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2011-04-19Some strings to store ID names were too small, could cause stack corruption.Campbell Barton
corrected these and replaced 'sizeof(((ID *)NULL)->name)-2' with 'MAX_ID_NAME-2'.
2011-04-19noticed a problem with rendering non-active scenes in the node editor.Campbell Barton
- the frame from the current scene wasn't used - whereas with rendering it is, set the current frame as is done when node rendering. - camera switching also failed, added a call to it.
2011-04-18fix [#27015] RNA Bug: Unpacking sounds with a long ID name fails: sound ID ↵Campbell Barton
length wrong?! also fix for OBJECT_OT_proxy_make and RENDER_OT_render using incorrect lengths for ID names.
2011-04-08Fixes related to using Library files:Ton Roosendaal
- Assigning local materials to library objects disabled (crashes on undo/redo cases) - Disabling options in Material buttons to add/remove slots on library data - Drawing Object ID template in Object properties, this allows browse active Object, but especially shows library status then.
2011-04-06add option WITH_BUILTIN_GLEW, so linux packagers can disable to use their ↵Campbell Barton
own glew library.
2011-04-04Fix #26781: Assigning multiple Materials to Text seems not to work correctlySergey Sharybin
Problems was in 0-based numbering vs. 1-based. Fonts are getting converted to displists when they're displaying and here base conversion happens, so no need in conversion when assigning material to selected text. This makes indices more inconsistant, but saves compatibility in both of directions. Maybe in further releases we'll make indices consistent.
2011-04-04Bugfix #26761Ton Roosendaal
Texture preview render now doesn't increment/decrement material->texture user counts anymore. Blenders library.c code could use some overhaul once to support data relinkage and copying around better. :)
2011-04-01fix [#26713] Video Sequencer: Audio mute after making meta strip copy/pasteCampbell Barton
was not recursively restoring sound strips on paste. also found many duplicate functions were defining the transform mode as in int but getting as an enum, use enum for both now.
2011-03-28misc nodes & editors: floats were being implicitly promoted to doubles, ↵Campbell Barton
adjust to use floats. + minor update to demo_mode
2011-03-25Forgot to add to log of previous commit:Ton Roosendaal
The purpose was to set a wait-cursor draw on 3d windows. I tried for but it keeps failing... inside threads you can't do UI stuff. Needs further thinking, probably something via jobs system.
2011-03-25Bugfix #26195Ton Roosendaal
When rendering, during processing scene data, drawing in 3d window is now locked. Can get extended to more areas in UI easily. At least this solves all crashes with conflicting memory access in render && 3d drawing. Deleting objects via operators or delete modifiers isn't locked yet. Also fixed: crash on quitting a renderwindow when it was rendering.
2011-03-19remove some redundant vars, assignments & checks.Campbell Barton
2011-03-13[#26482] Solidify / Animation Opengl render. no texture.Campbell Barton
workaround for view3d datamask not being correct on opengl render.
2011-03-11Bugfix, irc report:Ton Roosendaal
Pressing ESC on material icon preview changes made it stop updating the icons. Was caused by default 'break' callback testing ESC and not resetting it. Now it uses same break callback as other previews.
2011-03-07bug [#26329] Project Paint not workingCampbell Barton
we cant ensure that a requested buffer can be allocated so report opengl errors when failing to allocate the buffer (rather then printing to console). this is common enough and generic error isn't too helpful to users.
2011-03-05use NULL rather then 0 for pointer assignments & comparison, modifier, imbuf ↵Campbell Barton
& editors.
2011-03-04Two additional fixes for node-tree + texture paint:Ton Roosendaal
- "need exec" flag was cleared in wrong tree for preview renders (it should clear it in the copy, i did in original). This fixes projection paint on images with previews open - Previews for nodes were copied always, now only for previews invoked by node editor itself.
