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2011-07-22Merge with trunk up to r38584.Joerg Mueller
2011-07-21fix/workaround [#28040] float images reduced to 256 levels per channel upon saveCampbell Barton
Generated images would not be re-generated with a float buffer on load, even when selected on creation. Now save the float buffer setting as a generated image flag. This means you can enable before baking to enable baking to a float buffer.
2011-07-19fix [#28018] Sequence Swap Data Operator does not workCampbell Barton
2011-07-18Bug fix: particle cache should only be cleared on the exact first integer ↵Janne Karhu
frame, not in the case of a subframe between the first and second frame.
2011-07-17cmake: cleanup include paths, some duplicates and going up some unneeded dirs.Campbell Barton
2011-07-17cmake source definitions:Campbell Barton
remove missing includes and use more strict formatting.
2011-07-13cmake option to build without smoke sim: WITH_MOD_SMOKECampbell Barton
2011-07-13fix for animation playback and build error when compiling without WITH_AUDASPACECampbell Barton
2011-07-12Merging trunk up to r38329.Joerg Mueller
2011-07-12Bugfix #27881: Motion paths don't correctly update with pose slidingJoshua Leung
tools
2011-07-11Fix #27912: crash after mesh.materials.pop().Brecht Van Lommel
2011-07-11Fix #27921: optimal display with 2 subsurf modifiers fails.Brecht Van Lommel
2011-07-11Fix for [#27398] Particle systems with animated groups render incorrectly in ↵Janne Karhu
viewport * Hmph.. depsgraph and group duplication == illogical.
2011-07-10Fix for [#27289] Hair: Render Option - Object does not point objects to end ↵Janne Karhu
of "hair path" * Objects are now always rotated in the directions of the hair paths * Secondary fix: particle size wasn't updated for hair particles, so dupliobject size couldn't be change after the hair was edited
2011-07-10Fix for [#26873] Animated displacement modifier on an object doesn't work ↵Janne Karhu
with hair particle objects * Noise is now considered an animated texture as it changes with every frame * Converted a few places in particles code to use the particle system's own random table instead of BLI_frand.
2011-07-09Bugfix #27761Ton Roosendaal
Material nodes: when no output node was active, it sets one. Not common to happen anymore, only for deleting output nodes without clicking on nodes.
2011-07-09Fox #27866: Curve handle snaps/locks when it shouldntSergey Sharybin
It was a precision error in calchandleNurb. Do not align handles along handle which si too short.
2011-07-08== GPU Buffers ==Nicholas Bishop
This patch attempts to clean up and document the GPU buffers code. There are a few bug fixes as well. Patch reviewed here: http://codereview.appspot.com/4631052/ Summary: * Bugfix: make GPU_buffer_copy_normal convert from shorts to floats correctly, also fixed the use of cached face normal CustomData. * Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to short. * Changed color buffer setup to not alloc a temporary copy of color data, just passes the MCol data in directly. * Changed the GPU buffer pool code to make clearer what operates specifically on the global pool. * Lots of refactoring for GPU_drawobject_new; should operate mostly the same (except got rid of one unecessary allocation), just split into more functions and without macros now. * Converted some #defines into enumerations. * Made some stuff private, pulled out of header file. * Deleted unused function GPU_buffer_pool_free_unused(). * Removed GPU_interleaved_setup and related #defines. (I think this was used for editmode VBOs, but those were disabled.) * Added lots of comments. * Added a few comments in the code signed `--nicholas' to note places where I am unsure about design or usage, would be good to address these better. * Code formatting changed to be more consistent with the rest of Blender. * Renamed some fields and variables to be more consistent with Blender's naming conventions. * Renamed some fields and variables to use more descriptive names, e.g. renamed `redir' to `mat_orig_to_new'. * Removed print outs with DEBUG_VBO -- don't feel too strongly about this one, just not used elsewhere in Blender, could be easily added back if others disagree though. * Moved the PBVH drawing code down to the bottom of the file, before was sitting in the middle of the other VBO code
2011-07-08Fix #26962: softbody collision doesn't respect subsurf+displace modifiers.Brecht Van Lommel
Softbody was still using a flag to determine if it should use the final or deform derivedmesh, but this wans't exposed in the UI. Others systems use the collision modifier, now softbody uses it also to get vertices and faces, but with own collision code.
2011-07-08NLA - Adding new actionclip strips no longer appends "Act: " to theJoshua Leung
start of the names. It should be clear enough what they are without this.
2011-07-07Outliner RMB Menu - AnimData mangementJoshua Leung
* When clicking on "Animation" items in the Outliner, there's now a menu containing from which you can change the action used, and refresh/delete all drivers. * Moved action-setting logic for AnimData actions to a single utility function in anim_sys, since this was starting to be done in too many places already. * Fixed Outliner refresh bug after changing the active action
2011-07-07Merging trunk up to r38167.Joerg Mueller
2011-07-06Fix #27876: particles instancing a whole group didn't take group offset into ↵Brecht Van Lommel
account.
2011-07-05Fix #27777: vertex color disabled when in a reused node material.Brecht Van Lommel
2011-07-05Merging from trunk up to r38119.Joerg Mueller
2011-07-05Fix: #27861 bevel angle limit at 90° wasn't working well on cube, tweakedBrecht Van Lommel
epsilon value to be a bit smaller.
