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2013-11-25Blender Internal: Add "Lamp Data" shader node that allows shaders to acquire ↵IRIE Shinsuke
information such as light vector from specified Lamp. For now this provides the following outputs: - Color - Light Vector - Distance - Shadow - Visibility Factor Note: Color output is multiplied by the lamp energy. Multiplication of color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor produces the exact same result as the Lambert shader. Many thanks to Brecht for code review and discussion!
2013-11-25UI: remove unnecessary confirmation popupsEmanuel Claesson
This makes a number of operators no longer ask for confirmation, rather it will show an info message after performing the operation. Ref T37422 for decision. In particular, these were changed: * Delete objects, bones, keyframes, masks, mask curves, motion tracks, markers. * Clear and delete keyframes in the 3D view. * Align bone to parents. * Separate bones from armature. * Group/ungroup metastrips in sequencer. * Copy/paste objects to/from buffer. Reviewed By: brecht, dingto Differential Revision: http://developer.blender.org/D35
2013-11-25Tweaks to PNG file outputSergey Sharybin
- Made tooltip for compression a bit more clear. - Use default compression of 15%. Gives around two times boost on export movie file here in test with only 10% increased file size. Reviewers: Jonathan Williamson
2013-11-25Fix T37591: 'Extensions' option ignored for movies.Campbell Barton
2013-11-25Code cleanup: remove unused include dirsCampbell Barton
2013-11-25Transform: old todo, removing an orientation now checks all screens.Campbell Barton
also fix for using uninitialized matrix when an out-of-range index is set for custom orientations.
2013-11-24Code Cleanup: whitespace / formattingCampbell Barton
2013-11-22Fix T37465: UV Coords we're incorrect when converting from a curveCampbell Barton
2013-11-20Blender Internal:Thomas Dinges
* Remove Stars feature. This was a quite minimalistic feature and there are better alternatives with more control (particles for example). Removal discussed during BCon13 developer meeting and already years before, time to do it.. Reviewed By: brecht Differential Revision: http://developer.blender.org/D17
2013-11-20Fix T37543: Multiline 3D Text saved in edit mode breaks on loadCampbell Barton
2013-11-20Code Cleanup: remove unused members for editfont (3D text)Campbell Barton
2013-11-19Blender Internal:Thomas Dinges
* Remove "Edge" post processing effect and the corresponding render layer. Since we have freestyle, this is not needed anymore and was a very simple effect anyway (Zbuffer filter effect, could be added to the compositor if really needed again). Reviewed By: brecht, ton Differential Revision: http://developer.blender.org/D14
2013-11-19Code Cleanup: style, spelling and pep8 editsCampbell Barton
2013-11-19Fix T37445: Crash with snapping and shrink-wrap modifier.Campbell Barton
Developer note: BVHTREE_FROM_FACES was being used for both edit-mesh and derived-mesh bvh-trees, this could cause index lookup errors in editmode. Fix by adding a new type for editmesh so theres no confusion.
2013-11-18Fix T37488: Crash with --debug reading userpref.blendSergey Sharybin
Issue was in fact caused by wrong DNA storage, which apparently was considering unsigned long as just 4 bytes here. Now use uint64_t to be sure timestamp does fit into storage on all the platforms. Thanks Campbell for help looking in the issue.
2013-11-18Fix T37289: ID User decrement error for Shapes on Bones when playing in BGESergey Sharybin
GE was copying the pose channels without increasing user counter for a custom bone shape object. Freeing copied pose will for give decrement errors. The same increment issue seems to happen in BKE_pose_copy_data, which is also solved now.
2013-11-18BMesh Refactor: BKE_bmbvh_new can now be created without an EditMesh.Walid Shouman
This adds BM_bmesh_calc_tessellation() so we can get triangles from a bmesh without having to have an editmesh available.
