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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().
2013-01-26Porting over hotkeys for adding rigidbody objects (from original branch)Joshua Leung
* Ctrl-R = Add Active * Ctrl-Shift-R = Add Passive * Ctrl-Alt-R = Remove
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 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 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)
2013-01-22fix [#33889] Unexpected weights after parenting with Empty GroupsCampbell Barton
out of range dvert's are now cleared before adding new-empty groups.
2013-01-21Support normalized displacement maps in cases maximal distance is not setSergey Sharybin
This will calculate maximal distance automatically and normalize displacement to it. Before this change normalization will not happen at all in cases max distance is not set manually. This affects on "regular" baker only, there are still some fixes to come for multiresolution baker, but that could be solved separately.
2013-01-17"Fix" for [#33903] Wrong description string in "remove vertices from vertex ↵Bastien Montagne
group" function - just making the tooltip describe both possible actions by this op!
2012-12-28patch [#33687] select similar lampCampbell Barton
by Saurabh Wankhade (sauraedron), with some edits.
2012-12-28code cleanup:Campbell Barton
- free_dverts -> BKE_defvert_array_free - copy_dverts -> BKE_defvert_array_copy also move the functions from BKE_mesh into BKE_deform
2012-12-27Bug fix, own collection.Ton Roosendaal
"Add Group" was excluding linked library objects.
2012-12-27Fix: after multires baking, gpu textures were not getting invalidatedAntony Riakiotakis
for images and viewport was not getting refreshed with new baked textures. Now made sure this happens. The image list is copied to the job custom data so that the custom data cleanup function can properly delete them (if gpu image texture deletion does not happen on main thread, image bindcodes will remain intact for original images)
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)
2012-12-23Code cleanup: add usual 'BKE_' prefix to 'public' constraint functions from ↵Bastien Montagne
blenkernel...
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).
2012-12-22code cleanup:Campbell Barton
make vertex/weight flag names consistent ME_EDIT_VERT_SEL --> ME_EDIT_PAINT_VERT_SEL ME_EDIT_PAINT_MASK --> ME_EDIT_PAINT_FACE_SEL also remove unused header BLO_soundfile.h
2012-12-22code cleanup and minor changesCampbell Barton
- use DummyRNA_NULL_items to replace empty enums. - replace calloc with malloc in copy_dverts since its copied over after. - add wmGesture->userdata, so operators that use gestures have somewhere to store their own data (not used yet).
2012-12-19Multires baker: renamed Number of Rays to Samples after discussion with BrechtSergey Sharybin
2012-12-19Multirs baker: support for threaded bakingSergey Sharybin
2012-12-18Multires baker: made octree aware of user-defined resolution in performance ↵Sergey Sharybin
panel
2012-12-18Ambient occlusion baker from multi-resolution meshSergey Sharybin
This implements AO baking directly from multi-resolution mesh with much less memory overhead than regular baker. Uses rays distribution implementation from Morten Mikkelsen, raycast is based on RayObject also used by Blender Internal. Works in single-thread yet, multi-threading would be implemented later.
2012-12-18Move multires baker into own file in render/Sergey Sharybin
Currently will only keep object editor a bit clearer, but in the future will be needed because of using some internal renderer data structures.
2012-12-18style cleanupCampbell Barton
2012-12-18Fix #33487: game engine did not convert objects with rotation modes other thanBrecht Van Lommel
Euler XYZ correctly, was never implemented;
2012-12-17Bug fix, IRC report.Ton Roosendaal
With 2 windows, 2 scenes, linked objects: - enter editmode in 1 window. - the other window allowed to enter editmode too. - and crash happened on exit editmode. Since editmode is in Context (scene->obedit) a bad conflict arises. New function BKE_object_is_in_editmode() returns this info outside of context. Note I didn't use BMEdit_FromObject() because of the assert(). NOTE: contextual storage of editmode could need rework... five places: - ob->mode / ob->restore_mode - scene->object - CTX_data_edit_object() - BKE_object_is_in_editmode() - view3d mode handling menu
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.
