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2015-12-28Cleanup: style, indentationCampbell Barton
2015-12-22View3D: measure smoothview angle comparing quat anglesCampbell Barton
Rolling the view registered as no angle-difference.
2015-12-22Fix T31605: Nupad ignores Rotate around selectionCampbell Barton
Add support for smooth-view orbiting a point besides the view center.
2015-12-22View3D: use c99 compound literals for smoothview paramsCampbell Barton
Smooth-view functions took many arguments which were often NULL, now take struct instead.
2015-11-01Cleanup: old commentsCampbell Barton
2015-10-25Avoid redundant normalize in obmat_to_viewmatCampbell Barton
2015-10-25Fix T46590 Strange camera behavior (partial revert of fbca69c6)Dalai Felinto
I'm sure there is a way of using the new functions for the obmat_to_viewmat() routine. But for now let's get it back to a working state
2015-10-23BLI_math: add mat3_normalized_to_* functionsCampbell Barton
Many uses of matrices for rotation keep them normalized, so no need to normalize each time.
2015-10-23BLI_math: add invert_qt_normalizedCampbell Barton
When the quat is known to be unit length, so we can avoid scaling (just conjugate_qt which asserts on non unit quats).
2015-09-13Cleanup: spellingCampbell Barton
2015-08-26Fix T45901: Smooth-view w/ bg-image glitchCampbell Barton
It was possible to rotate the view while the view was already moving causing background images to show when they shouldn't.
2015-07-21Fix T45434: GPencil on editmode surface failsCampbell Barton
Z-offset use for drawing & picking was problematic for extracting locations from depth values. Use flag to optionally disable.
2015-07-02BGE: remove check for area in start-game operatorCampbell Barton
This prevented the BGE from being started from the command-line, the exec() function checked already. Also use API calls to find area, region.
2015-04-14Cleanup: warningsCampbell Barton
2015-03-23Cleanup: comments, styleCampbell Barton
2015-03-21Cleanup: constify view3d/cameraCampbell Barton
2015-03-21View3D: fix view-selected zoom logicCampbell Barton
- Correct logic converting radius to view distance. - Wasn't taking view-zoom into account converting lens to angle. - Support framing the selection in the camera bounds (for camera locked views). Add ED_view3d_radius_to_dist to handles these details.
2015-03-12View3D: Quad-view opposite axis switchingCampbell Barton
Pressing Numpad9 now orbits to the opposite side in any viewport, with the advantage that it can switch locked-quadview axis to their opposite side.
2015-03-12Cleanup: de-duplicate view3d clippingCampbell Barton
2015-01-03Refactor 'fit in camera view' code, and expose it to RNA.Bastien Montagne
This changes BKE's fitting code to use `BKE_camera_params_compute_viewplane` instead of `BKE_camera_view_frame`. This allows that code to work with orthographic projection too. Also, two funcs were added to rna's Object, to resp. get the projection matrix of that object (mostly useful for cameras and lamps objects), and return position this object should be to see all (to fit) a given set of points. Reviewers: campbellbarton Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D961
2014-11-28Cleanup: unused headersCampbell Barton
2014-11-24Fix T42618: Lock to view + autokey bugCampbell Barton
in fact support for this combination wasn't added at all.
2014-10-28Keymap: PKey only runs BGE when engine is setCampbell Barton
2014-10-20Fix T42189Antony Riakiotakis
Own mistake - not copying enough data.
2014-08-25View3D: Add ED_view3d_dist_range_getCampbell Barton
remove hard coded limits
2014-08-13SpellingCampbell 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
2014-07-23Occlusion Query based selection.Antony Riakiotakis
This patch creates an interface for selection mechanisms in opengl. This makes it possible to switch between occlusion query based or select rendermode based selection transparently. This is really useful on graphics drivers that do not accelerate the select rendermode path (some ATI cards are notorious for this, and the new path is used by default there), since occlusion queries are always hardware accelerated due to their use in games. The option can be found under system - selection. Auto just enables occlusion queries for ATI users while the rest of the options enforce one of the two methods always. There is just one known change, previous code enforced nearest bone to always get selected, even when mouse selecting near the same position, I couldn't replicate the behaviour though. patch by me with edits and review by Campbell. Thanks!
2014-06-19Code cleanup: de-duplicate calls wmOrtho, wmFrustumCampbell Barton
2014-06-19Code cleanup: use const passing rectsCampbell Barton
2014-06-16Fix T40617: Ortho view selects objects behind cameraCampbell Barton
2014-05-14Code cleanup: doxy commentsCampbell Barton
2014-05-01Fix T39988: Selected object count invalid after exiting local-viewCampbell Barton
2014-04-30Code cleanup: remove unused includesCampbell Barton
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-04-30Code cleanup: remove redundant CTX callsCampbell Barton
2014-04-30Fix T38905: view3d.object_as_camera didn't store the last-viewCampbell Barton
2014-04-22View3d: api naming, for setting the view matrix.Campbell Barton
2014-04-17View3D: use smoothview for localview switchingCampbell Barton
2014-04-17Code cleanup: use const for array argsCampbell Barton
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-03-26Code cleanup: style and warningsCampbell Barton
2014-03-25Fix T39397: Leaving leaving camera from quadview set orthoCampbell Barton
2014-03-20View3D: remove orbit snapping LUT, allow to snap axis but not rollCampbell Barton
2014-03-20View3D: avoid matrix multiply using ED_view3d_boundbox_clipCampbell Barton
2014-02-27Fix for VIEW3D_OT_camera_to_view with quadview, disable in camera viewCampbell Barton
2014-02-24Fix T38784: smoothview using perspective transition with ortho cameraCampbell Barton
2014-02-12View3d: add utility function to get the quat from a view axisCampbell Barton
2014-02-12View3d: ensure locked views are on an axis - behavior wasn't well defined.Campbell Barton
2014-02-11Code cleanup: fix a few visual studio compiler warnings.Brecht Van Lommel
2014-02-07ListBase API: add utility api funcs for clearing and checking emptyCampbell Barton