2013-11-18Fix spelling error in commentJoshua Leung
2013-11-17Style Cleanup: whitespaceCampbell Barton
2013-11-16code cleanup: armature functionsCampbell Barton
- added BKE_pose_channel_get_mirrored (matching editmode function ED_armature_bone_get_mirrored) - editbone_name_exists -> ED_armature_bone_find_name
2013-11-16code cleanup: rename flip_side_name to BKE_deform_flip_side_nameCampbell Barton
2013-11-16More fix for this stupid uppercase-to-lowercase convertion code... Thanks to ↵Bastien Montagne
Lockal for noting this!
2013-11-16Code cleanup: Use different redraw options for sculpt mask operators.Antony Riakiotakis
Current redraw options also did an unnecessary normal recalculation on updated nodes. Also, for the box and lasso mask only push an undo node if any vertex has actually been influenced.
2013-11-15Further tweaks to buildinfoSergey Sharybin
Summary: Old idea with changes since previous release tag didn't work good enough. In most of the cases tag was done in a branch hence not actually reachable from the master branch. Now change since release is gone, and date of the latest commit is used instead. The date is displayed in format YYYY-MM-DD HH:mm in the splash. New bpy.app fields: - build_commit_timestamp is an unix timestamp of the commit blender was build from. - build_commit_date is a date of that commit. - build_commit_time is a time of that commit. Reviewers: campbellbarton Differential Revision: http://developer.blender.org/D5
2013-11-12Make dynamic node labels possible as a registerable function 'draw_label' ↵Lukas Toenne
(simple 'label' identifier is already in use, need to avoid API breakage). This should simply return a string. The dynamic label can still be overridden by the user-defined node.label string.
2013-11-12Instead of requiring a const char* return from the (optional) node label ↵Lukas Toenne
callback function, let it write into a mutable string buffer. This will allow actual dynamic labels for nodes using the python API.
2013-11-12Fix [#37380] vertex paint colors don't render.Bastien Montagne
Another Evil Typo (r) one, you could add much more than the 8 allowed VCol layers! Note: added some (warning-only) checks in mesh validate functions, but we still have a big issue with new cdlayer merge function, which could generate more than 8 layers of UVs or VCol... Don't know yet how to handle this situation. :(
2013-11-11Fix #37395: Rendering with a movie strip behind a scene shows inconsistent ↵Sergey Sharybin
results For now just make sure conversion to sequencer space will ensure imbuf's color space names is set properly. Might be some further changes needed to make colorspace flow more clear in sequencer, but that's for later.
2013-11-11Fix [#37394] UV Map cannot be renamed.Bastien Montagne
Own epic failure! CustomData_get_named_layer() returns a relative index, not an absolute one. :(
2013-11-10Fix [#37393] Input dimensions are case sensitive in the property panel, ↵Bastien Montagne
uppercase input is misinterpreted Typo in lowercasing code!
2013-11-10replace IS_EQ -> IS_EQF for use with floats.Campbell Barton
2013-11-08[#37327] Inconsistent numeric input conversion.Bastien Montagne
Issue was actually that micrometer was not drawing correctly (from r58165), reverted that fix and instead use utf8 drawing for editmode metrics when using a unit system (we already had a similar hack for surfaces and volumes, anyway).
2013-11-07"Render Audio" cleanup:Bastien Montagne
* Removed audio-only options from ffmpeg render settings (added some versionning code too)! * Moved the Mixdon button from the Scene->Audio pannel to the Render->Render panel.
2013-11-06True grid snapping for nodes: This snaps nodes to the actual background grid ↵Lukas Toenne
instead of using incremental offset (which is not useful for nodes). Increment snapping has been disabled for nodes to avoid confusion, grid snap is now the default as it seems to be the most wanted and easy to use mode. Absolute grid snapping happens in a somewhat generic function 'applyGridAbsolute', which could also be used for objects and other transforms later on. It is conceptually similar to the 'project' snapping option, in that it calculates a delta vector for each element on top of the overall transform, which places each node on the grid. Node transform now uses the top-left node corner for TransformData->loc. The transform center is still the average of node centers, so that scaling and rotation works nicely. snapGrid*** functions have been renamed to snapGridIncrement*** to distinguish better between incremental and absolute grid snapping.
