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2017-04-04fix node editor drawing (T51086)Mike Erwin
Fixed a few issues - wrong transform matrices - assert on node with no sockets - color of collapsed nodes, some title areas Also includes minor cleanup.
2017-03-27OpenGL: remove several glMatrixMode callsMike Erwin
A few of these were redundant, others could be converted to new matrix API. Part of T49450
2017-03-25Merge branch 'master' into blender2.8Campbell Barton
2017-03-22Cleanup/optimization: Simplify some usages of uiItemFullO/_ptr, avoid ↵Bastien Montagne
multiple search of same op.
2017-03-22Create correct node after image file drag&drop for Blender RenderAlexander Romanov
2017-03-22OpenGL: convert to new matrix API (part 5)Mike Erwin
Pretty sure source/blender is now finished, with all legacy matrix calls confined to gpu_matrix.c. This was the easy part, but doing it first makes the next part much easier. TODO and XXX notes describe what is left. glMatrixMode is still in place, since the new API does not share this concept of modes. Similar for glOrtho and glFrustum which I'll tackle very soon. Part of T49450
2017-03-15Immediate Mode: update drawnode.c commented out debug codeDalai Felinto
It works fine if you uncomment it, it shows a bigger circle around the re-route element, with a different color based on the selection state
2017-03-15Remove unused code from drawnode.cDalai Felinto
The code in question was marked as /* not used in 2.5x yet */.
2017-03-09Merge branch 'master' into blender2.8Campbell Barton
2017-03-08Rename BLI_rct*_init_pt_size -> radiusCampbell Barton
2017-03-07OpenGL immediate mode: finish node_draw.cLuca Rood
Part of T49043
2017-03-06Merge branch 'master' into blender2.8Julian Eisel
Conflicts: source/blender/editors/space_nla/nla_draw.c source/blender/editors/space_view3d/view3d_draw.c
2017-03-05BLI_rect: add init from point functionsCampbell Barton
Initialize a rectangle from point+size.
2017-03-03OpenGL: remove last uses of fdrawboxMike Erwin
Part of T49043
2017-02-28rename built-in point shaders, SMOOTH --> AAMike Erwin
Updated shader names and code that uses them. All of these shaders produce round points that are anti-aliased and blended against the background. These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)). Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".
2017-02-24Opengl glaDrawPixels removal: More descriptive setup.Clément Foucault
2017-02-24OpenGl immediate mode: drawnode.cLuca Rood
Part of T49043
2017-02-24Opengl glaDrawPixels removal: editors/spacesClément Foucault
2017-02-24OpenGL: Make glaDrawImBuf_glsl functions compatible with new immDrawPixelsClément Foucault
And change relevant function calls.
2017-02-24Merge branch 'master' into blender2.8Bastien Montagne
2017-02-23Fix T50656: Compositing node editor is empty, no nodes can be addedSergey Sharybin
2017-02-22Cleanup: StyleJulian Eisel
2017-02-14Immediate Mode: area.c and UI_draw_icon_tri, ui_draw_anti_triaDalai Felinto
Note: This makes the jittering to not work :/ @merwin, would you know how to use gpuMatrixBegin2D for this case? I think it must be the reason behind the lack of jittering. But I couldn't get it to work (the 2D shader is asking for a 3D Matrix). Part of T49043
2017-02-06OpenGL immediate mode: interface_draw.c (cont)Clément Foucault
Replaced GL_POLYGON in various places. Ported UI_draw_roundbox_unfilled
2017-02-05fix most UI text colorMike Erwin
There are still many places to fix. I'll miss the bright yellow! This commit also uses the new BLF_default function where possible. Part of T49043 since we call glColor less often.
2017-02-02OpenGL immediate mode: transform_snap.c and part of drawnode.cLuca Rood
Also converted ED_node_draw_snap from drawnode.c Committing these together, as they are inter-dependent. Part of T49043
2017-01-26Merge branch 'master' into blender2.8Sergey Sharybin
2017-01-26Compositor: Make HSV node inputs a real socketsSergey Sharybin
This is much more flexible solution which will allow doing some more procedural features. Reviewers: brecht, dfelinto, mont29 Reviewed By: mont29 Subscribers: Severin Differential Revision: https://developer.blender.org/D2403
2016-12-01Immediate mode replacement for compositor node backdrop elements.Lukas Tönne
Part of T49043.
2016-11-19Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenloader/intern/versioning_270.c source/blender/depsgraph/intern/builder/deg_builder_nodes.cc source/blender/depsgraph/intern/builder/deg_builder_relations.cc source/blender/editors/space_view3d/drawobject.c
2016-11-19Fix Node space ID remap callback not handling node trees.Bastien Montagne
Yep. Kinda ridiculous, but forgot to handle the very node trees data-blocks in that editor! Related (but not fixing) to T49991.
