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2013-03-15Fix: multisample viewport drawing didn't work well with selection or particleBrecht Van Lommel
brushes, due to issues with color coded drawing or slow/buggy reading from such a buffer on some systems. In case multisample is enabled now, it uses an offscreen buffer for such drawing, which is not multisampled and so should not cause issues. This does mean there is some extra GPU memory usage when multisample is enabled, and we could optimize triple buffer to work together here somehow to share buffers, but it's better than having selection not working.
2013-03-15code cleanup: rename BKE_mesh_to_curve_ex --> BKE_mesh_to_curve_nurblist,Campbell Barton
also correct odd indentation.
2013-03-10patch [#34103] check_for_dupid.patchCampbell Barton
from Lawrence D'Oliveiro (ldo) - more comments - more uses of bool type - define symbol for length of in_use array in check_for_dupid
2013-03-09code cleanup: favor braces when blocks have mixed brace use.Campbell Barton
2013-03-08Applying similar optimisations as r.55092 for Animation DataJoshua Leung
2013-03-07Speedup for Grease Pencil animators.Ton Roosendaal
Saving and loading gpencil was using different order for the individual list items. On a 120 Mb gpencil project (yes, animators!) loading time went down from 1 minute to a second or two. Note that this to have effect, you need to save once. Developer note: check this commit, it uses a new writelist function. You can speedup stuff tremendously with keeping saved and read data in sync.
2013-03-05code cleanup: also change BKE_blender.h BLENDER_VERSION_CHAR to 'a' so as ↵Campbell Barton
not to confuse things.
2013-03-05Bug fix #34534Ton Roosendaal
Fix for 2.66a The new Copy/Paste objects feature could hang in eternal loop. Only happens for objects that refer to another scene via linkage. This fix then crashed Blender, needed to add a NULL check for screens.
2013-03-05patch [#34103] path_util_split_dirstring.patch, ↵Campbell Barton
path_util_split_dirstring_2.patch, path_util_split_dirstring_3.patch from Lawrence D'Oliveiro (ldo) Get rid of BLI_splitdirstring, replace with calls to BLI_split_dirfile, BLI_split_dir_part and BLI_split_file_part as appropriate.
2013-03-05patch [#34103] fileops_1.patchCampbell Barton
from Lawrence D'Oliveiro (ldo) Add comments and use of bool type in fileops.c
2013-03-04patch [#34103] use boolean in path functions and add comments.Campbell Barton
path_util_1.patch from Lawrence D'Oliveiro (ldo)
2013-03-04Change default margin for bake to 16 pixelsAntony Riakiotakis
2013-03-04Fix for image transparency backwards compatibility. Now the texture ↵Brecht Van Lommel
datablock has a Use Alpha option again. This makes the case where you enabled Premultiply on the image and disabled Use Alpha on the texture work again. That's mostly useful when you have a straight alpha image file which has no useful RGB colors in zero alpha regions (e.g. renders). Then sometimes you don't want to use the alpha for the texture stack mixing, but you still want to multiply it into the RGB channels to avoid a blocky transition into zero alpha regions. This also removes the version patch that copied image datablocks because it's not reliable and might be causing bug #34434. This does mean we are no longer backwards compatible for cases where two different texture datablocks with Use Alpha enabled and disabled where using the same image.
2013-03-01Fix #34461: Inconsistent behavior of "Color Mix Node" and "Alpha Over Node"Sergey Sharybin
Added compatibility option "Straight Alpha Output" to image input node When this option is enabled, image input node will convert float buffer to straight alpha. This is not what you'll usually want with new alpha pipeline, nit this is needed to preserve compatibility with older files saved in 2.65. In that version byte image are resulting with straight alpha passing to the compositor and alpha-overing required extra premultiplication of inputs. So, that's why Straight Alpha Output is needed -- it's set in versioning code for byte node images so they'll still output straight alpha. This option is currently only available in N-panel. Additional change: added Alpha Mode for image input node to N-panel.
2013-02-28More UI messages fixes...Bastien Montagne
2013-02-25Hidding the append: already linked message if G.debug is false. This gets ↵Mitchell Stokes
rid of some noise in the console for BGE games that run into this case a lot.
2013-02-24Fix for image alpha version patch with library linked files where the imageBrecht Van Lommel
datablock is in a different library than the texture datablock. Adjusted the fix in 54790 to check for this case specifically so it keeps working on other files that have packed images. The problem is that blo_do_versions_newlibadr will not return a valid datablock in some cases with linked libraries. This function is used in various places in the version patching code and would likely cause problems there as well, needs to be investigated further.
