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2014-08-05Correct change to dupli-drawingCampbell Barton
Need exceptions so dupli-frames objects draw in render-only mode.
2014-08-04Fix T41175: Quad View - