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2014-01-16Fix T38217: Fix glitch adding Monkey with view alignCampbell Barton
added an option so view-align can default to a different axis.
2014-01-16Code Cleanup: no need to pass empty strings as default valuesCampbell Barton
2014-01-16Code Cleanup: style and redundant castsCampbell Barton
2014-01-15Python/Depsgraph: bpy.data.*.is_updated now detects add/remove of any datablock.Tom Edwards
Previously this only worked for some datablocks relevant to rendering, now it can be used to detect if any type of datablock was added or removed (but not yet to detect if it was modified, we need many more depsgraph tags for that). Most of the changes are some function parameter changes, the important parts are the DAG_id_type_tag calls. Reviewed By: sergey, brecht Differential Revision: https://developer.blender.org/D195
2014-01-15Fix T38234: changing smooth/flat shading on linked mesh data should not be ↵Brecht Van Lommel
allowed.
2014-01-15Whitespace/Style fixJoshua Leung
2014-01-15Rigidbody: Remove keyboard shortcuts to add/remove bodiesSergej Reich
We had several reports where users would create rigid bodies by accident and then wonder why transformations behave differently. Since these actions aren't used that often, just remove the shortcuts.
2014-01-14Empties with Images draw type: add support for movies and image sequencesGeoffroy Krantz
This adds an ImageUser to such empties with all the typical settings. Reviewed By: brecht, campbellbarton Differential Revision: https://developer.blender.org/D108
2014-01-13Remove direct mball creation from object conversionSergey Sharybin
Same as previous commit, mball shall be visible before conversion meaning it is to be evaluated already.
2014-01-13Remove direct displist creation from BKE_vfont_to_curve_ex()Sergey Sharybin
This goes back to ancient era again and such a call isn't safe for threading and really DAG is to make it sure display list for dependencies is always there.
2014-01-13Remove direct displist creation from object conversionSergey Sharybin
If the object is visible and editable it means there's no way DAG to fail to create needed display lists.
2014-01-13Select Random: add option to de-selectCampbell Barton
also made metaball operator behave like the others. Path originally from Walid Shouman, with own edits.
2014-01-12Style Cleanup: whitespaceCampbell Barton
2014-01-09Fix own regression in font->curve conversionSergey Sharybin
Issue was introduced in a2bf25e and was caused by do_makeDispListCurveTypes() no longer placing nurbs to cu->nurb list. Such an operation isn't thread-safe and proper solution would require having granular update. For until them just make object conversion take care of filling cu->nurb in with splines from font.
2014-01-09Code Cleanup: styleCampbell Barton
2014-01-05Text3d: fix font family feature for unicode and correct tooltipCampbell Barton
2014-01-04RNA API: use bool's for enum itemf callbacks.Campbell Barton
2014-01-03Text3d: avoid converting utf8 to wchar_t in editmodeCampbell Barton
2013-12-30Main API: refactor naming, use BKE_main_ prefix and add main arg.Campbell Barton
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
2013-12-20UI: restore confirmation popups for delete operators.Brecht Van Lommel
It turned out this was leading to accidental deleting in some cases when the info message was missed by users. Fixes T37801.
2013-12-18Style CleanupCampbell Barton
2013-12-18Game Engine: Level of detail support and toolsDaniel Stokes
Levels of detail can be added and modified in the object panel. The object panel also contains new tools for generating levels of detail, setting up levels of detail based on object names (useful for importing), and clearing an object's level of detail settings. This is meant as a game engine feature, though the level of details settings can be previewed in the viewport. Reviewed By: moguri, nexyon, brecht Differential Revision: http://developer.blender.org/D109
2013-12-17'Transform' Python Function for armature, curve and lattice.Campbell Barton
patch by Paolo Acampora with some edits.
2013-12-12Code Cleanup: move mesh mapping functions into their own file/headerCampbell Barton
2013-12-12Fix T37769: inconsistent behavior of Remove Selected From Active Group.Brecht Van Lommel
Add Selected to Active Group presented a menu with groups to choose from, while this seemingly inverse operation did not and used all groups of the active object. Now both operators present a menu, with as first option "All Groups".
2013-12-09Code Cleanup: use ELEM macro when checking object typeCampbell Barton
2013-12-09Lattice Editmode: Select MirrorCampbell Barton
patch originally by Philipp Oeser with some edits.
