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2017-05-31Merge branch 'master' into blender2.8Sergey Sharybin
2017-05-30Fix UI message (no points and no phrases in tooltips please!).Bastien Montagne
2017-05-29UI: Make GP "Add Blank Frame" operator name and description fit its behavior.Thomas Beck
The operator is indeed not adding frames but inserting them at the current frame (shifting all subsequent ones). Changed the operator name and description. Approved by Antonio.
2017-05-20Merge branch 'master' into blender2.8Campbell Barton
2017-05-19Cleanup: add braces for multi-line blocksCampbell Barton
2017-05-15Merge branch 'master' into blender2.8Campbell Barton
2017-05-15Cleanup: warnings, styleCampbell Barton
2017-05-02Cleanup: use depsgraph for scene/layer accessCampbell Barton
2017-05-01Reworked version of dashed line shader.Bastien Montagne
Using geometry shader allows us to get rid of the 'line origin' extra vertex attribute, which means dashed shader no longer requires fiddling with those vertex attributes definition, and, most importantly, does not require anymore special drawing code! As you can see, this makes code much simpler, and much less verbose, especially in complex cases. In addition, changed how dashes are handled, to have two 'modes', a simple one with single color (using default "color" uniform name), and a more advanced one allowing more complex and multi-color patterns. Note that since GLSL 1.2 does not support geometry shaders, a hack was added for now (which gives solid lines, but at least does not make Blender crash).
2017-04-29Getting rid of setlinestyle: remove gpencil's debug-only dashed line drawing.Bastien Montagne
No need to add extra complexity of conditional dashing here for now!
2017-04-29Getting rid of setlinestyle: GPencil eraser.Bastien Montagne
Note the ugly hack on number of segments for outline dashed circle, to get an OK-ish rendering of dashes...
2017-04-29Merge branch 'master' into blender2.8Campbell Barton
2017-04-29Cleanup: comment blocksCampbell Barton
2017-04-26Pass graph to depth functionsCampbell Barton
2017-04-24Merge branch 'master' into blender2.8Campbell Barton
2017-04-24Cleanup: styleCampbell Barton
2017-04-19Convert direct usages of base definesLuca Rood
This replaces all direct usage of: - FIRSTBASE - LASTBASE - BASACT - OBACT Some usages still remain in legacy utility functions which are called all over the place.
2017-04-18Merge remote-tracking branch 'origin/master' into blender2.8Dalai Felinto
2017-04-16use immUniformColor instead of immUniform("color"Mike Erwin
The specialized color functions are better in every way: - faster lookup (don't have to match "color" string) - flexible inputs (RGB with separate alpha) - automatic alpha = 1.0 if not specified Sort of related to T49043
2017-04-16Fix T49617: Grease Pencil Stroke Placement regressionAntonio Vazquez
When moved the options to toolsetting, this part was missing. The problem was not the pointer as suggested in D2629. Thanks Arvīds Kokins for his help fixing this bug
2017-04-10GPencil 2D Drawing: get rid of PRIM_QUAD_XXX.Bastien Montagne
Here we can easily use a PRIM_TRIANGLE_STRIP instead!
2017-04-10Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/editors/gpencil/drawgpencil.c
2017-04-10GPencil 2D drawing code: minor optimization.Bastien Montagne
Do not recompute both points's 2D coordinates for each segments, we can copy over from previous one... Does not gives any measurable speedup off hands, though.
2017-04-10Make build with GL 3.3 againDalai Felinto
This is a workaround while the PRIM_QUADS_XXX are still in the code
2017-04-07OpenGL: use PRIM instead of GL enum for immBeginMike Erwin
Getting ready for a Gawain API change... Part of T49043
2017-04-07OpenGL: transition away from GL_QUADSMike Erwin
Single quads are drawn as a TRIANGLE_FAN, with 4 verts in the same order. Multiple quads now use PRIM_QUADS_XXX and will need further work. Only 8 places still use this. Part of T49043
2017-04-06Gawain: VertexFormat_add_attrib (function name change)Mike Erwin
See intern/gawain for the API change. Other files are updated to use the new name. Also updated every call site to the recommended style: unsigned int foo = VertexFormat_add_attrib(format, "foo", COMP_ ... )
2017-04-05GPU_immediate_util: missed last commitCampbell Barton
2017-04-05Cleanup: Move imm_draw utils into own fileCampbell Barton
These were in BIF_glutil which is documented to be removed, so best not define new API's there.
2017-04-05Naming constancy for 'imm' utility functionsCampbell Barton
- use 'imm_draw_' prefix for functions that draw. - use '_3d' suffix for 3d functions, no suffix for 2d functions. - use terms fill/wire (shorter than filled / lined). Also add `imm_draw_circle_fill_3d` (only had wire version)
2017-04-04Immediate Mode: removing unecessary comment on gpencil (false positive)Dalai Felinto
2017-04-03Merge branch 'master' into blender2.8Sergey Sharybin
2017-04-01Cleanup: styleCampbell Barton
2017-03-29Merge branch 'master' into blender2.8Campbell Barton
2017-03-29Fix missing NULL check in gpencil pollCampbell Barton
Also de-duplicate poll functions
2017-03-15Immediate Mode: remove commented out code from drawgpencil.cDalai Felinto
Some of this was "tagged" for removal by Dec 2016.
2017-03-01Cleanup: warningsCampbell Barton
2017-03-01Merge branch 'master' into blender2.8Campbell Barton
2017-03-01Cleanup: code-style, duplicate headerCampbell Barton
2017-02-28rename built-in point shaders, SMOOTH --> AAMike Erwin
Updated shader names and code that uses them. All of these shaders produce round points that are anti-aliased and blended against the background. These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)). Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".
2017-02-17Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/editors/animation/anim_draw.c
2017-02-09Fix: GPencil delete operators did not respect color lockingJoshua Leung
2017-02-07Render Layers and Collections (merge from render-layers)Dalai Felinto
Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-02-05fix most UI text colorMike Erwin
There are still many places to fix. I'll miss the bright yellow! This commit also uses the new BLF_default function where possible. Part of T49043 since we call glColor less often.
2017-01-22Merge branch 'master' into blender2.8Julian Eisel
Conflicts: source/blender/editors/space_action/action_draw.c
2017-01-20Fix minor glitches in GP code.Bastien Montagne
Reported by coverity scan.
2017-01-19GPencil: Add option to create blank frame in active layer onlyAntonio Vazquez
Now it is possible to select if the blank frame is created in active layer only or in all layers.
2017-01-18Fix strict compiler warning messageSergey Sharybin
2017-01-18GPencil: Avoid variable shadowingSergey Sharybin
2017-01-18Reproject Strokes - To Surface/GeometryJoshua Leung
Experimental option for the Reproject Strokes operator to project strokes on to geometry, instead of only doing this in a planar (i.e. parallel to viewplane) way. The current implementation is quite rough, and may need to be improved before it is really ready for use. Potential issues: * Loss of precision (i.e. stairstepping artifacts) from the 3D -> 2D -> 3D conversion as we don't have float version of one of the projection funcs * Jagged depth if there are gaps, since it will default back to the 3d-cursor plane if no geometry was found (instead of doing some fancy interpolation scheme) * I'm not sure if it's that useful for adapting GP strokes to deforming geometry yet...