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2013-02-21Enable new bevel tool code in bevel modifier.Howard Trickey
Now modifier takes a segments parameter. Bevel edge weights will multiply the overall amount. For vertex-only, you can give a vertex group name, and the weights in that will multiply the overall amount.
2013-02-21code cleanup: move 2d bevel list into its own function. (as with 3d bevel)Campbell Barton
2013-02-21Blender 2.67 release cycles begin:Thomas Dinges
* BCon1, alpha. New features, extensive breakage...the usual thing. :)
2013-02-20Getting ready for the 2.66 release!v2.66Ton Roosendaal
- Version bump to 2.66 - Splash image by Lucas Falcao, selected by Jonathan Williamson, Andrew Price and Bart Veldhuizen.
2013-02-20increase openmp limit for release so low poly meshes don't use openmp ↵Campbell Barton
threads (which can be slow)
2013-02-20rigidbody: Properly handle constrained objects not having rigid bodiesSergej Reich
This is a pretty rare case that can be triggered by switching rigid body and constraint groups before simulation was validated. Code checked for existing physics objects but was missing else block.
2013-02-20rigidbody: Don't run simulation if cache is bakedSergej Reich
In rare cases this would allow the simulation to run before being initialized (if cache is baked and reading cache fails after undo or loading a file).
2013-02-19fix [#34275] Text autocomplete cuts words with accents or special charactersCampbell Barton
autocomplete is now unicode aware, using python api's checks for now. eventually we should have our own.
2013-02-19Another huge bunch of new UI translations (some reported by Leon Cheung, ↵Bastien Montagne
thanks!)...
2013-02-19Fixes for alpha mode do_versions codeSergey Sharybin
Before this change only old flag "Premultiply" was used to detect alpha mode, which is not enough actually. Now the logic here is: - If "Premultiply" was enabled it is likely float image with straight alpha, which shall be premultiplied before usage. In this case image/sequence Alpha Mode is set to Straight. - Otherwise use default alpha mode for image format based on an extension. This could fail in some cases like TIFF, but this wasn't handled fully correct in older blender anyway. Initial discovered issue was that EXR images saved in older Blender versions were set to Straight alpha mode, which is obviously a straight way to lots of headache.
2013-02-19Fix for [#34099] Particles leaking from moving meshesAlex Fraser
This was caused by a floating point precision error. During collision detection, Newton-Raphson iteration is used to find the exact time of the collision. But when using subframes, the initial Newton step was too small. Now the initial step is given in absolute units. When subframes = 0, this should behave almost the same as before. Thanks to Janne Karhu, Lukas Toenne and Ton Roosendaal for their help with this patch, and to AutoCRC for funding.
2013-02-18Force movie clips always use default alpha mode, before this straightSergey Sharybin
alpha was used for them which doesn't work for cleaned footage stored in EXR file format. Perhaps we need to support configurable alpha mode for clips, but that's for later (maybe even after release),
2013-02-18Correction to r54600Sergey Sharybin
Calculate dependent area based on distortion model rather than using 15% of image resolution for this. Some assumptions here: - We're assuming real-life camera calibration is used here - Maximal undistortion delta would be achieved on frame boundary - Distortion fully goes inside frame This makes it possible to approximate margin for distortion by checking undistortion delta across frame boundary and use it for dependent area of interest. We do not use any formula-based equation here because we're likely support other distortion models and in that case it'll be stupid to try detecting formula here.
2013-02-17rigidbody: Fix regression in background scene fixSergej Reich
Since BKE_object_where_is_calc() might be called outside of scene_update_tagged_recursive(), we need to fall back to the scene's rigid body world.
2013-02-17Another huge bunch of UI translation fixes, mostly reported by Leon Cheung, ↵Bastien Montagne
Sv.Lockal, Gabriel Gazzán and Satoshi Yamasaki, thanks!
2013-02-17code cleanup: missed r54603, arg reordering.Campbell Barton
2013-02-17code cleanup: change order of args in void ↵Campbell Barton
BKE_object_where_is_calc_time_ex() so extra arg is at the end (loose convention for *_ex() funcs). also some style cleanup.