2011-07-05Fix for [#27182] particle/collision kill interacting strangelyJanne Karhu
* Particle die time wasn't taken correctly into account in certain situations when calculating dynamics.
2011-07-05Fix for [#27579] Particles Cache ProblemJanne Karhu
* Horrors from the ancient world of deprecated code: object animation offset can't really work correctly with particles unless point cache takes full control of particle system timing. * Disabled the non-working offset control from effecting particles so that for now particles will work consistently and the offset is only applied to the object.
2011-07-04Updated the indent, sorry!Jeroen Bakker
2011-07-04====== Proposal: Nodes property windows enhancement ======Jeroen Bakker
===== Situation before this patch ===== in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function. With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other. When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself. ===== Situation after this patch ===== This patch separates the draw functions of the property panel and the node panel. When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback' ===== Impact ===== ==== BKE_node.h ==== add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc. ==== node_buttons.c ==== if the uifuncbut is set, call it. currently calls the uifunc method ==== drawnode.c ==== static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc. ===== Final note ===== ! PS. this is not limited to the compositor it also works for Materials and Textures ! ! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function !
2011-07-04Current situationJeroen Bakker
A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done. In blender movies this feature is known to be implemented, but until now it never got integrated into trunk. Proposal With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index. In the compositor the ID Mask node can be used to extract the information out of the Render pass. Impact User interface On the properties-space the next changes will be done Scene⇒Render layer⇒Passes⇒Material index will be added Material⇒Options⇒Pass index will be added DNA Material struct will get an new field called “index”. this will be a short-type. Material struct the field pad will be removed. A new Render-layer pass will be added (bit 1«18) RNA Material RNA is updated (based on “pass index” from object) Render layer RNA is updated (based on IndexOB) Blender internal renderer The Blender internal renderer will process the render pass as a copy of the Object index. Blender compositor The render layer input will get a new output socket called “IndexMA” Usage An example on how to use material index can be found at: https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend This is also example of a commit message longer than the commit itself :)
2011-07-03Experimental depsgraph tweak:Joshua Leung
Objects with drivers are now treated as needing updates when the current frame changes. This assumption has been documented in the code, and should at least mean that users who try to use drivers for creating simple time-based expressions that this should work. Note: - It is still recommended to create a "cfra" driver variable instead of actually inlining bpy.context.scene.frame_current into the expressions. Not only does the latter look rather nasty to type/have in the expression, but it is also less future-proof for when I get around to actually working on a beefed-up depsgraph (nothing official on that front yet...)
2011-07-01Packaging variable named 'a' for releasev2.58aTon Roosendaal
2011-06-30fix for own mistake with key shortcuts r37850Campbell Barton
2011-06-30Fix for undefined "index" in key.c.Sergey Sharybin
Probably forgotten to be remaned to defgrp_index after recent commit here.
2011-06-30replace inline loops for get_weights_array with calls to defvert_find_weight()Campbell Barton
2011-06-29Compiler warning fixesJoshua Leung
2011-06-29Actions can now be made single-user from the OutlinerJoshua Leung
* Use the same method as from unlinking actions to do this. * Split off the make single-user code used for the ID-browser into a function in blenkernel which can be used elsewhere. Getting materials to also work using this method proved to be a bit too tricky (due to the whole messy ob vs obdata situation), so I haven't done that.
2011-06-27fix for a leak in sound_read_sound_buffer(), used when drawing the sequencer ↵Campbell Barton
waveform.
2011-06-27scenes now adjust brush usercounts on copying and freeing, pointed out by ↵Campbell Barton
Jason Wilkins
2011-06-26Putting back blender.org and release number in info header.Ton Roosendaal
Worked always great for tutorials in past, to check what's been used.
2011-06-24own patch [#27752] Python Callback (Scriptlink functionality)Campbell Barton
Python: * adds bpy.app.handlers which contains lists, each for an event type: render_pre, render_post, load_pre, load_post, save_pre, save_post * each list item needs to be a callable object which takes 1 argument (the ID). * callbacks are cleared on file load. Example: def MyFunc(scene): print("Callback:", data) bpy.app.handlers.render_post.append(MyFunc) C: * This patch adds a generic C callback api which is currently only used by python. * Unlike python callbacks these are not cleared on file load.
2011-06-24free_bvhtree_from_mesh was incorrectly useing sizeof() when clearing memory.Campbell Barton
2011-06-23More flexible size options for particle billboards. This adds scale factors ↵Lukas Toenne
for width and height of billboards, relative to the particle size. It's useful when the particle size is primarily used for collision and the like, so the billboard appearance can be adjusted independently. Also allows non-square billboards. In addition the billboards can be scaled by the particle velocity with optional head and tail factors (similar to line drawing options). This allows for pseudo-motionblur effects.
2011-06-23Merge with trunk r37757.Joerg Mueller
2011-06-23allow building with ffmpeg but not audCampbell Barton
2011-06-23correction to recent commit & made ffmpeg includes only add when enabled.Campbell Barton
2011-06-23cmake option to build without an audio library.Campbell Barton
2011-06-233D Audio GSoC:Joerg Mueller
- Fixes for MSVC compiling. - Fix for ffmpeg audio export with timebase, which fixes vorbis encoding (the only codec using this).
2011-06-22Merged with trunk r37717.Joerg Mueller