2013-02-23Bug fix in 2.66 release, irc submitted.Ton Roosendaal
File with packed images crashes on load. Do-versions now is copying Images, because texture "use alpha" has been removed... However, it then also copied packaged images, which crashes for some reason. For now I skip packed image copy, which keeps blender work. This versioning code needs more checking though.
2013-02-23fix for error in the blenderplayer caused by r54727 (can't assume G.main is ↵Campbell Barton
valid on load).
2013-02-22patch [#34103] Add explanatory comments to dna_genfile.[ch]Campbell Barton
from Lawrence D'Oliveiro (ldo)
2013-02-22Motion tracking dopesheetSergey Sharybin
Highlight background depending on number of tracks existing on frame. This is not so much mathematically accurate displaying where things shall be improved, but it's nice feedback about which frames better be reviewed. Bad frames are tracks < 8, highlighted with red. OK-ish frame are 8 <= tracks < 16, highlighted with yellow. Could be some artifacts with color region start/end, this is a bit unclear what exactly expected to be highlighted -- frames are displayed as dots, but in fact they're quite noticeable segments. --- svn merge -r54572:54573 ^/branches/soc-2011-tomato
2013-02-21Dependency Graph: some refactoring which should have no user visible impactBrecht Van Lommel
besides performance in some cases. * DAG_scene_sort is now removed and replaced by DAG_relations_tag_update in most cases. This will clear the dependency graph, and only rebuild it right before it's needed again when the scene is re-evaluated. This is done because DAG_scene_sort is slow when called many times from python operators. Further the scene argument is not needed because most operations can potentially affect more than the current scene. * DAG_scene_relations_update will now rebuild the dependency graph if it's not there yet, and DAG_scene_relations_rebuild will force a rebuild for the rare cases that need it. * Remove various places where ob->recalc was set manually. This should go through DAG_id_tag_update() in nearly all cases instead since this is now a fast operation. Also removed DAG_ids_flush_update that goes along with such manual tagging of ob->recalc.
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.
2013-02-14bugfix: [#34220] Blenderplayer no longer working after r54395 commit ↵Dalai Felinto
[segfault due to world not valid] patch by Sergey Sharybin note, I still find strange that world was valid and now it is not, but at least we no longer segfaults
2013-02-13Fix for splitting startup and userpref:Ton Roosendaal
The do-version handling for Userdef is outside file reading, which makes it needed to store the file version in UserDef, so it gets the correct version to handle. Thanks Antonis R. for pointing at the omission! Also removed the mindboggling define. If you do such, then make it like "MAIN_VERSION_OLDER_THAN() or so. In general version hacking could be limited much better... ask me before even thinking to add one, most optimal is to do it in a way it's not depending on a version ever - forward/backward compatible.
2013-02-10Added option to composite/viewer nodes which specifys whether alpha inputSergey Sharybin
is straight or not (premultiplied is default). This is useful in cases when you want to check on output of such nodes as keying which does have straight alpha output. Also added missing do_version code to previous compo do_versions.
2013-02-08Corrections to alpha pipeline do_versionsSergey Sharybin
Basically they're aimed to solve issues when scene with sky was used for compositing. If compo used alpha output result of current trunk would be completely different form hwo it was before. Two heuristics here: - If there's no world or world color is black, it completely equals to straight alpha mode, no further magic is needed to preserve compatibility - If scene is used as Render Layer node and something is connected to Alpha output of this node, ensure alpha mode for this scene is set to Premultiplied. Basically it shall give better compatibility and make 4K mango project just happy! :)
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.
2013-02-05Fix #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!
2013-02-05remove stringify macro from alloc'sCampbell Barton
2013-02-04updated fix for [#34089] Crash opening file containing translation node ↵Monique Dewanchand
saved before rev54235 some of our artists work to much on trunk :) Especially our beloved Pablo Vazquez. We increased the blender file sub-version for checking if translate nodes needed to be updated. Happy blending.
2013-02-04style cleanup: spaces -> tabsCampbell Barton
2013-02-03Fix for [#34089] Crash opening file containing translation node saved before ↵Jeroen Bakker
rev54235
2013-02-02add missing break in direct_link_constraints, CONSTRAINT_SPACEONCE flag was ↵Campbell Barton
getting set to CONSTRAINT_TYPE_KINEMATIC.
2013-01-30Add active region for operator execution.Campbell Barton
This means you can for example, uv unwrap in quad-view and change settings in the toolbar without defaulting back to the first quad-view region available. This may be displayed to the user later, for now this is set on executing registrable operators.
