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2017-11-06Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: intern/cycles/device/device.cpp source/blender/blenkernel/intern/library.c source/blender/blenkernel/intern/material.c source/blender/editors/object/object_add.c source/blender/editors/object/object_relations.c source/blender/editors/space_outliner/outliner_draw.c source/blender/editors/space_outliner/outliner_edit.c source/blender/editors/space_view3d/drawobject.c source/blender/editors/util/ed_util.c source/blender/windowmanager/intern/wm_files_link.c
2017-11-06Rename ID_IS_LINKED_DATABLOCK to ID_IS_LINKED.Bastien Montagne
This makes code closer to id_override/assent-engine ones, which introduce a new type of linked data, and hence reserve ID_IS_LINKED_DATABLOCK to real linked datablocks.
2017-11-06Depsgraph: Cleanup, remove obsolete unused functionSergey Sharybin
2017-11-06 epsgraph: Use explicit graph API for sequencerSergey Sharybin
2017-11-06Depsgraph: Use explicit graph API for point cacheSergey Sharybin
2017-11-06Depsgraph: Avoid non-requested allocation of depsgraphSergey Sharybin
2017-11-05Merge branch 'master' into blender2.8Campbell Barton
2017-11-05Cleanup: remove paranoid NULL checkCampbell Barton
2017-11-05Cleanup: spellingCampbell Barton
2017-11-03Depsgraph: Port more areas to direct depsgraph APISergey Sharybin
This is a lots of changes, but they are boiling down to a simple API changes where we are no longer relying on implicit usage of scene's depsgraph and pass depsgraph explicitly. There should be no user measurable difference, render_layer* tests are also passing.
2017-11-02Merge branch 'master' into blender2.8Campbell Barton
2017-11-02Cleanup: code styleCampbell Barton
2017-11-01Implement a new automatic handle algorithm to produce smooth F-Curves.Alexander Gavrilov
The legacy algorithm only considers two adjacent points when computing the bezier handles, which cannot produce satisfactory results. Animators are often forced to manually adjust all curves. The new approach instead solves a system of equations to trace a cubic spline with continuous second derivative through the whole segment of auto points, delimited at ends by keyframes with handles set by other requirements. This algorithm also adjusts Vector handles that face ordinary bezier keyframes to achieve zero acceleration at the Vector keyframe, instead of simply pointing it at the adjacent point. Original idea and implementation by Benoit Bolsee <benoit.bolsee@online.be>; code mostly rewritten to improve code clarity and extensibility. Reviewers: aligorith Differential Revision: https://developer.blender.org/D2884
2017-11-01Fix for T48988 - Enabling bbone easing for posemodeJoshua Leung
This fix enables the usage of bbones easing parameters for edit and pose mode seperately. This allows animators to take advantage of the functionality and may eliminate confusion as the parameters now behave similar to other bbone parameters. Note that splitting the parameters between the modes effectively creates a new parameter set. Blend files of previous versions do not contain this information and will have the values set to 0 on load. As it broke backwards compatibility for pose mode values anyway, I also took the liberty to rename the easing parameters in some places for consistency (which breaks edit mode values). Reviewers: aligorith Subscribers: aligorith Tags: #animation Differential Revision: https://developer.blender.org/D2796
2017-11-01Cleanup: styleCampbell Barton
2017-10-31Merge branch 'master' into blender2.8Bastien Montagne
2017-10-31Merge branch 'master' into blender2.8Campbell Barton
2017-10-31Prevent users to be able to override context engineDalai Felinto
We expose engine as a string, yet context is dealing with Pointers. To prevent a crash we may as well just forbid users to override it.
2017-10-31Add ability to specify custom fields to be saved from render resultSergey Sharybin
2017-10-31Stamp info: Use dedicated function to free up memorySergey Sharybin
This way it's more flexible to extend StampData structure with additional stuff which might require memory free.
2017-10-31Collections: Bring back simple visibility behaviourDalai Felinto
If an object is in any visible collection, the object will be visible. This behaviour has changed in 9ad2c0b6154b. If it will change again, it will be for: https://developer.blender.org/D2878
2017-10-30Curve Decimate: new tool to simplify bezier curvesCampbell Barton
Access from the curve clean-up menu
2017-10-29Merge branch 'master' into blender2.8Sybren A. Stüvel
2017-10-29Alembic: added frame offset propertySybren A. Stüvel
The offset is subtracted, so that it's intuitive (dragging slider pushes the animation further that way on the timeline).
2017-10-27GPUMaterial: Add a domain property.Clément Foucault
This let us know efficiently if a material has a dedicated nodetree for each of it's output node input. Only works for Eevee at this moment.
2017-10-26Move background images into the cameraCampbell Barton
This moves background images out of the 3D viewport, to be used only as camera reference images. For 3D viewport references, background images can be used, see: D2827 Some work is still needed (background option isn't working at the moment).
