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2006-11-17CMake lists initial submission. Documentationand further verification for ↵Jacques Beuarain
different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on.
2006-11-15== Action Editor ==Joshua Leung
A Plumiferos wishlist item: Markers working in the Action Editor too. * The user can choose between displaying the scene markers (i.e. the markers shown in the timeline) or the markers specific to each action, by using the next list box on the action editor header. This is specific to each instance of the action editor. * The display of the markers currently still needs improvement. At the moment, the triangle icons + text are drawn below all the last row of keyframes. As such, I've made it draw yellow vertical lines which span the height of the action editor, to also indicate markers. Comments on this and also help getting the triangle thingies to 'float' above the bottom scroll bar are warmly appreciated. * There are a few minor update issues with editing a marker in the timeline and the markers in the action editor which will be fixed soon. * There are also a few hotkeys to still add. Enjoy!
2006-11-14New dupli-group feature: you can now set in Groups the layers you wantTon Roosendaal
a group to show when used for duplicators. Is in the Object Buttons, "Object and Links" panel. Note that the duplicator layer itself still defines still visiblitily of entire group.
2006-11-14New rule for append/reference Armature objects: the custom shapes getTon Roosendaal
automatically loaded as well.
2006-11-14Next level of Proxy support for animation: Proxy for duplicated groups.Ton Roosendaal
Notes: - Only referenced groups (from other files) - Only 1 group (no more duplicates using same group yet) - Only Proxy working well for Armature or Empty Is going to be reviewed in Plumiferos team; but target is that this will solve a major animation pipeline bottleneck :) Usage; select group, alt+ctrl+p, pick an object you want to proxify.
2006-11-12== Sequencer ==Peter Schlaile
Major sequencer rewrite to add Speed Control effect. Changes: - Cleaned up large parts of sequence.c removing a lot of unnecessary code. (We first built old seqar array to decide, what is visible, then build dependencies with new code, then used old code to iterate through the strips and deciding using new code what is used and so forth and so on...) Should be much faster now. - Now we build the strips recursively thereby elemenating the need of a seperate dependency calculation. - Added a Speed-Control effect to change strip speed afterwards. (Offers global speed as well as IPO-controlled speed. There are several modes to play with: - Control by velocity (IPO = velocity where 1.0 is normal speed) - Control by frame number (IPO = target frame) - IPO-Value can be rescaled to frame-value, to make frame exact matching possible. (Matching video tracks to audio tracks with IPOs ;-) Demo-Blend file is here http://peter.schlaile.de/blender/sequencer/speedcontroltest.blend Since this was also a Plumiferos request I hope to be mentioned in the credits ;-) Enjoy! And please test the new sequencer thoroughly. It is really more like a rewrite this time.
2006-11-11Experimental feature, especially for the animation department:Ton Roosendaal
THE OBJECT PROXY Or simple said; local control of referenced data from libraries. Having library files with references is a very common studio setup, and Blender did do quite well in that area. Were it not that for character setups it was impossible to use still. This commit will enable a full rig+character to remain in the library, and still have - under strict control - local access for animation edits. Full log: http://www.blender3d.org/cms/Proxy_Objects.824.0.html
2006-11-11softbody reviewJens Ole Wund
1. UI review -> disabeling options when not available .. giving hints why ( even tried to give usefull tooltips ) 1.1 give some more user control to the solving process (mins,maxs).. optional feedback on the console 2. replacing ugly object level 'sumohandle' with SB (private runtime) level/pointer 'scratch' which holds runtime data like cached collider data and more .. and it's thread save this way :) 3.related no 2. write a 'private' history of collision objects to ease the 'fast' collider tunneling syndrome' 4. some <clean> optimizations, 3-BSP for self collision, general AABB checking before ever going to collision details 5. some <dirty> ( in the sense of do some inacurate physics noone ever will see ) little tricks to make things faster .. ..fuzzy collision situation bypass .. forward collision resolution
2006-11-10Old feature request: undo system now restores images without reloading.Ton Roosendaal
Was surprisingly easy to add, compiant with file reading and undo code. Currently only the Image->ibuf gets restored, and its opengl binding, so for realtime texture it works nicely. Also texture images are not freed inbetween undo steps Notes: - Painting textures will just keep the painted image, there's no undo yet for that - If this works satisfying, I'll extend it to compositing previews TEST IT WELL PLEASE! :)
2006-11-10Fixed bug #5174, Crash on sculpt mode undoNicholas Bishop
The fix adds support for storing edge/face/partial visiblity data to the sculpt mode undo data. (This may also be useful for multires.)
