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2013-04-03code cleanup: use more (blender) conventional naming for group functions.Campbell Barton
also change dump_rna2xml.py to dump bpy.data by default.
2013-03-25More new data names translation (most cases should be covered now).Bastien Montagne
Also done a few cleanup here and there...
2013-03-21code cleanup: rename editmode functions so we have ↵Campbell Barton
ED_object_editmode_load/enter/exit
2013-03-20I18n users request: add the ability to use a translated name for newly ↵Bastien Montagne
added/created objects or other datablocks. This simply adds a third "translation type" (in addition to iface and tip), "new data", with relevant user settings flag and helper funcs/macros (and py api). Currently implemented name translation when adding new objects, as well as modifiers and constraints, will add the others (cd layers, scenes, perhaps nodes [though I think they do not need this], etc.) later.
2013-03-18Merge of the PyNodes branch (aka "custom nodes") into trunk.Lukas Toenne
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-14converting a mesh to a curve was unnecessarily using tessface's.Campbell Barton
use mpolys instead and simplify checks for wire edges. Also rename BKE_mesh_from_curve() --> BKE_mesh_to_curve() since this function converts a mesh into a curve.
2013-03-13code cleanup: use const events for modal and invoke operators.Campbell Barton
2013-03-10More UI message i18n fixes and improvements...Bastien Montagne
2013-03-09code cleanup: favor braces when blocks have mixed brace use.Campbell Barton
2013-03-04patch [#34103] use boolean in path functions and add comments.Campbell Barton
path_util_1.patch from Lawrence D'Oliveiro (ldo)
2013-03-02now dragging an image onto an empty can be done without holding Ctrl.Campbell Barton
Make it set the empty draw type for existing empty object. change from yakca on IRC also some whitespace cleanup.
2013-02-27minor changes to outlinerCampbell Barton
- linking groups into a scene now uses the objects original layers (some users have the layers set to useful values, so overwriting isnt so nice). - dropping objects into the 3d view would make them active but not selected, a valid but confusing state, since most tools activate and select now objects.
2013-02-27make sure objects dragged into the viewport are not hidden.Campbell Barton
2013-02-25fix for own error r54703, the event->mval was relative to a different region.Campbell Barton
also make recent image dnd patch add the new object at the mouse cursor.
2013-02-25patch [#34411] Patch for image drag and drop to create Empty rather than BG ↵Campbell Barton
image from Kevin Mackay (yakca)
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.
2013-02-21code cleanup: pass mval to ED_view3d_cursor3d_position() rather then event x/yCampbell Barton
2013-02-06fix for crashes running some operators in background mode and some divide by ↵Campbell Barton
zero errors.
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!
2013-01-26Fix [#34005] blender will close immediately in debug mode on deleting objectsSergej Reich
Was silly mistake from rigidbody merge, base was used after it's been freed. Now don't free base in BKE_scene_base_remove() and rename it to BKE_scene_base_unlink().
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 rigid body simulationSergej Reich
Add operators to add/remove rigid body world and objects. Add UI scripts. The rigid body simulation works on scene level and overrides the position/orientation of rigid bodies when active. It does not deform meshes or generate data so there is no modifier. Usage: * Add rigid body world in the scene tab * Create a group * Add objects to the group * Assign group to the rigid body world * Play animation For convenience the rigid body tools operators in the tools panel of the 3d view will add a world, group and add objects to the group automatically so you only have to press one button to add/remove rigid bodies to the simulation. 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)
2012-12-26Todo item:Ton Roosendaal
- Drop group into 3d window now puts itself at mouse cursor location. - Drop objects into 3d window now doesn't move the 3d cursor anymore. Added new function ED_view3d_cursor3d_position() to handle this, so the temporarily object-drop operator macro also could go away. (Which was setting 3d cursor)
2012-12-22Outliner:Ton Roosendaal
Added drag-drop support for Groups. On drop in 3d window it creates an instance. Todo: it adds this on 3d cursor position still. The existing drop-object-duplicate operator is a Macro - with warning. For adding on mouse-cursor position we need a better way (new function call, just use operator option).
2012-12-17Bugfix 33560Ton Roosendaal
Setup: 2 windows, 2 scenes, shared objects and groups. Errors: - editing in 1 window, didn't correctly update shared stuff in the other (like child - parent relations) - deleting group members in 1 scene, could crash the other. Fixes: - On load, only a depsgraph was created for the "active" scene. Now it makes depsgraphs for all visible scenes. - "DAG ID flushes" were only working on active scenes too, they now take the other visible into account as well. - Delete object - notifier was only sent to the active scene. All in all it's a real depsgraph fix (for once!) :) Using multi-window and multi-scene setups now is more useful.
