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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.
2016-06-22EditMesh: Avoid creating deform-vert layer every redrawCampbell Barton
Getting a new edit-derived-bmesh was always creating a deform-vert array, even when it wasn't needed. Since this was called on redraw, in many cases it was doing it unnecessarily. Now pass in a custom-data mask and only fill in deform-verts when needed. Gives noticeable drawing speedup (~10-30% here).
2016-06-18Cleanup: style, whitespace, doxy filepathsCampbell Barton
2016-06-16Fix ruler crash using stale snap-contextCampbell Barton
Since ruler allows other operators to run (such as mode-switching). Only cache snap-context while dragging.
2016-06-13Fix glShadeModel being left flat in edit-mode drawCampbell Barton
2016-06-12Fix T48604: Crash on undo due to bad drawing code.Bastien Montagne
Short story: draw_lamp would add itself to delayed transp drawing list from 'xray' drawing step. This was broken, since delayed transp drawing list is always handled **before** delayed xray one. After undo it lead to segfault crash, v3d->afterdraw_transp still having reference to old freed scene's base. Also added asserts that those afterdraw list are empty at end of drawing step, should help avoiding that kind of issue in future.
2016-06-10GPU: use basic-shader for line-stippleCampbell Barton
2016-06-10Remove redundant GL attribute push/popCampbell Barton
Stipple isnt left on during object drawing
2016-06-09Flat shading for basic shaderAlexander Romanov
The purpose of the patch is to replace deprecated glShadeModel. To decrease glShadeModel calls I've set GL_SMOOTH by default Reviewers: merwin, brecht Reviewed By: brecht Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D1958
2016-06-08Fix armature stick draw, unpack-alignment was set but never restoredCampbell Barton
Drawing a single stick bone set the alignment to 1, applying this setting to the rest of Blender.
2016-06-08GPU: fix texface image w/ basic-shaderCampbell Barton
2016-06-08Cleanup: typoCampbell Barton
2016-06-03Workaround MSVC errorCampbell Barton
2016-06-03Cleanup & simplify snapping functionsGermano Cavalcante
- the name of the enumerator `SNAP_NOT_OBEDIT` was changed to `SNAP_NOT_ACTIVE`. - the parameter `snap_to_flag` was moved to outside `SnapObjectParams`. - the member `use_object_edit` was renamed to `use_object_edit_cage`. - added the arg `params` in `ED_transform_snap_object_project_ray`. - simplifications in the loop of the function `snapObjectsRay`.
2016-06-02Fix T48566: Render-border minor offset issueCampbell Barton
2016-05-22Use previous shading mode for border render in viewportSergey Sharybin
This way we can have border rendered part in the viewport and have everything else material/texture shaded.
2016-05-22Make Shift-Z in viewprot a toggle between current shading mode and rendered oneSergey Sharybin
This way it is now possible to toggle between material and rendered shading while previously rendered viewport will always go back to solid shading.
2016-05-17C99/C++11: replace deprecated finite() by isfinite().Brecht Van Lommel
2016-05-17Bendy Bones: Advanced B-Bones for Easier + Simple RiggingJoshua Leung
This commit/patch/branch brings a bunch of powerful new options for B-Bones and for working with B-Bones, making it easier for animators to create their own rigs, using fewer bones (which also means hopefully lighter + faster rigs ;) This functionality was first demoed by Daniel at BConf15 Some highlights from this patch include: * You can now directly control the shape of B-Bones using a series of properties instead of being restricted to trying to indirectly control them through the neighbouring bones. See the "Bendy Bones" panel... * B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone. This is useful for things like eyebrows and mouths/eyelids * You can now make B-Bones use custom bones as their reference bone handles, instead of only using the parent/child bones. To do so, enable the "Use Custom Reference Handles" toggle. If none are specified, then the BBone will only use the Bendy Bone properties. * Constraints Head/Tail option can now slide along the B-Bone shape, instead of just linearly interpolating between the endpoints of the bone. For more details, see: * http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html * http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html -- Credits -- Original Idea: Daniel M Lara (pepeland) Original Patch/Research: Jose Molina Additional Development + Polish: Joshua Leung (aligorith) Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
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.