2006-11-10== Sequencer ==Peter Schlaile
This adds support for "generator effect strips", which don't need necessarily an input strip and my version of Matt Ebb's [ #5035 ] 'Solid Color' sequence strip. TODO: With a little bit more tweaking it will be possible to make animated effect plugins and my still unfinished "Bake"-Strip. For the 'Solid Color'-Effect, to quote Matt: This is nice and simple, just provides a solid colour that's set in a colour picker in the properties popup. This is something we've needed for a long time, and I got totally sick of having to make 'black.png' and 'white.png' just to do fades, so I coded this.
2006-11-09Two minor code cleanups.Joshua Leung
* Removed un-needed cases for limit loc/rot/scale constraints from expand_constraints, which caused a few compiler warnings * Removed an odd character in one of the comments for constraints. (Hopefully there wasn't any specific reason why it had to be there)
2006-11-07Long wanted feature for animators: option to lock a view to always showTon Roosendaal
a specific object, so you can see long walkcycles or actions well. Option is per 3d window, in "View Properties" panel. It also can optional lock a view to a single bone even! Temporal movie for fun: http://www.blender.org/bf/0001_0060.avi
2006-11-07Patch #4980, by Joshua Leung (aligorith)Ton Roosendaal
This enables finding data in the Outliner. Usage: Fkey (partial strings), CTRL+Fkey (partial strings, case sensitive). SHIFT+Fkey to repeat a search, this cycles around. Extra changes: - button popups to enter strings now starts activated. - outliner either shows for Armature the Bones, or Posechannels or Editbones, depending the mode. Was needed to make searches meaningful. Although Joshua did very good work on the key functions, there were a couple of issues in his code, and problems in Outliner code, that didn't make it all work nicely. So, this is quite a revised patch. :) Full review log can be found in the patch tracker.
2006-11-07Added an option in the IK constraint to disable stretching, usefulBrecht Van Lommel
in rigs with layered IK constraints. Also removed the tolerance setting, this value wasn't used in the solver anymore.
2006-11-06Merged Google Summer of Code sculptmode/multires/retopo tools.Nicholas Bishop
From the tracker: https://projects.blender.org/tracker/index.php?func=detail&aid=5018&group_id=9&atid=127
2006-11-03Bugfix #5027Ton Roosendaal
- Removing Shape Keys didn't free drivers - The sample file had Shapekeys in a weird order (should be sorted on shape index number). How this could have happened is unknown, probably a script. For the time being added a version patch to check on this after reading a file. If wrong ordered, it gives warning prints.
2006-11-03Bugfix, plumiferos report;Ton Roosendaal
Using the Library Append "at cursor" option went wrong; - it moved all selected objects to cursor position - it didn't even check what was imported... Both issues are fixed now.
2006-11-02Bugfix #5022Ton Roosendaal
If you rename a Constraint, the used Constraint Channels (Ipo curves) were not renamed as well, making animations not work anymore. Now renaming works up to this level: - own object constraints - own object Action constraints This is identical to Bone renaming. Note that other actions (like in NLA) are not corrected for renaming. Have to look at ways to provide that once.
