Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2017-03-06Rigid body: fix viewport not updating on properties change.Clément Foucault
2017-02-23Fix possible crash in various 3D View operatorsJulian Eisel
Was actually harmeless and not crashing, but I'd say more or less only by luck: the NULL-check for region data would only evaluate to true for the correct 3D View region. However, if we were to add region data to a different region type in future, this would lead to undefined behavior if executed in the wrong region.
2017-02-09Cleanup: Remove commented codeAaron Carlisle
Code has been commented from before 2010 and relates to old Background image code.
2016-07-28Fix own mistake from c05363e8895Julian Eisel
Didn't know slink->regionbase is removed when area is active. Don't see why this is done, but it's confusing :S
2016-07-27Fix crash closing Blender while in rendered local viewJulian Eisel
Happens because it was always using regionbase of active/visible area, not the correct one of the (possibly inactive) 3D view. Was pretty hidden because you had to be in local view to trigger it. Could also remove ScrArea * argument from SpaceType.id_remap now, but leaving in there to avoid bigger changes (might also be useful for some case). Steps to reproduce: * Default startup.blend * Enter local view with default cube (/-key) * Render (or open a different editor where the 3D View is) * Close Blender - should invoke crash
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.
2015-12-08OpenGL: split off framebuffer, shader and texture code into separate files.Brecht Van Lommel
2015-12-01Cleanup: use more logical names for View3D.aroundCampbell Barton
D1651 (own patch)
2015-11-28Cleanup: 'area' vs 'region'Julian Eisel
Apparently this is the result of some sloppiness during 2.5 project and since then it confused people who were trying to understand the area-region relation (myself included). Sorry if this causes merge conflicts for anyone, but at some point we really had to do it :/
2015-10-22Version Bump: 2.76.2, deprecate valuesCampbell Barton
- RegionView3D.view RV3D_VIEW_PERSPORTHO only ever set on initialization, never checked for. - Lamp.type LA_YF_PHOTON from old 2.4x yafray files. Also iniitalize movie-clip + grease-pencil theme colors.
2015-09-05Depsgraph: Don't use legacy function when building without legacy depsgraphSergey Sharybin
2015-07-01Cleanup: Use bool instead of intJulian Eisel
2015-05-12Depsgraph: New dependency graph integration commitSergey Sharybin
This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-04-22Fix T44476: Hiding Grease Pencil from Outliner RMB doesn't update 3DJulian Eisel
View
2015-04-06Multi-View and Stereo 3DDalai Felinto
Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-03-17Fix T44021: Crash switching Rendering Engines while viewport rendering + ↵Sergey Sharybin
animating Make sure preview render job is cancelled before freeing the render engine associated to the viewport.
2015-03-11Cleanup: indentationCampbell Barton
2015-03-09Fix T43937: Changing Texture Brush doesn't update toolbarJulian Eisel
2015-02-18cleanup & missing breakCampbell Barton
2015-02-17Hide 3D Cursor in Paint Modes (with exceptions)Julian Eisel
= Hide 3D Cursor in Paint Modes (with exceptions) In paint modes, the 3D Cursor mostly is rather useless so it's more annoying than useful. This patch aims to hide the cursor in cases it's not used. Included exceptions (cases where cursor is drawn in paint modes): * Active object is in weight paint mode and a selected bone in pose mode can be found * Clone brush (only if //Clone from paint slot// is disabled) There might be more exceptions where the cursor should be shown in paint modes, but those are all I could find for now. Feel free to hint me for more. Note: After D1110 was rejected, Campbell and me discussed this a bit more on IRC and agreed that this behaviour might be a good solution. Reviewers: psy-fi, campbellbarton Reviewed By: psy-fi, campbellbarton Projects: #user_interface Differential Revision: https://developer.blender.org/D1113
2015-02-12Viewport compositing - first codeAntony Riakiotakis
This commit introduces a few ready made effects for the 3D viewport and OpenGL rendering. Included effects are Depth of Field, accessible from camera view and screen space ambient occlusion. Those effects can be turned on and tweaked from the shading panel in the 3D viewport. Off screen rendering will use the settings of the current camera. WIP documentation can be found here: http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing
2015-02-06cleanup: use bool args & redundant castsCampbell Barton
2015-01-19Viewport: Add adjustable safe areas, 3d-view & VSECampbell Barton
Also adds safe-area presets. D325 by Diego Gangl with own edits.
2015-01-19WM: add a notifier for camera/viewport optionsCampbell Barton
Added so viewport options only used in a camera view wont cause all 3d-views to redraw.
2014-11-30More fixes related to D&D:Bastien Montagne
* Same issue as T42760 was also reproducible in some cases in 3DView. * You got an error message about missing RNA prop in some drop-called operators. * You could not drop a movie file in nodes, (some cases of) 3DView, nor ImageEditor.
