probably be backported to 2.79a if done.
2017-09-19Fix T52823: New Depsgraph - Shrinkwrap crashes blenderSergey Sharybin
The issue was caused by threading conflict around looptris: it was possible that DM will return non-NULL but non-initialized array of looptris. Thanks Campbell for second pair of eyes!