2006-10-31Two wonderful new NLA & Armature editing features!Ton Roosendaal
- FORWARD CYCLING & MATCHING Up to no now, adding multiple actions in NLA with walkcycles required to animate them standing still, as if walking on a conveyor belt. The stride option then makes the object itself move forward, trying to keep the foot stuck on the floor (with poor results!). This option now allows to make walk cycles moving forward. By indicating a reference Offset Bone, the NLA system will use that bone to detect the correct offset for the Armature Pose to make it seamlessly going forward. Best of all, this option works as for cyclic Action Strips as well as for individual Action Strips. Note that for individual strips, you have to set the strip on "Hold". (Might become automatic detected later). Here's an example edit image for NLA: http://www.blender.org/bf/nla_match-cycle.jpg And the animation for it: http://download.blender.org/demo/test/2.43/0001_0150_match.avi Blender file: http://download.blender.org/demo/test/2.43/mancandy_matching.blend Using this kind of cycling works pretty straightforward, and is a lot easier to setup than Stride Bones. To be further tested: - Blending cycles - matching rotation for the bones as well. - ACTION MODIFIERS (motion deformors) The above option was actually required for this feature. Typically walk cycles are constructed with certain Bones to be the handles, controlling for example the torso or feet. An Action Modifier allows you to use a Curve Path to deform the motion of these controlling bones. This uses the existing Curve Deformation option. Modifiers can be added per Action Strip, each controlling a channel (bone) by choice, and even allows to layer multiple modifiers on top of each other (several paths deforming motion). This option is using the dependency graph, so editing the Curve will give realtime changes in the Armature. The previous walkcycle, controlled by two curves: http://download.blender.org/demo/test/2.43/0001_0150_deform.avi Blender file: http://download.blender.org/demo/test/2.43/mancandy_actiondeform.blend Action Modifiers can be added in the NLA Properties Panel. Per Modifier you have to indicate the channel and a Curve Object. You can copy modifiers from one strip to another using CTRL+C (only copies to active Object strips). Setting up a correct Curve Path has to be carefully done: - Use SHIFT+A "Curve Path" in top view, or ensure the path is not rotated. - make sure the center point of the Curve Object is at the center of the Armature (or above) - move the first point of the curve to the center point as well. - check if the path starts from this first point, you can change it using (in Curve EditMode) the option Wkey -> "Switch Direction" - Make sure alignment uses the correct axis; if the Armature walks into the negative Y direction, you have to set in Object Buttons, "Anim settings" Panel, the correct Track option. (Note; option will probably move to the Modifier later). This is a good reason to make such paths automatic (on a command). Is on the todo list. Also note this: - the Curve Path extends in beginning and ending, that's (for now) the default, and allows to use multiple paths. Make sure paths begin and end horizontal. - Moving the Curve in Object Mode will change the "mapping" (as if the landscape a character walks over moves). Moving the Curve in Edit Mode will change the actual position of the deformation. - Speed (Ipos) on paths is not supported yet, will be done. - The Curve "Stretch" deform option doesn't work. - Modifiers are executed *after* all actions in NLA are evaluated, there's no support yet for blending multiple strips with Modifiers. - This doesn't work yet for time-mapping... This commit is mostly for review by character animators... some details or working methods might change. This feature can also be used for other modifiers, such as noise (Perlin) or the mythical "Oomph" (frequency control) and of course Python. Special thanks to Bassam & Matt for research & design help. Have fun!
2006-10-31== Sequencer ==Peter Schlaile
Bugfixes: Fixed partially bug #5030 Added patch: #4992 Basic Transforms This adds basic transform capabilities (rotate, scale, shift) to the sequencer.
2006-10-28* Changed the Curve Modifier to have it's own X/Y/Z axis deform directionMatt Ebb
settings, rather than using the object's TrackX/Y/Z/etc buttons. This is good for two reasons: a) having the settings over in the object buttons before was terribly unintuitive and hidden, now it's more visible how to control the deformation, and b) now if you have more than one curve modifier, they can have their own settings, instead of being forced to use the object level data.
2006-10-27more bugs found thanks to klockworkKent Mein
all of these are just check a var to make sure it points to something before using them. Kent
2006-10-26== 3D View ==Martin Poirier
Customizable Grid Subdivisions This commit adds a numbut to the View Properties panel that lets you specify how the grid is subdivided. This affects snapping in translations, obviously. Default: 10 (behavior doesn't change) That means people still stuck in feet and inches (shudders) can set it to 12 and have 1 unit = 1 foot. That also means you can work in "heads" when doing body proportions or whatnot (don't think of it as being limite to "CAD" uses).
2006-10-14New shadow feature: Irregular Shadow BuffersTon Roosendaal
Full log: http://www.blender3d.org/cms/Irregular_Shadow_Buffe.785.0.html In short: this is a shadow buffer approach that always results in crispy shadows, independent of lamp buffer size or zoom level. This shadow buffer system also supports transparent shadow. This is part of work on refreshing Shadow Buffers in Blender. You now can choose of two types (Classical, Irregular). More types will follow. Also quality issues for Classical shadow buffers are going to be reviewed, especially to solve the lousy Biasing. For the CVS log record; it is based on articles: Gregory Johnson et al, University of Texas, Austin. (Regular grid method). Timo Aila and Samuli Laine, Helsinki University of Technology. (BSP method).
