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2018-06-29Merge branch 'master' into blender2.8Campbell Barton
2018-06-29Cleanup: trailing newlinesCampbell Barton
2018-06-21Cleanup: nuke useless BKE_DerivedMesh.h includes.Bastien Montagne
2018-06-19Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/editors/sculpt_paint/paint_image_proj.c
2018-06-19Fix (unreported) passing CDLayer 'ID' instead of bitflag to a cdlayer mask!Bastien Montagne
Probably harmless, since I bet CD_ORIGINDEX is nearly always generated, but still...
2018-06-19Cleanup: remove ref to dm in names in projpaint struct.Bastien Montagne
2018-06-19Remove derivedmesh from 3DView texture/projection paint.Bastien Montagne
Pretty straightforward changes. Name cleanup to follow in a separated commit.
2018-06-19Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/editors/sculpt_paint/paint_image_proj.c
2018-06-19Cleanup DM generation code for ProjPaint.Bastien Montagne
Two branches were actually doing essentially the same thing here, no need to artificially complicate things. ;)
2018-06-19Fix (unreported) unauthorized relesing of derived_final DM in paint ↵Bastien Montagne
projection code. NEVER free yourself DM returned by mesh_get_derived_final(), it's always to one assigned to ob->derived_final!
2018-06-13Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenloader/intern/readfile.c source/blender/editors/mesh/editmesh_utils.c source/blenderplayer/bad_level_call_stubs/stubs.c
2018-06-13Cleanup: get rid of last G.main in BMesh code.Bastien Montagne
2018-06-11Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenkernel/BKE_mesh.h source/blender/blenkernel/intern/mesh_convert.c source/blender/editors/interface/interface_eyedropper_color.c source/blender/editors/object/object_add.c source/blender/editors/space_image/image_ops.c source/blender/makesrna/intern/rna_image.c source/blender/windowmanager/intern/wm_draw.c
2018-06-11Cleanup: remove moar ugly G.main usages...Bastien Montagne
BKE_image was an ugly nest, could fix all but the ones from compositor, so moved ugly G.main there, at least we know where the Evil is that way ;)
2018-06-11Merge branch 'master' into blender2.8Philipp Oeser
2018-06-11Fix T55349: crash adding paint slot when object is on hidden layerPhilipp Oeser
use better poll and get ob with 'ED_object_active_context' (instead of 'CTX_data_active_object') Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D3467
2018-06-08Cleanup: getting rid of G.main.Bastien Montagne
Sometimes one needs a *lot* of changes for a single G.main... :/
2018-06-05Moved function declarations from BKE_DerivedMesh.h to BKE_mesh_runtime.hSybren A. Stüvel
The function definitions still reside in DerivedMesh.c. Once we're done porting all the DerivedMesh use to Mesh, we'll move the still-relevant functions to mesh_runtime.c. This move is now cumbersome due to shared statically-declared utility functions in DerivedMesh.c
2018-06-04Merge branch 'master' into blender2.8Campbell Barton
2018-06-04Cleanup: strip trailing space in editorsCampbell Barton
2018-05-29Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenkernel/BKE_material.h source/blender/blenkernel/BKE_mesh.h source/blender/blenkernel/intern/library_remap.c source/blender/blenkernel/intern/material.c source/blender/editors/object/object_relations.c source/blender/editors/render/render_preview.c source/blender/makesrna/intern/rna_object.c
2018-05-29Cleanup: Get rid of G.main in BKE_material.Bastien Montagne
Note that in some cases, this only moves the G.main case to somne other places - in particular, RNA getters/setters are becoming annoying here...
2018-05-29Cleanup: use same 'depsgraph' name everywhere outside of DEG space.Bastien Montagne
'graph' is waaaayyyyy too generic name outside of DEG context, and better try to use same name everywhere!
2018-05-25Fix T55165: Driving camera lens with property behaves unexpectedlyDalai Felinto
Differential Revision: https://developer.blender.org/D3438
2018-05-16Fix T55082: Add Paint Slots for texture painting not workingDalai Felinto
We changed how this work since the BI removal. But since this operator was moved to the topbar its poll function was returning false.