2017-10-25Depsgraph: Remove workaround for infinite recursion in scene updateSergey Sharybin
Was needed for legacy lamp/material drivers.
2017-10-25Depsgraph: Cleanup, remove legacy material/lamp driver update functionsSergey Sharybin
2017-10-25Depsgraph: Remove driver evaluation from object updateSergey Sharybin
With new dependency graph this direct call to driver/animation update should not be needed,
2017-10-25Depsgraph; Introduce new scene update routines which gets an explicit graphSergey Sharybin
They are still modifying global state, such as ID recalc tags stored in bmain, need some solution for this.
2017-10-25Fix T53156: VSE not working since Workspace > engine changeDalai Felinto
This would break if using preview in VSE. We now use the scene engine not the workspace engine. That said we could have the preview engine defined as part of the sequence strip as we had for draw modes in the past. But this is a separated topic for a separated patch. This issue in particular was introduced in e4f2b2be26ad. Note: VSE preview is still broken in two cases: * If you have Eevee as the engine in the Scene of the Scene strip. * If you use Clay, save the file, and re-open.
2017-10-25Depsgraph: Make validation to take explicit graph to be checkedSergey Sharybin
2017-10-25Depsgraph: Don't touch set scenes when evaluating sceneSergey Sharybin
Objects from set scene gets flattened out to the active scene depsgraph, so it is a big question why do we need to build dependency graph for set scenes.
2017-10-25Depsgraph: Remove direct call to VSE animation updateSergey Sharybin
This is supposed to be handled by dependency graph now.
2017-10-25Depsgraph: Mark TODO as solvedSergey Sharybin
New dependency graph takes care of all datablocks already.
2017-10-25Depsgraph: Remove direct relations rebuild from set_backgroundSergey Sharybin
We wouldn't really know which context we want there.
2017-10-25Merge branch 'master' into blender2.8Sergey Sharybin
2017-10-25Depsgraph: Add missing movie clip dopesheet invalidationSergey Sharybin
2017-10-24Fix crash changing settings of operator executed in different sceneJulian Eisel
Steps to reproduce were: * Open Blender, create a new scene * Go back to initial scene, transform object * Switch back to newly created scene, change operator settings there * Should cause a crash (at least with asan) Should behave like 2.7 now, that is, switch scene back to where operator was executed.
2017-10-24Depsgraph: Remove residue of motion path optimizationSergey Sharybin
This needs to be re-implemented in a new fashion, without touching global list of bases and become compatible with the new dependency graph. The idea to go here would be to create new dependency graph for motion path evaluation, bring a single object in there (which will pull all dependencies at a construction) and use that. Needs working copy-on-write first tho.
2017-10-24Depsgraph: Remove shortcut of freeing scene's depsgraphSergey Sharybin
It will not be possible to do that after depsgraph becomes more context oriented. Which means, all code will need to explicitly tell which graph to free,
2017-10-24Depsgraph: Remove scene from refresh APISergey Sharybin
Scene is already stored in the graph.
2017-10-24Depsgraph: Switch to explicit graph specification for tag flushSergey Sharybin
2017-10-24Fix non-instanced groups in no-collection file creating collectionsDalai Felinto
This is a corner-case, but one that is too easy to reproduce: * Unlink all the collections of active view layer. * Link a group without "Instancing" it.
2017-10-21Merge branch 'master' into blender2.8Campbell Barton
2017-10-20Depsgraph: Reduce number of depsgraph_legacy usages outside of depsgraphSergey Sharybin
2017-10-20Depsgraph: Introduce hash of dependency graphs in the scene levelSergey Sharybin
The idea is following: we do need to have multiple dependency graphs to denote different scene layers (depsgraph should only contain objects from a specific scene layer), and we also want to support same scene layer to be evaluated to a different state in different windows. In order to achieve that we do need to have a list or hash (for faster lookup presumably) somewhere. To keep things easier for now, it will be a scene which owns that hash. This seems to make sense anyway, since dependency graph only points to data which is owned by scene. This commit only introduces some basic API and hash itself stored in DNA, there is no changes in behavior. See this as a first step towards getting rid of scene-global dependency graph.
2017-10-20Depsgraph: Remove redundant call of depsgraph freeSergey Sharybin
2017-10-20Remove some residue of old legacy dependency graphSergey Sharybin
2017-10-20Fix T46163: NLA properties with drivers aren't displayed as having driversJoshua Leung
While such drivers will generally get evaluated too late to be of much use during animations, it can still be useful to allow using drivers to control a whole bunch of NLA strip properties (i.e. syncing NLA strip timings via a single property/control). Keyframe insertion however is still not allowed on these properties (and an error message will now be displayed when trying to do so, instead of silently failing), as it is useless.