2011-03-03bugfix #26267Ton Roosendaal
ImageWindow + 3D view texture paint + texture preview render + texture nodes. Threading hell! But it works now :)
2011-02-27doxygen: blender/editors tagged.Nathan Letwory
2011-02-26Bugfix #26221Ton Roosendaal
Two bugs in one: - Lukas commit monday for new group/socket handling accidentally removed to set socketype in stacks, which as used by (texture) nodes to detect whether value, color or vector had to be read. Result was that all texture nodes were rendering as B&W - Old 2.5 bug: preview renders for texture nodes didn't call a NodeEndExec function, which gave crashes on deleting nodes. The change in interface_hanlers.c is only a comment to explain how keymaps are being found.
2011-02-23Bugfix #26188Ton Roosendaal
Having 2 or more windows open, a render in another window made the other (active) window fail badly on F11 key (show render). Now things should go smoothly. If a render is being shown in inactive windows, they get popped to the front nicely.
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-21bugfix [#26156] Opening .blend files through OS ignores "Load UI" flagCampbell Barton
2011-02-21bugfix [#26118] Getting 'Error Totblock' when using sub-properties from a ↵Campbell Barton
PointerProperty blender wasnt freeing ID-Properties when freeing the material copy. Checked that this isnt a problem for other preview types - texture/world/lamp.
2011-02-21Experimental option to build blender as a python module, rather then blender ↵Campbell Barton
embedding python. CMake build option WITH_PYTHON_MODULE, will build ./bin/bpy.so This allows 'bpy' to be imported from python or other applications/IDE's which embed python, eg: python -c "import bpy ; bpy.ops.render.render(write_still=True)" This runs in background mode and has similar restrictions to running a script: blender --background --python test.py TODO: - install to site-packages with blender scripts - add support for imp.reload()
2011-02-19From the todo:Ton Roosendaal
New render output option "No Output", which renders without forcing an editor to show an image. Nice for people who prefer to setup composites with background image view.
2011-02-17OpenGL playblasts now respect Preview Range, making it easier toJoshua Leung
render out short segments of shots to be previewed with accurate timing.
2011-02-14made most variables which are only used in a single file and not defined in ↵Campbell Barton
header static for blenlib, blenkernel and editors.
2011-02-13Some more fixes for particle textures:Janne Karhu
* Moving a texture slot didn't keep the moved slot active. * Copy & paste for particle textures didn't work. * New textures weren't freed properly.
2011-02-08bugfix [#25969] GLSL missing an update on texture slot changeM.G. Kishalmi
what did I learn from this? "if at first you don't succeed.. you're not kaito." ;)
2011-02-07Bugfix 25965Ton Roosendaal
New "auto render" now prevents calling anim-updates, that's not needed (and popped back transformed keyed objects).
2011-02-07Todo/feature requestTon Roosendaal
When using masks or other simple 3D elements in composites, doing a layer re-rendering on a node is a bit clumsy all the time. This commit does two things to help: - new hotkey "Z" in node editor automatically finds render layer that changed and re-renders it + composites - option "Auto Render" does same, but then after every transform edit in 3D window The latter is experimental; real & proper system for this requires full threaded render support (like previews). But it works! Demo file: http://download.blender.org/demo/test/auto_composite.blend Important fix: After any render, all the render layers were tagged "changed", which caused any edit to first totally recomposte everthing. Now it only composites changes. Implementation notes - DAG scene flush now sets 'changed' flags in render layer nodes - Added notifier for 'transform finished' to trigger the update, this is temporarily.
2011-01-30remove nan-makefilesCampbell Barton
2011-01-13remove/comment unused varsCampbell Barton
also removed unnecessary NULL checks (where the pointer was used later without checking).
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2011-01-05Todo item:Ton Roosendaal
Object color option now is incorporated in preview render, and in display in 3D window. Note that Object-color is "modulating" the render result, it just multiplies... which is very limited for practical use. This was added for Apricot game project. The original meaning however was to replace diffuse only... so specular and light work still correct. ALso made header for properties editor start on top, to reflect default (report in tracker).
