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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!
2010-12-17Bugfix #25259Ton Roosendaal
Compositor: using the icon "render only this layer" now shows progress in header, allows it to stop, and signals composite in end.
2010-12-16SVN maintenance.Guillermo S. Romero
Plus some typo fixes in comments.
2010-12-13Bugfix #25191Ton Roosendaal
F11 pushed a render window to back, but not popped it. This also works for user prefs btw, not bad ;)
2010-12-08use lowercase for cmake builtin names and macros, remove contents in else() ↵Campbell Barton
and endif() which is no longer needed.
2010-12-05Dependency graph: changed DAG_id_flush_update to DAG_id_tag_update. Now itBrecht Van Lommel
only tags the ID and does the actual flush/update delayed, before the next redraw. For objects the update was already delayed, just flushing wasn't yet. This should help performance in python and animation editors, by making calls to RNA property update quicker. Still need to add calls in a few places where this was previously avoided due to bad performance.
2010-12-03Enabled GCC -Wwrite-strings warning for CMake and replaced many 'char's for ↵Campbell Barton
'const char's,. Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
2010-12-03Bugfix #20565Ton Roosendaal
Material Node shaders: displaying GLSL + rendering previews crashed. Reason was non-safe threaded access to material nodes. Now, on a preview render, a full copy of Material is being made.
2010-12-03- added GCC warning -Wstrict-prototypesCampbell Barton
- fixed bug in paste material, exposed by stricter warnings. - removed/renamed various shadowed vars. - removed BGE lamp.colour, only allow lamp.color attribute.
2010-12-03fix for some pedantic warnings.Campbell Barton
2010-11-30Add option for CMake to build libredcode, also use CODEC prefix for ffmpeg, ↵Campbell Barton
quicktime & sndfile options.
2010-11-29include headers in cmake source, added a script to check for consistency, ↵Campbell Barton
reporting missing headers & C files. this is important so IDE's using CMake integration always get blender headers. - QtCreator & MSVC for eg, probably others too.
2010-11-23use zero initializers instead of memset(), also change PointerRNA_NULL from ↵Campbell Barton
an extern into a define.
2010-11-21- include pthreads for win32 globally (as with opengl).Campbell Barton
- MSVC CFLAGS were being set by only checking WIN32, (breaking non-msvc win32 builds)
2010-11-18Bugfix #22052Ton Roosendaal
OpenGL viewport render gave squeezed results in cases. Reason: some graphics cards only give offscreen buffers in multiples of 256 or 512 (my case). Current fix uses the actual size returned by graphics card, which is also safe for too large renders. More elaborate cropping or matching is for another time. (Added printf for feedback on this, might disappear)
2010-11-18Bug fix:Ton Roosendaal
When 2nd window open, the code that tried to find an Image editor in the the active window failed.
2010-11-16option to immediately write single render to a file added for OpenGL render.Campbell Barton
2010-11-16option to write images to a files on single frame renders, this isn't ↵Campbell Barton
accessed by the UI at the moment, but could eventually be used for saving test-renders. The main reason to have this is so renders can be scripted to write to a specific file without having to do annoying tricks like set a dummy start/end frame range, render an animation and work out the current frame image will be written to, then rename after rendering. Also made some 'char *' args into 'const char *'
2010-11-12Makefile fix for compiling with quicktime.Ton Roosendaal
2010-11-09Bugfix #20812 (and probably others)Ton Roosendaal
Issue: in user preferences window, using file selecting caused the the userpref window to be saved, and not closing. Reason: design error (by me) in using screen->full tag for denoting a temporarily screen (like file window). Fixed by using a new screen->temp variable for it. System remained unstable though, noticed another issue with freeing temp screens in wrong places. Seems nice stable now! Will check on the wiki for relarted issues now.
2010-11-07use RV3D_CAMOB define, theres no reason to use >= comparison either.Campbell Barton
also fixed opengl render ortho test.
2010-11-07Fix for [#24569] F11 no longer functional after image saveJanne Karhu
* Same fix was already in ED_area_prevspace().
2010-11-04bugfix [#24009] Crash when switching area types and performing opsCampbell Barton