2006-10-05added the option to Blender.Library to 'link' data for maleficoCampbell Barton
2006-10-03* Previous backwards compat commit to reset curve radius values to 1.0 on oldMatt Ebb
file was also happening on files made with current CVS (until next release). Added a simple check to make it only happen on old files where there was no radius before.
2006-09-25* Added backwards compat check for curve radius value, so old files act ↵Matt Ebb
properly.
2006-09-22This commit adds backwards compatability for the new floor constraintRoland Hess
feature. Old files that had "sticky" set would not show "sticky" under the new system. Not that anyone ever actually used "sticky". Also, these commits only add support for rotated external target objects, not target bones inside the same armature.
2006-09-06New feature: imporant missing option for use of Libraries: access to to theTon Roosendaal
file path where library is read from. In Outliner, choose new view mode "Libraries". A ctrl+click on the library name then allows to change the file name or path. Note that when you change the file name, nothing is being re-read or re-linked. Only after saving the .blend file and reading it back the new library is used. This feature allows to cleanup library usage. You can make files relative, or reorganize a project. Just keep in mind that you cannot use this feature to fix .blend files that link to non-existing other files. That because the lost data is actually not read at all, so cannot be saved either. Currently, library errors are only printed in the console... quite important to keep track of when using Libraries. Implementation note: this Outliner view mode can become expanded to a full "Database view", showing something similar as SHIFT+F4 databrowse does now.
2006-09-03Animation department feature request: support for vertex groups in LatticesTon Roosendaal
In a quick glance: (temp image) http://www.blender.org/bf/rt.png Main reason is that Lattices are useful a lot for Armature deformation. Lattices just provide much more precise and interesting control. However, with only bone envelopes it's very hard to use. Working with Lattice vertex groups is nearly identical to Mesh: - on CTRL+P 'make parent' you can choose the deform option now - In editmode, the buttons to control vertex groups are available - In outliner you can select vertexgroups too - Deforming Lattices with Armatures has all options as for Mesh now. Note: - No WeightPaint has been added yet. To compensate, the editmode drawing for a Lattice with vertex group shows weight values for the active vertex group. - Lattice editmode doesn't undo/redo weight editing yet. - Softbody for Lattice still uses own vertex weights Implementation notes: - derivedmesh weight_to_rgb() is now exported to drawobject.c - been doing cleanups in code (order of includes, var declarations, etc) - weightpaint button handling now is generic I've checked on Brecht's proposal for Custom Element data; http://mediawiki.blender.org/index.php/BlenderDev/CustomElementData It could have been used, but that would mean the existing code for vertexgroup handling and armature deform couldn't be re-used. I guess this is really a later todo.
2006-08-28Integration of the Google Summer of Code Modifier Stack Upgrade project. TheBen Batt
main features are: * Modifiers can now be in any order in the modifier stack * DerivedMesh now has a standard framework for custom element data to be passed through the stack with mesh data (being copied and interpolated as appropriate), so modifiers can access whatever data they need * The modifier stack code has been refactored and a number of bugs have been removed * The EdgeSplit modifier has been added: http://mediawiki.blender.org/index.php/BlenderDev/EdgeSplitModifier * The DerivedMesh modifier has been added: http://mediawiki.blender.org/index.php/BlenderDev/DisplaceModifier * The UVProject modifier has been added: http://mediawiki.blender.org/index.php/BlenderDev/UVProjectModifier For more info, see: http://mediawiki.blender.org/index.php/User:Artificer/ModifierStackUpgrade (currently undergoing reorganisation)
2006-08-22* Patch #4909 by Joseph Eagar (joeedh)Nathan Letwory
- this patch adds verse support for SCons, which can be enabled by giving WITH_BF_VERSE=1, ie. on command-line - this patch also adds a custom lib dir possibility. From the patch description: "To set a custom ../lib dir, put LCGDIR="path to lib dir, including the platform folder name!" in your user-config.py." * Fixed win32-vc-config.py so that it links to the proper library. Reported by Brandano.
2006-08-20Huge commit: VERSEJiri Hnidek
- All code is in #ifdef ... #endif - Only make build system is supported and you have to add: export WITH_VERSE=true to user-def.mk file - Blender can share only mesh objects and bitmaps now - More informations can be found at wiki: http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlender http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlenderUserDoc I hope, that I didn't forget at anything
2006-08-13Patch: Constraints to Limit Transforms (#4662) by Joshua Leung (aligorith)Martin Poirier
This adds three new constraints to limit the range of location, rotation and scaling values.