2016-11-15blender 2.8: Opengl: UI_draw_roundboxMike Erwin
all is in the title too.. Reviewers: merwin Reviewed By: merwin Subscribers: Blendify, Severin Tags: #bf_blender_2.8, #opengl_gfx Maniphest Tasks: T49043 Differential Revision: https://developer.blender.org/D2337
2016-11-08blender 2.8: OpenGL immediate mode: node_draw_preview_backgroundMike Erwin
all is in the title. Reviewers: merwin Tags: #bf_blender_2.8, #opengl_gfx Maniphest Tasks: T49043 Differential Revision: https://developer.blender.org/D2336
2016-10-15OpenGL: draw node sockets more efficientlyMike Erwin
1 or 2 draw calls per node instead of 1 per socket (inputs + outputs). Rearranged draw order so we set uniforms less frequently. Some style & dead code cleanup. Part of T49043
2016-10-15blender 2.8: OpenGL: node_circle_draw use now immediate modeMike Erwin
I use your new point shader to draw the node's soket Reviewers: Severin, merwin Maniphest Tasks: T49043 Differential Revision: https://developer.blender.org/D2286
2016-10-07Blender 2.8: OpenGL: replace old GL with the new immediate API in ↵Mike Erwin
UI_draw_roundbox_gl_mode I change UI_draw_roundbox_gl_mode to use immediate API. The rest of the change is the call to the function. I also make some change in UI_ThemeColor4(int colorid) for eg to make convenience to use. I would really like to know if it's the good way to do, if yes I will make all the change in the node_daw.c after, else say me what's wrong and how to deal with color else. Reviewers: merwin, dfelinto, Severin Reviewed By: merwin Subscribers: fablefox, Severin Tags: #bf_blender_2.8, #opengl_gfx Maniphest Tasks: T49043 Differential Revision: https://developer.blender.org/D2274
2016-09-19UI Messages: Consistent spelling of term "data-block"Julian Eisel
Was using a bunch of different spellings, mostly "data-block" though, so went with that one (would have been my #1 choice anyway ;) )
2016-08-30Fix node editor to display node group names in the bottom left corner.Alexander Gavrilov
Currently it pointlessly repeats the material name there, separated by slashes. That obviously should display the nested group path instead.
2016-08-18NDOF: compile 3D mouse code only if WITH_INPUT_NDOFMike Erwin
When WITH_INPUT_NDOF is disabled, 3D mouse handling code is removed from: - GHOST (was mostly done, finished the job) - window manager - various editors - RNA - keymaps The input tab of user prefs does not show 3D mouse settings. Key map editor does not show NDOF mappings. DNA does not change. On my Mac the compiled binary is 42KB smaller after this change. It runs fine WITH_INPUT_NDOF on or off.
2016-08-17Fix T49086: UV Along Stroke can be set as vector input for environment textureSergey Sharybin
2016-08-13Fix T49082: Intermediate update call when making links can change group ↵Lukas Tönne
socket layout. Node tree update calls in the middle of a socket loop are dangerous, they can change sockets on group nodes and link instances in particular. Updates should only happen after the operator has finished. Simply removed the extra convenience check for validity now. Worst case an invalid (red) link is created which can be removed by the user as well and should simply be ignored by node systems. The update system in nodes needs a complete rewrite to handle complex cases like this, where an operator may need to react to changes during its execution.
2016-08-04UI: Correct tooltips for properties region toggle OPJulian Eisel
Now all consistent and using term "properties region" instead of "properties panel". Ideally we had a more generic operator for all those. Fixes T49006.
2016-08-04Grease Pencil v2 BranchAntonio Vazquez
Improve current Grease Pencil in order to get a better 2D animation tool. More info in WIKI pages: https://wiki.blender.org/index.php/User:Antoniov Reviewed By: Severin, aligorith, campbellbarton Patch by @antoniov, with edits by @Severin. Differential Revision: https://developer.blender.org/D2115
2016-07-27Avoid creating multiple outputs connected to the same socket when creating a ↵Lukas Stockner
node group This patch fixes the annoyance that when creating a node group where one of its nodes is connected to several other nodes, a separate output will be created for each link, even though they're all connected to the same socket in the group. Now, before adding an output for an outgoing link, the existing outputs are checked to find whether any output is already connected to the same socket. If such an output is found, it is reused instead of creating a new one. Reviewers: Severin Subscribers: Blendify Differential Revision: https://developer.blender.org/D1836
2016-07-21Fix crash w/ auto-insert offsetCampbell Barton
2016-07-10Cleanup/Refactor: pass Main pointer to all ID copy functions.Bastien Montagne
Also allows us to get rid of a few _copy_ex() versions...
2016-06-22ID-Remap - Step one: core work (cleanup and rework of generic ID datablock ↵Bastien Montagne
handling). This commit changes a lot of how IDs are handled internally, especially the unlinking/freeing processes. So far, this was very fuzy, to summarize cleanly deleting or replacing a datablock was pretty much impossible, except for a few special cases. Also, unlinking was handled by each datatype, in a rather messy and prone-to-errors way (quite a few ID usages were missed or wrongly handled that way). One of the main goal of id-remap branch was to cleanup this, and fatorize ID links handling by using library_query utils to allow generic handling of those, which is now the case (now, generic ID links handling is only "knwon" from readfile.c and library_query.c). This commit also adds backends to allow live replacement and deletion of datablocks in Blender (so-called 'remapping' process, where we replace all usages of a given ID pointer by a new one, or NULL one in case of unlinking). This will allow nice new features, like ability to easily reload or relocate libraries, real immediate deletion of datablocks in blender, replacement of one datablock by another, etc. Some of those are for next commits. A word of warning: this commit is highly risky, because it affects potentially a lot in Blender core. Though it was tested rather deeply, being totally impossible to check all possible ID usage cases, it's likely there are some remaining issues and bugs in new code... Please report them! ;) Review task: D2027 (https://developer.blender.org/D2027). Reviewed by campbellbarton, thanks a bunch.
2016-05-14Fix T48426: Use same length for all header message strings.Bastien Montagne
Some languages like Chinese or Japanese take three or four bytes per char... Also fixed some missing translation markers for UI header messages.
2016-05-05Cleanup: styleCampbell Barton
2016-05-04Compositor: negative color support for ASC-CDL offsetCampbell Barton
Since the color wheel can't handle negative colors usefully, use a basis value for the initial RGB.