2013-02-16rigidbody: Fix [#34277] Deleting a copied bullet scene crashes blender.Sergej Reich
Copying scenes didn't handle rigid body worlds previously. Since we use groups to keep track of objecs in the rigid body sim it's tricky to do the right thing here since groups aren't duplicated. One option would be to create new groups and add the duplicated objects into those but that has other drawbacks. So the rigid body world isn't copied for now. TODO find a better way of handling this.
2013-02-16Code cleanup, remove redundant function wrapperSergej Reich
2013-02-16rigidbody: Further fix for background scenesSergej Reich
Since rigid bodies need their world to be be updated correctly we now pass it alongside the parent scene in scene_update_tagged_recursive(). Add BKE_object_handle_update_ex() as well as other object functions that take a RigidBodyWorld for this. Ideally this shouldn't be needed but we'd have to restructure scene handling for that. It's not a small taks however and definitely not something that can be done before release. Thanks to Campbell for review.
2013-02-16rigidbody: Avoid unnecessary simulation updatesSergej Reich
Now we flag the world for update on frame change and only call BKE_rigidbody_do_simulation() when needed.
2013-02-15Fix part of #34239: crash with cycles textured draw mode + dynamic topology ↵Brecht Van Lommel
sculpt.
2013-02-15Bugfix [#33970] Background Scene does not show animation of rigid body objectsJoshua Leung
This was caused by multiple instantiations of the same basic problem. The rigidbody handling code often assumed that "scene" pointers referred to the scene where an object participating in the sim resided (and where the rigidbody world for that sim lived). However, when dealing with background sets, "scene" often only refers to the active scene, and not the set that the object actually came from. Hence, the rigidbody code would often (wrongly) conclude that there was nothing to do. For example, we may have the following backgound set/scene chaining scenario: "active" <-- ... <-- set i (rigidbody objects live here) <-- ... <-- set n The fix here is a multi-part fix: 1) Moved sim-world calculation from BKE_scene_update_newframe() to scene_update_tagged_recursive() + This is currently the only way that rigidbody sims in background sets will get calculated, as part of the recursion - These checks will get run on each update. <--- FIXME!!! 2) Tweaked depsgraph code so that when checking if there are any time-dependent features on objects to tag for updating, the checking is done relative to the scene that the object actually resides in (and not the active scene). Otherwise, even if we recalculate the sim, the affected objects won't get tagged for updating. This tagging is needed to actually flush the transforms out of the RigidBodyObject structs (written by the sim/cache) and into the Object transforms (obmat's) 3) Removed the requirement for rigidbody world to actually exist before we can flush rigidbody transforms. In many cases, it should be sufficient to assume that because the object with rigidbody data attached has been tagged for updates, it should have updates to perform. Of course, we still check on this data if we've got it, but that's only if the sim is in the active scene. - TODO: if we have further problems, we should investigate passing the "actual" scene down alongside the "active" scene for BKE_object_handle_update().
2013-02-15style cleanupCampbell Barton
2013-02-14Fix "Origin to Center of Mass" not working well with ngonsSergej Reich
Now we do simple triangulation and calculate signed area of triangles to account for concave polygons. This only works correct for planar polygons but gives better results overall.
2013-02-14Divide by 3 instead of multiplying by variations of 0.333Sergej Reich
Fixes small precision problems.
2013-02-14Fix: Tiled image painting in image editor was broken for float canvas.Antony Riakiotakis
The mask was initialized using texture values, while it needed to be opaque.
2013-02-14Bug fix #34230Ton Roosendaal
Error since July 2005, when DerivedMesh was introduced. Vertex and Face duplicators now work for all modifiers. (not only deformers). For example mirror and array modifier didn't work.
2013-02-14fix for double clicking in the text editor not working usefully (double ↵Campbell Barton
clicking a pair chars would select 3 - one to the left).