2006-08-13Bugfix #4882Ton Roosendaal
New toolsettings variable "select_thresh" was not initialized. This caused the option "similar normals" to not work really (uses a dot product). It now is initialized (scene.c) as well as corrected in do_versions for saved files.
2006-08-09Fixes I did before leaving to siggraph, couldn't commit it due to freeze:Ton Roosendaal
- buffer overflow was possible with providing a file path argument longer than 256 characters. - buttons "VCol Light" and "VCol Paint" were not mutual exclusive - quicktime error menu (unable to create) had a enter in end - deleting points in CurveMapping button (like Curves node in compositor) did not give proper recalc event - edges render menu had a tooltip still mentioning the unified render
2006-07-31ImagePaint Refactoring:Brecht Van Lommel
- ImagePaint now uses ImBuf directly, and the rect blending functions were moved into the imbuf module. - The brush spacing, timing and sampling was abstracted into brush.c, for later reuse in other paint modes. Float ImagePaint support. Textured Brushes: - Only the first texture channel is used now. - Options for size and offset should be added, but need to find some space in the panel, or add a second one ..
2006-07-27Brush Datablock:Brecht Van Lommel
- Added a new Brush datablock, only used by image paint, but intended to be used in texture paint, vertex paint, weight paint and sculpt mode also. - Being a datablock, these brushes can be saved, appended and linked. They have a fake user by default, to make sure they are saved even if not selected. Image Painting: - Replaced the img module with C code in imagepaint.c - Airbrush is no longer a separate tool, but rather an option that can be used for soften, smear and clone also. - Blend modes mix, add, subtract, multiply, darken and lighten have been added, code taken directly from vertex paint. Note to project files maintainers: - The img module was removed from SCons and Makefiles, and this should be done in other build systems also. I'll wait to remove the module from cvs, to not break compilation.
2006-07-13Three more valgrind discoveries:Ton Roosendaal
- readfile.c, version patch for new toolsettings used a malloc, using unitialized variables - despgraph, another malloc changed to calloc - timer code for render ESC: unitialized variable in struct
2006-07-07Two fixes, venomgfx Fraka bird test!Ton Roosendaal
- AO "Use Distances" can not use 'sky texture' for colors, that bug was fixed in UI (prevent settings to combine), but better also gets fixed on reading files. - Backbuf render, when not existed, didn't initialize backdrop color to 0.
2006-07-06Bug from own testing (yeah, writing logs means finding bugs!)Ton Roosendaal
The Curve widget flag 'premultiply' should be cleared on read. This could lead to an occasional crash...
2006-07-04Fix #4601Ton Roosendaal
Buttons window "align" is being set to default on files read older than 2.30. This is giving very bad panel layouts now.
2006-07-02Bugfix #4569Ton Roosendaal
Global undo didn't restore correctly the camera in unlocked 3d views. ("Lock" icon option next to layer buttons)
2006-06-27Version patch for 2.41 saved files that had unsupported passes set.Ton Roosendaal
Settings for unsupported passes are cleared now.
2006-06-25Patch from Ed Halley to ensure transmissivity values get the rightTon Roosendaal
defaults.
2006-06-24Fixes for bugs #4450, #4451 and #4452.Brecht Van Lommel
- Unwrapper setting got reset unnecessarily in do_versions. - UV pixel snapping did floor rounding, nearest pixel is nicer. - Draw Faces button didn't trigger UV editor redraw.
2006-06-19Bugfix #4355Ton Roosendaal
Group appending issue: the rules for how this works were still confusing. In some cases you want the objects in the scene itself, in others not. New method: - when you append a group directly (shift+f1 -> group -> name(s)) it will both append the group and link objects to the current scene - in all other cases it will only append a group itself. (means, you can then use "Add group" to see it).
2006-06-19Seems a large commit, but I also changed function names to match the newTon Roosendaal
naming convention for Compositing: - Render Result node -> Render Layers node (name only appears in Add menu) - Compositor image -> Viewer Node image I've also added a version patch (2.41 saved files only) to rename existing "Compositor" Images.
2006-06-17Solved bad design decision in Node Editor:Ton Roosendaal
The buttons uiBlock was stored in a Node, for retrieval of node buttons, however that won't work when multiple windows show same Nodes. Now implemented more correct unique Block names (as all over in UI), and use that name to retrieve buttons with API call uiGetBlock().