2013-12-09Lattice API: add BKE_lattice_index_flip, BKE_lattice_bitmap_from_flagCampbell Barton
2013-12-03Code Cleanup: use BLI_strncpy when copying into fixed sized buffersCampbell Barton
2013-11-29Fix errors and inconsistencies in confirmation popup removal.Brecht Van Lommel
* Improve some clip editor messages * Remove popup for metastrips, seems unnecessary * Renamed some variables for consistency * Avoid unnecessary call to CTX_DATA_COUNT Reviewed By: sergey, campbellbarton, aligorith Differential Revision: http://developer.blender.org/D44
2013-11-25Code Cleanup: rename vars for detecting change to be more consistentCampbell Barton
rename change/is_change/is_changed/modified -> changed also use bools over int/short/char and once accidental float.
2013-11-25UI: remove unnecessary confirmation popupsEmanuel Claesson
This makes a number of operators no longer ask for confirmation, rather it will show an info message after performing the operation. Ref T37422 for decision. In particular, these were changed: * Delete objects, bones, keyframes, masks, mask curves, motion tracks, markers. * Clear and delete keyframes in the 3D view. * Align bone to parents. * Separate bones from armature. * Group/ungroup metastrips in sequencer. * Copy/paste objects to/from buffer. Reviewed By: brecht, dingto Differential Revision: http://developer.blender.org/D35
2013-11-24Mesh Modifiers: Added Laplacian DeformAlexander Pinzon
Part of soc-2013-sketch_mesh branch See: http://wiki.blender.org/index.php/User:Apinzonf/Doc:2.6/Manual/Modifiers/Deform/Laplacian_Deform
2013-11-20Fix T37543: Multiline 3D Text saved in edit mode breaks on loadCampbell Barton
2013-11-20Transform: Warp tool (rewritten)Campbell Barton
* Can optionally warp a segment (sets min/max default so it acts as old warp did). * Can rotate the warp axis (old warp tool was limited to horizontal).
2013-11-19Remove Surface modifier when removing force field from objectSergey Sharybin
Summary: Before this adding Surface type of force field and removing this field would leave Surface modifier alive in the stack. This might be really misleading and annoying. Now removing force field will ensure no modifiers needed for it are remained in the stack. This also fixes missing notifier to redraw modifier stack when changing force field type. Reviewers: brecht, campbellbarton Reviewed By: brecht Differential Revision: http://developer.blender.org/D13
2013-11-18Fix T37428: NurbsPath Mesh Deform "Binding" not available or not functionalSergey Sharybin
Seems to be a regression when Campbell was working on T24009. Bind operator exec handles curves nicely, could not see reason why to disable this with a poll function. From quick tests everything seems to be just fine.
2013-11-17vertex weights: add weight quantize tool.Campbell Barton
2013-11-16code cleanup: rename flip_side_name to BKE_deform_flip_side_nameCampbell Barton
2013-11-06Quicktime: remove backend with the old quicktime API, and keep the QTKit ↵Brecht Van Lommel
backend. This means that if you have WITH_BF_QUICKTIME or WITH_CODEC_QUICKTIME enabled, it will always use QTKit. The old backend was only used on 32 bit OS X builds, now 32 and 64 bit builds will give consistent input/output. On Windows or Linux quicktime isn't being used.
2013-11-05Bugfix [#37168] Outliner refresh error after removing constraintsJoshua Leung
Clear constraints operators were missing the NA_REMOVED flag which the Outliner was checking for before it would perform the necessary updates.
2013-11-01Fix [#37266] Skin modifier can't be copied.Bastien Montagne
Patch by Martin Felke, many thanks. When copying that modifier across objects, we also have to ensure that a skin CDLayer is present in dest objects (just as when adding it).
2013-10-31code cleanup: spellingCampbell Barton
2013-10-29Enable multires bake to level 0Sergey Sharybin
Uses trick with crating simple subdivided mesh with level 1 and bakes against it. From quick tests seems to be working correct, more tests are welcome.
2013-10-28move bmesh array lookup data and utility functions from editmesh into bmesh,Campbell Barton
since enough bmesh operations can also take advantage of direct index lookups on verts/edges/faces. developers note: - EDBM_index_arrays_init/ensure/free -> BM_mesh_elem_table_ensure/init/free - EDBM_vert/edge/face_at_index -> BM_vert/edge/face_at_index - EDBM_uv_element_map_create/free -> BM_uv_element_map_create/free - ED_uv_element_get -> BM_uv_element_get
2013-10-26rename give_cursor to ED_view3d_cursor3d_getCampbell Barton
2013-10-26spelling: use American spelling for canceledCampbell Barton
2013-10-22Making real need to remove proxiesSergey Sharybin
Otherwise some invalid pointers will be left which could be harmless if real object stays local, but crashes when linking them to another files. Was discovered here in the studio during Project Pampa, and the steps to reproduce are: - Create lib.blend, put armature and cube to it. Create a group with them. - Create scene.blend and link group from lib.blend. - Make a proxy from armature. - Make group real. - Add real objects to a group. - Create comp.blend and link group from scene.blend. This step will creah.