2018-05-08Orientation for 3D cursorCampbell Barton
Currently set when setting the cursor location, optionally used as an orientation type. Intended for use by tools too. See: D3208
2018-05-07Merge branch 'master' into blender2.8Campbell Barton
2018-05-07Cleanup: rename char/float conversion functionsCampbell Barton
- FTOCHAR -> unit_float_to_uchar_clamp - F3TOCHAR3 -> unit_float_to_uchar_clamp_v3 (swap args) - F4TOCHAR4 -> unit_float_to_uchar_clamp_v4 (swap args) - FTOUSHORT -> unit_float_to_ushort_clamp - USHORTTOUCHAR -> unit_ushort_to_uchar
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-18Workspaces: remove workspace engine, use 3D viewport draw mode instead.Brecht Van Lommel
ViewRender was removed, which means we can't get the render engine for files saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee and set the engine to that. A fix included with this is that .blend thumbails now draw with Clay mode, and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should be very fast and not e.g. load heavy image textures. Differential Revision: https://developer.blender.org/D3156
2018-04-17Remove game properties in image editorDalai Felinto
The following properties were used by the Blender Game Engine and no longer need to be around: * Animated * Tiles * Clamp * Mapping
2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
2018-04-16Depsgraph: remove EvaluationContext, pass Depsgraph instead.Brecht Van Lommel
The depsgraph was always created within a fixed evaluation context. Passing both risks the depsgraph and evaluation context not matching, and it complicates the Python API where we'd have to expose both which is not so easy to understand. This also removes the global evaluation context in main, which assumed there to be a single active scene and view layer. Differential Revision: https://developer.blender.org/D3152
2018-04-13Depsgraph: remove engine type from evaluation context.Brecht Van Lommel
This was only used for viewport rendering, where we can just pass the engine type directly. There is no technical reason why we can't draw the same depsgrpah with different render engines. It also led to some weird things like requiring a render engine for snapping and raycast API functions. Differential Revision: https://developer.blender.org/D3145
2018-04-05Remove workspace object mode, reverts changes w/ 2.8Campbell Barton
This caused too many problems syncing object modes with multiple objects/windows/workspaces, see: D3130 for details.
2018-04-01Merge branch 'master' into blender2.8Campbell Barton
- Undo that changes modes currently asserts, since undo is now screen data. Most likely we will change how object mode and workspaces work since it's not practical/maintainable at the moment. - Removed view_layer from particle settings (wasn't needed and complicated undo).
2018-03-31Undo: unified undo system w/ linear historyCampbell Barton
- Use a single undo history for all operations. - UndoType's are registered and poll the context to check if they should be used when performing an undo push. - Mode switching is used to ensure the state is correct before undo data is restored. - Some undo types accumulate changes (image & text editing) others store the state multiple times (with de-duplication). This is supported by checking UndoStack.mode `ACCUMULATE` / `STORE`. - Each undo step stores ID datablocks they use with utilities to help manage restoring correct ID's. Needed since global undo is now mixed with other modes undo. - Currently performs each undo step when going up/down history Previously this wasn't done, making history fail in some cases. This can be optimized to skip some combinations of undo steps. grease-pencil is an exception which has not been updated since it integrates undo into the draw-session. See D3113
2018-03-23Merge branch 'master' into blender2.8Campbell Barton
2018-03-23Cleanup: move image undo into own fileCampbell Barton
2018-03-22GPUCompositing: Remove entire module.Clément Foucault
This module has no use now with the new DrawManager and DrawEngines and it is using deprecated paths. Moving gpu_shader_fullscreen_vert.glsl to draw/modes/shaders/common_fullscreen_vert.glsl
2018-02-15Merge branch 'master' into blender2.8Campbell Barton
2018-02-15Cleanup: rename BLI_thread.h APICampbell Barton
- Use BLI_threadpool_ prefix for (deprecated) thread/listbase API. - Use BLI_thread as prefix for other functions. See P614 to apply instead of manually resolving conflicts.
2018-02-09Cleanup: use workspace for object_mode when possibleCampbell Barton
2018-02-06Object Mode: use eval_ctx for paint & objectCampbell Barton
2018-01-19Fix T53788: Camera animation not workingSergey Sharybin
Both object level and camera datablock properties animation did not work with copy on write enabled. The root of the issue is going to the fact, that all interface elements are referencing original datablock. For example, View3D has pointer to camera it's using, and all areas which does access v3d->camera should in fact query for the evaluated version of that camera, within the current context. Annoying part of this change is that we now need to pass depsgraph in lots of places. Which is rather annoying. Alternative would be to cache evaluated camera in viewport itself, but then it makes it annoying to keep things in sync. Not sure if there is nicer solution here. Reviewers: dfelinto, campbellbarton, mont29 Subscribers: dragoneex Differential Revision: https://developer.blender.org/D3007
2017-12-07Merge branch 'master' into blender2.8Campbell Barton
2017-12-07Cleanup: Use BKE_colorband prefixCampbell Barton
2017-12-07Cleanup: extract BKE_colorband from BKE_textureCampbell Barton
2017-11-27Merge branch 'master' into blender2.8Sergey Sharybin
2017-11-27Refactor view3d offscreen drawing to avoid having multiple boolean argumentsSergey Sharybin
This is fully unreadable to have lots of boolean arguments scattered across the whole argument list. What does `false, true, true` mean in terms of behavior? Replace those with bitfield which has advantage of having more human readable meaning.