2011-01-04Todo item:Ton Roosendaal
New option to start threaded wmJobs, with flag WM_JOB_SUSPEND. This makes the job wait 1 timer step before running. Used now for Material Icon render renders, which makes the big preview to be always rendered first while using UI.
2011-01-03Todo: Material nodesTon Roosendaal
- On each re-render, the node image was cleared. Skipping this gives nicer pictures - Node render was using AA, but unfortunately only 1 sample for Nodes is being stored. Disable AA render for now, nice speedup too.
2011-01-03avoid int/float comparisons within a number of for loops in deep shadow map ↵Campbell Barton
compression. gives minor overall speedup.
2011-01-02Bugfix #25446 (and todo item)Ton Roosendaal
The icons for materials were always lagging or not updating at all. I also found it suspicious slow... It appeared that the icons now store a "mip level", where for every change in Materials 2 render jobs for icons were started, one for 32x32 pix, one for 96x96. The latter was cancelling out the first job almost always. Also made preview renders detect size, to set amount of tiles to be rendered. Small icons use 1 part, larger previews 16 now. All in all, behaves much smoother now! But, will also update the thread Jobs manager to allow "delayed jobs" like for icons, these are aggressively put as first in the jobs list.
2010-12-31reverting part of Ton's commit r33911.Campbell Barton
The bug was 'write_still' was incorrectly being initialized to 'view_context'. 'write_still' should always write an image, so failing silently here is bad behavior. Also, opengl render and internal render engine operator should use this option the same way.
2010-12-27Small fixes:Ton Roosendaal
- OpenGL still render failed when output format was set to Movie. Now it just doesn't save a file and renders anyway. - Bone heat weight was missing 'wait cursor'. - Waitcursor for Mac Cocoa is back! Made all OS's use the same nice hourglass cursor. (Note: this violates Mac UI guidelines, we should rely on the spinning wheel of death instead. Highly disputable that.)
2010-12-27Usability fix:Ton Roosendaal
OpenGL render now first opens render window. It used to render first, save file, and then open window to show result.
2010-12-24Bugfix #25357Ton Roosendaal
Having 2 windows open, rendering to image editor, activate other window and press F11 -> UI went haywire. Simple fix prevents render output to be closed in this case.
2010-12-23rename blenderlib to blender_add_libCampbell Barton
2010-12-22IRC fix: removing material slot from Object didn't refresh 3D correct.Ton Roosendaal
Missing ID tag update.
2010-12-20Bugfix #25301Ton Roosendaal
Material Node trees: SSS wasn't displaying in Nodes. Implementation notes: - Currently copying local data for preview render, only copies the base material. Node materials are re-used. - This causes data to be in 2 "main" databases... complex. - To make it work for preview, I had to add another loop in the SSS code that checks the original Main dbase. That's marked as warning in code to be fixed up. Another bug: - Material properties "SSS presets" copied settings to the active material, not to the displayed one. Added RNA call to retrieve this from Objects. (Next commit will fix preset scripts)
2010-12-20Bugfix #25307Ton Roosendaal
Node shaders + textures, showing in Texture properties, with option "show both previews" had bad ID checking.
2010-12-19Bugfix #25301Ton Roosendaal
Preview render for node shaders broke, caused by localizing materials last week, to prevent thread crashes. Fixed now. Also added a temp fix to draw color-management corrected node previews default. Will follow scene setting tomorrow. Also: SSS in nodes doesn't render yet. Was issue in 2.4 too...
2010-12-19Bugfix #25288Ton Roosendaal
SSS preview render didn't happy. Was caused by using a Material copy for preview renders (to prevent crashing in other cases). There were actually 2 errors: - material copy should be added to preview-main database - the render was invoked using wrong main database even!