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2010-02-17fix for negative frames messing up image sequence name.Campbell Barton
2010-02-16minor adjustment to BLI_uniquename, the last extension is used so "A.B.001" ↵Campbell Barton
--> "A.B.002" rather then "A.001"
2010-02-16bugfix [#20480] crash/lock-up for certain aspect ratiosCampbell Barton
2010-02-12typo in zeroing a vectorCampbell Barton
2010-02-12correct fsf addressCampbell Barton
2010-02-09fix for uninitialized mempool variable.Campbell Barton
2010-02-09Warning fixesDamien Plisson
2010-02-08Warning fixes, one actual bug found in sequencer sound wave drawing. AlsoBrecht Van Lommel
changed some malloc to MEM_mallocN while trying to track down a memory leak.
2010-02-07while info wont sho in the menu, use this.Campbell Barton
2010-02-07Fun stuff: conflict detection in argument parsing library (could have been ↵Martin Poirier
useful to detect a previous bug, prevents further bugs). Prints a warning in the console at runtime when filling in the arguments if conflicts exist.
2010-02-06[#20994] seem that -F flags is not honored any more on linux ubuntu 9.10Martin Poirier
Case Insensitive flag was reversed, making -F act like -f.
2010-02-04ghash tweak to not do so much preallocationJoseph Eagar
2010-02-03avoid nan tangents which happen with cubes that have generated UVsCampbell Barton
2010-02-03bugfix [#20943] Solidify Modifier working incorrectlyCampbell Barton
old code was merged chich use the angle degrees.
2010-02-03vertex group sort operator, access from the vgroup panel, sintels mesh has ↵Campbell Barton
144 vertex groups which got quite tedious to look through.
2010-02-01this restores building on mingw with Collada support, also it restores cross ↵Tom Musgrove
compiling, thanks to Sergey Sharybin for the patch. Note that the icons for linux cross might not be committed here, if not i'll add them in another commit
2010-02-01Fix #20420: grab brush + subsurf modifier crash. Previously the PBVH nodesBrecht Van Lommel
were cached once at the start, but these can change when modifiers are executed, now it simply doesn't cache them anymore, that was only really a performance bottleneck when it was caching individual vertices.
2010-02-01New argument parsing library supporting multiple passes, case sensitive and ↵Martin Poirier
insensitive arguments, default handlers and other features that were hacked in the previous ugly switch system. Very simpler system for adding new arguments, easier to see conflicts and no more replication between BG and non BG mode arguments. I've tested pretty much everything except GE options (-g options), but some small bugs could have sneaked in.
2010-01-31- hash characters in the path would confuse the output file name and not add ↵Campbell Barton
numbers to it (when rendering animations). - added an option to BLI_convertstringframe and BLI_convertstringframe_range to add digits if not found. - removed BLI_convertstringframe where its obviously not needed - such as loading movies and sounds.
2010-01-30utility functions is_negative_m3 & is_negative_m4, added python Mathutils ↵Campbell Barton
access Matrix.is_negative renamed Mathutils attribute wrapped -> is_wrapped
2010-01-29Fix for lack of basic error checking in writing compressed .blend filesBrecht Van Lommel
(which is enabled by default). If there was a problem reading or writing in the compression process, the original .blend file could get lost. Now errors are checked, and writing is done as follows: write .blend@ -> compress .blend@ to .blend@.gz -> rename .blend@.gz to .blend -> remove .blend@ We've had blender crash here, lose the original .blend and leave an empty .blend@. It is not clear to me where this would happen in practice if there is enough disk space and permissions are correct, so the actual crash is likely not fixed by this commit.
2010-01-28- change max threads from 8 to 64, need to keep an eye on stack memory use here.Campbell Barton
- reload fix didnt work last commit.
2010-01-28Multires displacement files are now also part of absolute/relative pathBrecht Van Lommel
remapping.
2010-01-28* Mathutils attributes documented - ↵Campbell Barton
http://www.blender.org/documentation/250PythonDoc/Mathutils.html * Vector.difference() needed normalized vectors * bpy.DEUBG -> bpy.app.debug
2010-01-27support for #'s for output animation pathsCampbell Barton
This was supported... image: /tmp/foo_###_bar --> /tmp/foo_001_bar.png But not this... anim: /tmp/foo_###_bar --> /tmp/foo_001_250_bar.avi
2010-01-26Drag and drop 2.5 integration! Finally, slashdot regulars can useTon Roosendaal
Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26Use #include "BLI_math.h" instead of _USE_MATH_DEFINES to get M_PI defined.Brecht Van Lommel
2010-01-23Small fixes for particles.Janne Karhu
* Particle collision with size was broken since raytrace optimizations by jaguarandi, now the collision code falls back to old slower method when the collision ray has a radius. * Single goal/avoid object now works for boids. * Some tiny improvements on collision avoidance for boids.
2010-01-23Thread queue: use _ftime to get current time on windows, same asBrecht Van Lommel
pthreads-win32 test suite.