2013-02-12Fix incorrect display of Sequence layer when rendering animation andSergey Sharybin
float/byte render results were mixed.
2013-02-11check for divide by zero for dynamic paint modifier.Campbell Barton
2013-02-11error in own recent commitCampbell Barton
2013-02-11Additional smoke fix for r54464: floating point precision still sometimes ↵Miika Hamalainen
produced way too high values. Now values are also clamped within correct range.
2013-02-11Fix: smoke simulator flow sometimes produced NaN values, causing fire to ↵Miika Hamalainen
disappear from the simulation.
2013-02-11fix [#34200] Metaball Tessellate errorCampbell Barton
2013-02-11Suppress more uncommon units.Sergej Reich
2013-02-11fix for own bug - memory leak when cancelling weight gradient toolCampbell Barton
2013-02-11supress Hectograms from being used when displaying weight units since they ↵Campbell Barton
are not so common.
2013-02-11[#34013] [video sequence editor] Offset and crop of strips are wrongPeter Schlaile
Applied patch by jehan after confirming the issue. Thanks for the patch!
2013-02-09rigidbody: Fix force field changes not invalidating cacheSergej Reich
2013-02-09rigidbody: Relink constraints when duplicating objectsSergej Reich
This will preserve constraint <-> rigid body realationships so constraint setups aren't broken after duplication. Based on a patch by Brandon Hechinger (jaggz), thanks.
2013-02-08Fix #33747: do better backwards compatibility for image transparency changes.Brecht Van Lommel
The use alpha option moved from the texture datablock to the image, and now it will duplicate the image datablock in case you have one texture using alpha and the other not.
2013-02-07Small UI annoyance: proxy build progress could is incorrect in some casesSergey Sharybin
2013-02-06style cleanup: some warnigs & spelling.Campbell Barton
2013-02-06Bugfix #34046Ton Roosendaal
Linked Armature with local proxy, using feature "Custom shape at other bone" stopped working on undo/redo. It was actually a bug in the original commit (r26600, april 2010), storing a pointer from the library bone into the local proxy bone. That's strictly forbidden in Blender, but it never showed up because on every undo-redo a complete proxy-sync was called again. To allow undo/redo I had to disable this syncing, except for file load. Hence the feature got lost :) The fix is simple; just store the pointer to its own local bone instead.
2013-02-06fix for crashes running some operators in background mode and some divide by ↵Campbell Barton
zero errors.
2013-02-05Compositor:Thomas Dinges
* Bump BLENDER_SUBVERSION to "10", to reflect changes in r54304. (Compositor Translate Node)
2013-02-05Fix particle child render resolution access not working outside of the ↵Brecht Van Lommel
render thread, and rename ToggleRender to set_resolution to follow RNA conventions.
2013-02-05Tracking settings for new clip didn't match default resetSergey Sharybin
2013-02-05Fix #34040: Moving Normal Node with enabled Cycles Material Preview crashesSergey Sharybin
Issue was caused by couple of circumstances: - Normal Map node requires tesselated faces to compute tangent space - All temporary meshes needed for Cycles export were adding to G.main - Undo pushes would temporary set meshes tessfaces to NULL - Moving node will cause undo push and tree re-evaluate fr preview All this leads to threading conflict between preview render and undo system. Solved it in way that all temporary meshes are adding to that exact Main which was passed to Cycles via BlendData. This required couple of mechanic changes like adding extra parameter to *_add() functions and adding some *_ex() functions to make it possible RNA adds objects to Main passed to new() RNA function. This was tricky to pass Main to RNA function and IMO that's not so nice to pass main to function, so ended up with such decision: - Object.to_mesh() will add temp mesh to G.main - Added Main.meshes.new_from_object() which does the same as to_mesh, but adds temporary mesh to specified Main. So now all temporary meshes needed for preview render would be added to preview_main which does not conflict with undo pushes. Viewport render shall not be an issue because object sync happens from main thread in this case. It could be some issues with final render, but that's not so much likely to happen, so shall be fine. Thanks to Brecht for review!