2012-12-17code cleanup: use 'const float *' when getting the 3d cursor and not editing it.Campbell Barton
2012-12-11define the size of matrix args for both rows/cols.Campbell Barton
2012-12-09fix [#33442] UnitsCampbell Barton
adding meshes were scaling the user input values so the distance on the button didnt relate to the scale of the object added. Now use an invoke function that scales unset default values.
2012-11-29skip recalculating tessface when adding objects if 'EnterEdit-mode' is disabled.Campbell Barton
2012-11-08Fix #33113: cycles not rendering motion blur correct with dying particles.Brecht Van Lommel
There were a bunch of other issues with dupli motion blur and syncing, the problem being that there was no proper way to detect corresponding duplis between frames or updates. As a solution, a persistent_id was added to the DupliObject. It's an extension of the previous index value, with one index for each dupli level. This can be used to reliably find matching dupli objects between frames. Works with nested duplis, multiple particle systems, etc.
2012-10-26Big i18n commit: add "reports" from bmesh/readfile/tracking/dynapaint (and a ↵Bastien Montagne
few others), and another bunch of UI messages tweaks/fixes, as well as some BKE_report()<->BKE_reportf()...
2012-10-26style cleanupCampbell Barton
2012-10-22Fix [#32884] select by group not working when active object in more than one ↵Bastien Montagne
group. Would have liked to rework this whole area, but it's kind of tricky, so better to first fix that bug!
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-10-19Fix #32219: Inconsistent influence of Units Scale on new objectsSergey Sharybin
Made it so meshes, curves, surfaces and metaballs are scaling to a grid cell size, which makes them behave consistently now. There're still issues to be resolved still: - Lattice is not scaled to grid cell size yet, it uses slightly different add function which makes scaling a bit tricky and hacky. Would prefer to do a bit bigger refactor here, so it's a TODO for now. - Cameras, speakers and other helpers are not scaling. They don't have data on which scale could be applied and perhaps it should be some kind of draw scale. Also would consider it's a TODO for now.
2012-10-10Google Summer of Code project: "Smoke Simulator Improvements & Fire".Daniel Genrich
Documentation & Test blend files: ------------------ http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements Credits: ------------------ Miika Hamalainen (MiikaH): Student / Main programmer Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch Google: For Google Summer of Code 2012
2012-10-05code cleanup: de-duplicate enum.Campbell Barton
2012-10-05Clean up in "add object" code:Bastien Montagne
* Get rid of ED_object_add_generic_invoke() and all invoke callbacks using it, it was doing nothing exec() callbacks would not do. In fact, its only action (setting part of common add ops properties, like loc, layers, etc.) was needed too by direct exec call, so it was done twice in case of using invoke()! * Replace custom invoke code for metaballs by WM_menu_invoke helper (as already used by lamps). * Add a new OBJECT_OT_empty_add op, to allow direct addition of empties of a given drawtype. * And some general code cleanup (like trailing spaces, empty lines, ...). Did quite a bunch of tests/verifications, but obviously could not tackle all possible scenarios... Anyway, if any, bugs should arize quite quickly (but I don’t expect any! :p ).
2012-10-05Some effect-less code cleanup...Bastien Montagne
2012-10-05Cycles: add "From Dupli" option for texture coordinate node. This gets theBrecht Van Lommel
Generated and UV coordinates from the duplicator of instance instead of the object itself. This was used in e.g. Big Buck Bunny for texturing instanced feathers with a UV map on the bird. Many files changed, mainly to do some refactoring to get rid of G.rendering global in duplilist code.
2012-09-23fix for crashes caused by mixups when adding objects when incompatible ↵Campbell Barton
object types were already in editmode.
2012-09-19code cleanup: make shape key api names consistent with our new convention.Campbell Barton
2012-09-15quiet -Wmissing-prototypes warnings, and enable this warning by default for ↵Campbell Barton
C with gcc. helps for finding unused functions and making functions static, also did some minor code cleanup.
2012-08-02Fix #31753: GLSL not updated after deleting lights in multiple-scene settingSergey Sharybin
2012-07-19fix for separate loose parts doing full depsgraph rebuild for every object ↵Campbell Barton
split off.
2012-07-07style cleanup: use c style comments in C codeCampbell Barton
2012-06-14Bugfix for [#31829] Add lamp icons missing. Patch by Philipp Oeser.Thomas Dinges
Note: If you do code cleanups, and revert make sure you revert it correct and not halfway. ;-) r47034
2012-05-31Fix #31657: adding mesh objects did not take units into account for the gridBrecht Van Lommel
scale that sets the default size.
2012-05-27code cleanup: use const float and define array sizeCampbell Barton