2013-11-06Syncing methods for Color Balance node LGG and ASC-CDL modes. The settings ↵Lukas Toenne
for either mode are converted into equivalent settings of the other. This keeps the result of both modes roughly the same and mimics the previous behavior when settings were shared by both modes (but not equivalent). NOTE: Due to the use of additional sRGB conversion in the LGG mode the result is not entirely accurate, this should perhaps be fixed. Settings for each mode are kept in their own color values nevertheless, this avoids potential problems with float precision.
2013-11-06Grease Pencil: User-Pref for setting the default colour of newly created layersJoshua Leung
2013-11-06Made active point and active spline behaviour more predictable on ↵Kevin Mackay
curves/surfaces: * deselect all no longer leaves an active point * the most recently added spline becomes the active one * on successful duplicate/delete the active point and active spline are reset
2013-11-05Correcting a few typosJoshua Leung
2013-11-05code cleanup: typosCampbell Barton
2013-11-04Made buildinfo aware of builds from GITSergey Sharybin
- Use commit number since last annotated tag as a revision number replacement. It'll eb followed by 'M' symbol if there're local modification in the source tree. - Commit short SHA1 is included. Helps getting information about commit used to build blender with much faster. - If build is not done from master branch, this also will be noticed in the splash screen. This commit also replaces revision stored in the files with git-specific fields (change and hash). This is kind of breaks compatibility, meaning files which were saved before this change wouldn't display any information about which revision they were saved with. When we'll finally switch to git, we'll see proper hash and change number since previous release in the files, for until then svn version will be used as a change number and hash will be empty. Not a huge deal, since this field was only used by developers to help torubleshooting things and isn't needed for blender itself. Some additional tweaks are probably needed :)
2013-11-04add CDDM_lower_num_loops(), for completeness (currently unused).Campbell Barton
2013-11-04code cleanup: typo in function nameCampbell Barton
2013-11-04Bugfix [#36950] Restrict Frame Range not being obeyed on Driver F-CurvesJoshua Leung
By default, drivers (used to) automatically map the driver result (i.e. "evaltime" or the x-coordinates in the driver graphs) to results. This evaltime => cvalue mapping is necessary when there are absolutely no keyframes or modifiers on a driver F-Curve, or else nothing would happen. However, when there are modifiers on these driver F-Curves, and these modifiers only work within certain ranges, there would be confusing and unwanted situations where even if you clamped the modifiers to only generating a curve within certain frame ranges, the final driver output would still ignore the results of the curve due to the underlying 1-1 mapping. This commit introduces a check to ensure that this automatic mapping won't happen during such invalid ranges.
2013-11-02Quick test commit - fixing what looks like a typo in a commentJoshua Leung
2013-11-02code cleanup: warningsCampbell Barton
2013-11-01Fix [#37266] Skin modifier can't be copied.Bastien Montagne
Patch by Martin Felke, many thanks. When copying that modifier across objects, we also have to ensure that a skin CDLayer is present in dest objects (just as when adding it).
2013-11-01code cleanup: spellingCampbell Barton
2013-11-01FIX: [#37199] .ogg file is not recognized as a movie in File BrowserAndrea Weikert
CHANGE: writing an animation in the ogg movie format now defaults to .ogv (ogg/video) which is recommended by Xiph.org for video CHANGE: for .ogg files a check is added whether Blender can read it as a movie (is avi or ffmpeg movie), otherwise assume audio CHANGE: the anim player now filters for the same extensions as the file browser
2013-10-31code cleanup: spellingCampbell Barton
2013-10-29Code cleanup: more int->bool conversions mask moduleSergey Sharybin