2016-05-13Fix T47652: Texture shading mode fails to update material colorsCampbell Barton
2016-05-12Armature outline drawing used single width lineCampbell Barton
Only set line width in pose-mode
2016-05-09View selected support for grease-pencilCampbell Barton
2016-05-07Correct render-border line widthCampbell Barton
2016-05-05Transform/Snap: EditMesh/BKE_bvhutils API improvementsGermano Cavalcante
Separate the creation of trees from EditMesh from the creation of trees from DerivedMesh. This was meant to simplify the API, but didn't work out so well. `bvhtree_from_mesh_*` actually is working as `bvhtree_from_derivedmesh_*`. This is inconsistent with the trees created from EditMesh. Since for create them does not use the DerivedMesh. In such cases the dm is being used only to cache the tree in the struct DerivedMesh. What is immediately released once bvhtree is being used in functions that change(tag) the DM cleaning the cache. - Use a filter function so users of SnapObjectContext can define how edit-mesh elements are handled. - Remove em_evil. - bvhtree of EditMesh is now really cached in the snap functions. - Code becomes organized and easier to maintain. This is an important patch for future improvements in snapping functions.
2016-05-05Correct error in recent smoothview editsCampbell Barton
2016-05-04View3D: apply smoothview before modal view operationsCampbell Barton
2016-05-04Cleanup: rename ED_view3d_smooth_view_finish (to force_finish)Campbell Barton
2016-05-03Fix T48340: Smooth view cancels previous view actionCampbell Barton
Previously users needed to wait for view orbit to finished, so quickly pressing keys would gave different result.
2016-05-03Cleanup: use const for units APICampbell Barton
Also make return args explicit.
2016-04-26Minor cleanup in object select codeCampbell Barton
- break when object in hit-buffer. - don't measure distance to object centers that can't be projected. - take pixelsize into account for distance pixel distance limit.
2016-04-26Fix T48203: Pose-Mode overrides Alt-RMB menu selectCampbell Barton
Now always use menu-select when using Alt-RMB
2016-04-25Refactor BKE_blender into separate headersCampbell Barton
- BKE_blender_version.h (only version defines & versionstr). - BKE_blender_copybuffer.h (currently only used for view3d copy/paste). - BKE_blender_undo.h (global undo functions). - BKE_blendfile.h (high level blend file read/write API).
2016-04-22Transform Snap: initial snap context refactorCampbell Barton
This introduces a snap-context that can be re-used for casting rays into the scene (by operators such as walk-mode, ruler and transform code). This can be used to cache data between calls too.
2016-04-21Cleanup: math lib use w/ walk modeCampbell Barton
2016-04-20Fix T47891: Edges throw shadow in edit modeCampbell Barton
2016-04-14Math Lib: ray_point_factor_v3 functionsCampbell Barton
Gives a bit better precision than creating a line in some cases, use for ED_view3d_win_to_3d.
2016-04-06Fix camera view-border line widthCampbell Barton
2016-04-04Smoke: Don't use `min` as an uniform nameSergey Sharybin
This is an attempt to fix report T47991.
2016-03-28Fix T47958: Crash in Walk or Fly Navigation in Camera mode when invoking ↵Bastien Montagne
from non-3DView region
2016-03-25Revert "Fix T47263: numpad4/6 rotates around worl Z axis and not view Y axis."Bastien Montagne
This reverts commit fe0ca82b232dcab29030c4a20b8bd1b033d1d346. This is a design issue, needs more thinking, for now just revert back to old behavior.
2016-03-23Fix T47890: Vertex mask w/ subsurf select failsCampbell Barton
Regression in GL refactor
2016-03-21Fix T47848: Fix regression in sequencer GL renderCampbell Barton
Own changes in 2.77 broke off-screen render with scene render size doesn't match output.
2016-03-21GPU: avoid redundant logic for non-spot lampsCampbell Barton
2016-03-10Remove OpenGL render alpha world-bg exceptionCampbell Barton
Just follow setting and don't take world-background into account.
2016-03-04Fix T47683: broken BBox logic when drawing duplis.Bastien Montagne
Once a dupli had a valid bbox, that bbox would be used for all following objects without bbox, instead of skipping clipping check. Issue unveiled by rB3fa0a1a5bc0ff2, but not related at all (in fact, bug was present before that commit).
2016-03-04Curve/line width change broke outline drawingCampbell Barton
Partially revert e29a5ba6
2016-03-03Cleanup: take Main argument for copyCampbell Barton
2016-03-02UI: Add search-create callbackCampbell Barton
Needed to support alternate search UI's, no functional changes.
2016-02-29Cleanup: Duplicated functionJulian Eisel
wmOrtho2_region_pixelspace and wmOrtho2_region_ui were doing exact same thing since rBSa86482f81cf3.