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2015-03-23Use dupli overrides also for the selection drawing code.alembic_pointcacheLukas Tönne
Now clicking a cached dupli instance also selects the duplicator object as expected.
2015-03-21Merge branch 'master' into alembic_pointcacheLukas Tönne
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.
2015-03-20Use the temporary 'is_dupli' flag to prevent objects from freeingLukas Tönne
overriden data that is owned by the cache. This is not at all nice ... Hopefully it doesn't get too complicated to work around all these drawing code and depsgraph issues, so the code can be understood and replaced at some point in the future.
2015-03-20Replacing boundbox temporarily during drawing is dangerous, since itLukas Tönne
can be freed at any point. Luckily we only need the boundbox locally for testing dupli visibility.
2015-03-20Fully reset the OB_FROM_DUPLI flag for each dupli instance, in caseLukas Tönne
later duplis can not be found in the cache.
2015-03-20Cleanup: warnings bit-shift int overflowCampbell Barton
2015-03-19Merge branch 'master' into alembic_pointcacheLukas Tönne
2015-03-18Skip drawing of particle systems (including hair) when using cacheLukas Tönne
duplis. Particle systems can not be overridden from caches easily, there are too many strings attached to the data and code to make this reliable. Instead, a new simplified data structure for reading hair from caches will be added, which replaces drawing and rendering of particle data. The original particle data is not updated through duplis, so is usually out of sync and should not be displayed.
2015-03-18Calculate bounding boxes for cached DMs to avoid visual popping whenLukas Tönne
using the original Object's bb.
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.
2015-03-16Mesh overrides for duplis from cached Alembic data.Lukas Tönne
If a duplicator has cached data it will now replace the derivedFinal mesh of objects with the cached version for drawing. This is a compromise atm: It would be better to actually draw derived meshes directly, so that we don't have to modify objects. Then we could also have multiple different instances of the same orignal object (in whatever way these might be defined). DNA Objects would then be totally separate from duplis, but at this point the drawing and render code makes this unfeasible.
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: remove unused viewnumpad codeCampbell Barton
2015-03-12Cleanup: de-duplicate view3d clippingCampbell Barton
2015-03-11Cleanup: styleCampbell Barton
2015-03-11Cleanup: indentationCampbell Barton
2015-03-10Fix T43953, make opengl render work like before, basically, if we renderAntony Riakiotakis
transparent, it will render sky/transparent, regardless of the "show world setting".
2015-03-09Fix T43937: Changing Texture Brush doesn't update toolbarJulian Eisel
2015-03-09Fix T43858: Collision Bounds Display BugCampbell Barton
Was using draw-type when drawing BGE collision bounds.
2015-03-06Fix edit-lattice leaving incorrect point-sizeCampbell Barton
2015-03-04Fix T43879: Autokey ignore pref /w viewlock-cameraCampbell Barton
2015-03-04Fix for snap to cursor /w parents (object/pose)Campbell Barton
Also don't use pose-bone transform unless the user is in pose-mode.
2015-03-04Snap: ignore unselected items, /w snap from activeCampbell Barton
2015-03-04Own error in recent commit (Snap active)Campbell Barton
2015-03-02cleanup: float/double promotion, redundant castsCampbell Barton
2015-02-27error in last commitCampbell Barton
2015-02-27Fix T43605: Spot Cone+Curve creates odd shadowCampbell Barton
Curves could leave glFrontFace in an unknown state.
2015-02-24Fix T43785 crash with border select.Antony Riakiotakis
Naming here is slightly misleading. We have: * Number of elements (objects) that can be picked * Buffer size * Number of integers in buffer. Interestingly enough, bufsize in OpenGL (as far as I could find in examples on the web) and in most of the code refers to the latter and actual buffer size is only used whenever we do allocations on the heap. Added an extra defines here to make things a bit clearer: * MAXPICKELEMS refers to the number of objects that can be picked * MAXPICKBUF refers to the number of integers in the selection buffer Also made all buffers use MAXPICKBUF where some used MAXPICKBUF * 4. That means that some parts of blender will use less space for selection now. MAXPICKBUF is set to 10000 for 2500 object selection, which can be changed at any time, but I think 10000 integers on the stack touches the borders of uglyland anyway.
2015-02-23Gooseberry request:Antony Riakiotakis
Show World will now influence if world is rendered in opengl rendering. This is a little undefined according to blender history, since sky used to always be drawn when offscreen rendering, as if "Only Render" was ticked. Since if we don't draw sky in that case there's no valid color really (and using theme colors is not so nice) we just draw transparent background.
2015-02-23Snap to Active: missing armature/pose/mball/curveCampbell Barton
de-duplicate active center calc between transform & snap-to-selected.
2015-02-23Fix T43774: Snap to Cursor ignores active pivotCampbell Barton
2015-02-18Do not allocate an XRay buffer if compositing is dnot one for offscreenAntony Riakiotakis
rendering.
2015-02-18cleanup & missing breakCampbell Barton
2015-02-17Fix crash when rendering to offscreen OpenGL, fix scons buildAntony Riakiotakis
2015-02-17Compositing works with X-Ray.Antony Riakiotakis
Basically, before drawing X-Rays, we now bind a second depth buffer. After drawing XRays, we do an extra resolve pass where we overwrite the non-XRay depth buffer in pixels where the depth is not maximum (which means background pixel, since depth is cleared before drawing X-Ray objects). This ensures both scene and X-Rays keep their depth values and are ready for compositing. Well, the odd effect due to depth discontinuities can be expected, and X-Rays are a bit more expensive (extra buffer + resolve pass) but at least X-Rays won't invalidate depth values anymore. Whee!
2015-02-17Fix T43697, grid drawing over wires and grease pencil. Props to JulianAntony Riakiotakis
for figuring out a simple solution to that :)
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
2015-02-14object drawing: only use halo-draw in object modeCampbell Barton
2015-02-13Fix T43585 XRay + transparency brokenAntony Riakiotakis
We need to turn off restore depth mask in transparency.
2015-02-13Alleviate grid creating shadows in Ambient Occlusion effect.Antony Riakiotakis
Draw the grid last with depth masking disabled. That should have no ill effects otherwise as far as I can tell except from some exceptional cases (axis lines over grid) but this is hardly annoying. Generally to properly solve such issues we need to have a better render pipeline with wire objects/materials being drawn after compositing. This is not impossible but for now doing it the simple way.
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
2015-02-06Cleanup: styleCampbell Barton
2015-02-05Fix T43531: Wrong object center-dot colorCampbell Barton
Write objects center point to the nearest depth.
2015-02-04Cleanup: name flip x/yCampbell Barton
2015-02-04Support rotation and flipping for background images, patch by Andre D.Antony Riakiotakis
(T34583) with minor changes. Thanks for the patch!
2015-02-03cleanup: use bools in drawobjectCampbell Barton
2015-02-02Adjust GLSL drawing of window coordinates from camera view (use cameraAntony Riakiotakis
bounds instead of window bounds). Fixes remaining part of T43346