2012-12-17Added GPL header to sconscripts!Bastien Montagne
Also changed shebang to '#!/usr/bin/env python', this is more portable across unixes...
2012-12-17code cleanup: use 'const float *' when getting the 3d cursor and not editing it.Campbell Barton
2012-12-16Reverting rev 53044 because it broke something and was wrong.Ove Murberg Henriksen
I also added comment to avoid this happening in the future.
2012-12-16Fixing name of a function to be consistent with the rest of the code.Ove Murberg Henriksen
2012-12-16Changed some comments to make more sense.Ove Murberg Henriksen
2012-12-16Bugfix: [#33513] Transfer weights mixing up.Ove Murberg Henriksen
Removal of this line fixed the bug. But! I suspect it opens up for an excaption. I will try to identify the exception and handle it in a different way.
2012-12-15Pure style cleanup.Ove Murberg Henriksen
2012-12-12Use own list of actions for Vertex Group Lock operator instead of reusing ↵Sv. Lockal
Select All actions. Previous actions and descriptions were confusing, e. g. UnLock All used the description of Deselect All.
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.
2012-12-04cmake was missing some header files.Campbell Barton
2012-11-30Fix transfer weight tool enum properties all showing question mark icons,Brecht Van Lommel
these should have no icons.
2012-11-29skip recalculating tessface when adding objects if 'EnterEdit-mode' is disabled.Campbell Barton
2012-11-27Move to layer: remove the OK button and make it apply immediately like it didBrecht Van Lommel
before, is much nicer workflow. Now only if global undo is disabled will the OK button show. This is also a more generic fix for #26891 that solves other operators that were also broken with global undo disabled.
2012-11-26Fix #33310: unnecessary redraw of outliner when editing materials and textures.Brecht Van Lommel
2012-11-25code cleanup: warnings, styleCampbell Barton
2012-11-25Fix #33296: uv editing did unnecessary outliner redraw, giving slowdown.Brecht Van Lommel
2012-11-21Fix #33241: can't exit edit mode when object gets hidden via animation.Brecht Van Lommel
2012-11-15Image thread safe improvementsSergey Sharybin
This commit makes BKE_image_acquire_ibuf referencing result, which means once some area requested for image buffer, it'll be guaranteed this buffer wouldn't be freed by image signal. To de-reference buffer BKE_image_release_ibuf should now always be used. To make referencing working correct we can not rely on result of image_get_ibuf_threadsafe called outside from thread lock. This is so because we need to guarantee getting image buffer from list of loaded buffers and it's referencing happens atomic. Without lock here it is possible that between call of image_get_ibuf_threadsafe and referencing the buffer IMA_SIGNAL_FREE would be called. Image signal handling too is blocking now to prevent such a situation. Threads are locking by spinlock, which are faster than mutexes. There were some slowdown reports in the past about render slowdown when using OSX on Xeon CPU. It shouldn't happen with spin locks, but more tests on different hardware would be really welcome. So far can not see speed regressions on own computers. This commit also removes BKE_image_get_ibuf, because it was not so intuitive when get_ibuf and acquire_ibuf should be used. Thanks to Ton and Brecht for discussion/review :)
2012-11-15code cleanup: move local math functions into math_geom.c, math_vector.c, no ↵Campbell Barton
functional changes.
2012-11-13code cleanup: use ptrdiff_t when comparing pointers and tag event as an ↵Campbell Barton
unused arg to move_to_layer_invoke()
2012-11-13Bugfix #26891Ton Roosendaal
Recoded the move-to-layer popup to wait for execution of operator until you press Enter or OK button. That excludes undo/redo, which makes it faster for many too. (note the menu is all hotkey driven, so it's MKEY, <number>, Enter) Also fixed: missing MEM_free in this popup type.
2012-11-13disable applying constructive modifiers when in sculpt mode with multi-res ↵Campbell Barton
data, since this would crash. also rename modifier_sameTopology -> modifier_isSameTopology(), modifier_nonGeometrical -> modifier_isNonGeometrical()