2010-01-23compile fixJoseph Eagar
2010-01-23accidentally commited a patch that modifies wait_timeout, which I've not ↵Joseph Eagar
thourougly tested, but I'm not reverting it since it's needed to make msvc compile. it's only used if compiling with windows anyway. patch by mitchel stokes.
2010-01-23Initial results of my profiling of the animation system. Joseph Eagar
Basically two simple changes, changes, I pulled in the faster ghash in bmesh (which uses mempools for allocation, providing a substanstial speedup in some cases, and also I inlined some of the functions), and I changed __inline to __forceinline for inlining of math functions. I also removed the timer in the view3d zoom op (ctrl-middlemouse) that was making it nonfunctional. Why was that there?
2010-01-23bugfix [#20767] Particle edit mode crashesCampbell Barton
& missing include added
2010-01-22Math Lib:Brecht Van Lommel
* inline some more functions, from math_base and math_vector * also made some changes to the way inline is done so it can work for more than one file * reflect_v3_v3v3 requires input vectors to be normalized now. * added rgb_to_grayscale * added zero_v4, copy_v4_v4, swap_v4_v4, is_one_v3 * added box_clip_bounds_m4 to clip a bounding box against a projection matrix
2010-01-22Threads: added queue for passing data between threads. Includes a functionBrecht Van Lommel
to wait for an item to be put in the queue and then pop immediately without, this makes it possible to avoid sleep() while waiting for the results of a thread.
2010-01-21Added a new notifyer, NC_SPACE_CHANGED, to signal an editor thatJoseph Eagar
replaces another so it can do updates (e.g. dopesheet editor can sync channel selection). Also coded a simple optimization for allocating small objects, based on mempools. It's #ifdef'd out, you can enabled it by defining OPTIMIZE_SMALL_BLOCKS (e.g. adding -DDOPTIMIZE_SMALL_BLOCKS to your compiler flags). We suffer from a great deal of performance loss from the system allocator (vgroups, ghash, edgehash, the singly-linked list implementation in blenlib, editmesh, and likely a great many areas I'm forgetting), and this is the common solution for handling the many-small-objects problem. It's not really production-ready yet (it's long-term memory consequencers need to be profiled first, and the implementation tweaked as necassary), but for people on systems with slow system allocators it's worth trying. Note that since this creates a guardedalloc<->blenlib link, the build systems need to be updated accordingly (I've already done this for scons, though I'm not sure if the player builds).
2010-01-20Durian request: Added 'Color Balance' node to compositor. uses Lift/Gamma/Gain Matt Ebb
similar to sequence editor. --> http://mke3.net/blender/devel/2.5/color_balance_node.jpg Also added 0 key (zero key) shortcut when mouse is over a button, to reset it to its default value. Same as the RMB menu ->Reset to Default, except for color wheels, it only resets the hue/sat/value components that that widget affects. Peter/Xavier: The existing color balance code can generate NaNs (fractional power of a negative), which causes havoc along the image pipeline. I added a check in the node code to prevent this. Still plenty of potential for lots of better colour correction tools in the compositor, just needs time...
2010-01-14spelling errors, no real changes to code.Campbell Barton
2010-01-12Math lib: added normalize_v3_v3 in addition to normalize_v3.Brecht Van Lommel
2010-01-11- player building againCampbell Barton
- fix for compiler warnigns - bpath reporting was incorrect
2010-01-11* Restored font selection functionality with open font and unlink font ↵Matt Ebb
operators, so you can change the font of 3D text objects.
2010-01-10[#20587] Time field under Stamp (rendering) is always showing 00:00:00.01Campbell Barton
2010-01-10bugfix [#20627] Sculting - Mesh without faces crashesCampbell Barton
fix own error in py ui also
2010-01-08Remap Relative paths save option.Campbell Barton
If you have a blend file and want to save in a new directory enabling this will save with the paths corrected relative to the new directory.
2010-01-08Animation Channels Drawing Tweak:Joshua Leung
A solid color backdrop is now drawn behind the mute/protect toggles and sliders, reducing the visual clutter with long names still appearing behind the UI widgets.
2010-01-07fix for painting bug added since 25391 (own fault)Campbell Barton
Making shell_angle_to_dist use radians was needed for solidify but somehow broke paint. Need to look into further but for now this fixes it.
2010-01-05Alt+B view clipping is now taken into account properly for sculpt, particleBrecht Van Lommel
edit and snapping, by clipping the view ray.
2010-01-01armature ghost stepsize was not initialized, Aligorith: can you check this ↵Campbell Barton
is correct? remove other small warnings
2010-01-01made the array interpolation function from last commit into a generic functionCampbell Barton
/* given an array with some invalid values this function interpolates valid values * replacing the invalid ones */ int interp_sparse_array(float *array, int list_size, float skipval)
2009-12-29arg!, my secret testing keyword is exposedCampbell Barton