2014-11-30Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch)Joshua Leung
This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-11-26World background working on cycle nodes.Antony Riakiotakis
This is added in the spirit of the general cycles GLSL system which is pretty much WIP still. This will only work on cycles at the moment but generating for blender internal is possible too of course though it will be done in a separate commit. This hasn't been tested with all and every node in cycles, but environment and regular textures with texture coordinates work. There is some difference between the way cycles treats some coordinates, which is in world space and the way GLSL treats them, which is in view space. We might want to explore and improve this further in the future. ...also </drumroll>
2014-11-25Make sure world redraws correctly when we tweak the world propertiesAntony Riakiotakis
2014-10-10Cleanup: use bool and const argsCampbell Barton
2014-10-06Cleanup: remove old preview codeCampbell Barton
2014-07-31Fix T41258: Crash when entering edit mode while viewport render is enabledSergey Sharybin
The issue was caused by the render engine loading edit mesh, which re-allocates mesh array which might be referenced by other object's derived meshed. Worst thing about this is that updating render engine happens from the end of scene update function, after all the objects are updated and so. This is needed so render engine gets the update objects which is correct. The only proper way to solve the issue is to make it so viewport engine does not leave objects in inconsistent state, meaning nobody will reference to freed data. In order to reach this we do edit mesh loading before running objects update so all the objects which uses that mesh will have proper references in the derived mesh. This also solves old creepyness which happened before when having single object in edit mode. tweaking it will calculate derived mesh as a part of scene update, then this derived mesh will be freed by edit mesh loading and viewport will be creating derived mesh again. Now render engine is expected to do nothing with meshes which are in edit mode, but they still need to load edit data for non0meshes. It's not really easy to do from the BKE level because needed functions are implemented in the editor. Thanks Campbell for the review! Differential Revision: https://developer.blender.org/D697
2014-07-24Implement option to parent object to undistorted position of 2D trackSergey Sharybin
2014-07-21GSOC 2013 paintAntony Riakiotakis
Yep, at last it's here! There are a few minor issues remaining but development can go on in master after discussion at blender institute. For full list of features see: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting Thanks to Sergey and Campbell for the extensive review and to the countless artists that have given their input and reported issues during development.
2014-07-19Defines: replace ELEM3-16 with ELEM(...), that can take varargsCampbell Barton
2014-07-13Followup to rB320b7a59c3eed: also handle background image ID refcount when ↵Bastien Montagne
duplicating/freeing View3D.
2014-06-10Fix missing notifier when inserting keyframeSergey Sharybin
Reported by Sebastian Koenig in IRC
2014-06-06Fix T40522: Viewport layer name is not redrawed.Bastien Montagne
Yet another missing redraw flag catching (only affecting Cycles, in this case).
2014-06-03Change to key modifier should trigger re-evaluation of drag-and-dropCampbell Barton
This change is part of a fix for T40435, but will postpone for now. Original patch by Sergey Sharybin
2014-04-30Code cleanup: remove unused includesCampbell Barton
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-04-29Code cleanup: remove unused grease pencil pointerCampbell Barton
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-02-08Fixes to make script_load_keymap test pass.Howard Trickey
Removed Armature Sketch keymap, as the entries that were there appear to have been moved to the Armature keymap. Removed the Script keymap. The Script space is deprecated and I could find no way that the keymap could be activated.
2014-02-04Fix for view lock checks with ndof ops, was incorrectly comparing flagsCampbell Barton
2013-12-18Game Engine: Level of detail support and toolsDaniel Stokes
Levels of detail can be added and modified in the object panel. The object panel also contains new tools for generating levels of detail, setting up levels of detail based on object names (useful for importing), and clearing an object's level of detail settings. This is meant as a game engine feature, though the level of details settings can be previewed in the viewport. Reviewed By: moguri, nexyon, brecht Differential Revision: http://developer.blender.org/D109
2013-12-17Partial fix for T37604: Deadlock when stopping rendered viewport (Blender ↵IRIE Shinsuke
Internal) - Py_BEGIN_ALLOW_THREADS and Py_END_ALLOW_THREADS macros cannot be used here, because the Py_BEGIN_ALLOW_THREADS causes a crash when quitting Blender. - The low level function PyEval_ReleaseLock() is used assuming the Python library was built with multi-threads support.
2013-12-05Blender Internal: Fix for rendered view crash that happens when changing ↵IRIE Shinsuke
screen or area type This crash is very similar to T36936. If changing screen or area type buried the rendered view, popping up it again may cause the crash by corrupted render database.
2013-12-04Fix T37680: Texture image scale is not refreshingSergey Sharybin
2013-11-26Fix T37624: Rename Marker does not update Marker in 3D View until Frame ChangeSergey Sharybin
Was simply missing notifier listener in 3D viewport. Also fixes missing refresh when adding a marker.
2013-11-20* Remove more code for stars, missed those. Sorry!Thomas Dinges
2013-11-18Fix for T36936: Crash when starting BI rendered viewIRIE Shinsuke
Discard the render database when stopping the rendered preview, otherwise starting it again may cause a segmentation fault because undo/redo with non-rendered preview corrupts the database.