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2013-12-26Threaded object update and EvaluationContextSergey Sharybin
Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-12-26Code Cleanup: remove object arg to CDDM_from_mesh mesh_create_derivedCampbell Barton
2013-12-17Fix compile after last commit, casting to (bArmature *), kudos to JesterKingJens Verwiebe
2013-12-17'Transform' Python Function for armature, curve and lattice.Campbell Barton
patch by Paolo Acampora with some edits.
2013-12-10Fix T37753: encapsulated the creation of the source ID into one function to ↵gaiaclary
ensure the id is always created correctly
2013-12-03Cleanup: Internal degrees removal.Bastien Montagne
This patch changes most of the reamining degrees usage in internal code into radians. I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them. WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly in previous versions (a few angle properties would use radians values as degrees...). Details: - Data: -- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such (using getter/setter functions), still using radians internally. -- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev. - Modifiers: -- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done. - Postprocessing: -- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done. - BGE: -- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type, it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence can be either distance or angle values, depending on the mode. Will leave this to BGE team. -- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself, as it seems this is the expected value here...). -- bRadarSensor.angle: Done. Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt Thanks to all! Differential Revision: http://developer.blender.org/D59
2013-12-01Cleanup: remove deprecated old Lamp.shadspotsize from code.Bastien Montagne
Was not used anymore, except in Collada import/export, but without any conversion code. Suggested by Brecht in comments of D59.
2013-11-15Fix collada after git switch ( undefined build_commit_time )Jens
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
2013-11-04Made 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 :)
2013-10-31code cleanup: spellingCampbell Barton
2013-10-29(Due to a change in function call) Added default triangulation method for ↵Gaia Clary
Collada exporter
2013-10-29Fix collada compile, too less argumentsJens Verwiebe
2013-10-03Changed some labels from Second Life to OpenSimGaia Clary
2013-10-01Added new file that contains the sha1 hash key of the currently to be used ↵Gaia Clary
OpenCollada libraries
2013-09-21style cleanup: whitespace & odd indentationCampbell Barton
2013-09-20Ensure positions can be read for sources that have strideNathan Letwory
defined as 2 (2D coordinates).
2013-09-05code cleanup:Campbell Barton
- add missing headers from cmake (own omission) - quiet rna_test.c unused define warnings. - minor style edits - spelling corrections and ignore all uppercase words with spell checking script.
2013-09-05Apply patch [#36601].Nathan Letwory
Submitted by Saurabh Wankhade (sauraedron). This patch adds camera shift and dof export and import in a Blender profile.
2013-08-24Fix 36505: Collada exporter crashes Blender when exporting to locked fileGaia Clary
2013-08-23* Compile fix for r59395, 'move bmesh tools into their own include'. Thomas Dinges
2013-08-02fix(Collada): wrong usage of the set attribute with multiple UV setsGaia Clary
2013-07-30fix: [#36148] Collada instance nodes are not scaled properly during importGaia Clary
2013-07-30apply world matrix only to armature, Bones and children get it implicit via ↵Gaia Clary
parenting
2013-07-30Collada: renamed size_mat to scale_mat for clarity. removed obsolete ↵Gaia Clary
variable definition
2013-07-30Collada: unit converter was not initialized for ArmatureImporterGaia Clary
2013-07-30Collada: Optimize Scale to scene. Only need to scale the root objects of a ↵Gaia Clary
hierarchy
2013-07-30Collada: Import now always rotates input to match blender's Z_UP axisGaia Clary
2013-07-30Added Scene scale calculator to UnitConverter for future usage (wip)Gaia Clary
2013-07-29Added/changed comment for clarificationGaia Clary
2013-07-27Import of single bones used infinite bone sizeGaia Clary
2013-07-19code cleanup: case & brace placementCampbell Barton
2013-07-18Avoid creating Morph Controllers when shape key export is disabledGaia Clary
2013-07-18Leaf bone length calculation used wrong bone tailGaia Clary
2013-07-18Fix: #36184 Collada import/export... leaf bone size was not set as needed.Gaia Clary
2013-07-15fix: #36122 Collada import - Keyframes offset after recording and playingGaia Clary
2013-07-15Collada miport: Report 'unknown animation class' only when relevantGaia Clary
2013-07-14fix: #36060 Collada Import: animated armature+mesh problemGaia Clary
2013-07-14Removed unused paramter from ArmatureImporter:add_joint()Gaia Clary
2013-07-14minor: commented fallthroughGaia Clary
2013-07-14fix: #34823 Collada: nodes exporting world matricesGaia Clary
2013-06-26Avoid blender crash during collada export (when armature has animation data)Gaia Clary
2013-06-24Added missing include to collada sourcesGaia Clary
2013-06-13code cleanup: also fix crash in GPU_state_print(). and confine to debug mode ↵Campbell Barton
builds.
2013-06-03fix [#35592] Collada (DAE) exporter messes up vertex colorsCampbell Barton
2013-06-03fix [#35555] Collada: export destroys mesh in some casesCampbell Barton
add arguments to calculate normals when converting to bmesh: BM_mesh_bm_from_me, DM_to_bmesh This gives some speedup to undo (which didnt need to re-calculate vertex normals), and array modifier which doesnt need to calculate face normals at all
2013-05-28move BLO_sys_types.h -> BLI_sys_types.h (it had nothing todo with loading)Campbell Barton
remove MEM_sys_types.h which was a duplicate.
2013-05-28code cleanup: lots of calls to BKE_mesh_calc_normals_mapping were not using ↵Campbell Barton
the mapping functionality. replace ED_mesh_calc_normals with BKE_mesh_calc_normals().
2013-05-28Added missing recalculate of normals after mesh importGaia Clary
2013-05-26BLI_math rename functions:Campbell Barton
- mult_m4_m4m4 -> mul_m4_m4m4 - mult_m3_m3m4 -> mul_m3_m3m4 these temporary names were used to avoid problems when argument order was switched.