2013-01-23rigidbody: Add rigid body constraintsSergej Reich
Constraints connect two rigid bodies. Depending on which constraint is used different degrees of freedom are limited, e.g. a hinge constraint only allows the objects to rotate around a common axis. Constraints are implemented as individual objects and bahave similar to rigid bodies in terms of adding/removing/validating. The position and orientation of the constraint object is the pivot point of the constraint. Constraints have their own group in the rigid body world. To make connecting rigid bodies easier, there is a "Connect" operator that creates an empty objects with a rigid body constraint connecting the selected objects to active. Currently the following constraints are implemented: * Fixed * Point * Hinge * Slider * Piston * Generic Note: constraint limits aren't animatable yet).
2013-01-23rigidbody: Add point cache supportSergej Reich
Add read/write/interpolate functions. In order to get rigid body point cache id from object it's now required to pass the scene to BKE_ptcache_ids_from_object(). Rigid body cache is drawn in the orange color of the bullet logo.
2013-01-23rigidbody: Add force field supportSergej Reich
Force fields work with rigid bodies just like they do with other simulations. Increase min and max strength of force fields so they can influence heavy rigid bodies. TODO: Adjust force field strength based on the time step taken. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23rigidbody: Add DNA/RNA/BKE infrastructure for the rigid body simSergej Reich
This is just the basic structure, the simulation isn't hooked up yet. Scenes get a pointer to a rigid body world that holds rigid body objects. Objects get a pointer to a rigdid body object. Both rigid body world and objects aren't used directly in the simulation and only hold information to create the actual physics objects. Physics objects are created when rigid body objects are validated. In order to keep blender and bullet objects in sync care has to be taken to either call appropriate set functions or flag objects for validation. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-22Matcap support in 3D Viewport.Ton Roosendaal
Full log is here: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport Implementation notes: - Matcaps are an extension of Solid draw mode, and don't show in other drawmodes. (It's mostly intended to aid modeling/sculpt) - By design, Matcaps are a UI feature, and only stored locally for the UI itself, and won't affect rendering or materials. - Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender. It doesn't take memory or cpu time, until you use it. - Brush Icons and Matcaps use same code now, and only get generated/allocated on actually using it (instead of on startup). - The current set might get new or different images still, based on user feedback. - Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get freed immediately. The Matcap icon previews (128x128 pixels) stay in memory. - Loading own matcap image files will be added later. That needs design and code work to get it stable and memory-friendly. - The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing Material previews, which has its limits... especially for textured previews the normal-mapped matcap won't look good.
2013-01-22property change reporting now uses the context again, rather then checking a ↵Campbell Barton
dir() on context, hard-code common paths. eg: bpy.context.scene.render.resolution_x = 1921 bpy.context.object.data.use_auto_smooth = True bpy.context.object.active_material.diffuse_intensity = 1 bpy.context.scene.world.exposure = 0.1 also remove duplicate GS() defines
2013-01-21Style cleanupJoshua Leung
2013-01-16Get rid of the BRUSH_FIXED_TEX flag, use mapping modes instead. VersionAntony Riakiotakis
patched all previous texture paint brushes to use tiled mapping since mappping is now shared between 2d and 3d painting.
2013-01-14no need to call BLI_countlist on idproperty groups when comparing.Campbell Barton
2013-01-13Three fixes;Ton Roosendaal
- Previous commit had a line of code of WIP project in it... tss - Packed Library data was not freed - Removed recent (post 2.65a) code to exclude packed data from Undo system. It's internal data thats part of file spec, errors happen for example on restoring quit.blend or temp saves.
2013-01-13Usability: Ton Roosendaal
Using Proxy Armature on groups: an Undo now doesn't force a complete re-evalution of this system anymore, so posing works similar as for regular (non linked) armatures - an undo step goes back to the previous pose. Before, an undo made the entire armature go to rest pose. Bad bad :) I need animators to carefully check - report back if there's other issues! Tested on Gilga character from Tube Open Movie.
2013-01-10Correction to do_versions() in 53676Sergey Sharybin
Affect on curve radius only if offset/extrude was used, otherwise radius could have been used for other things (like controlling hair) which will likely break compatibility. Reported by Tube project guys.
2013-01-10add a segfault handler that writes out the info log into a crash file ↵Campbell Barton
alongside the blend file.
2013-01-10don't store bevel weights or edge crease customdata layers in editmode ↵Campbell Barton
unless they are needed. configurable in 'Geometry Data' panel, will be added when running crease edges transform for example.
2013-01-09Fix #33796: Curve radius makes affect only in full fill modeSergey Sharybin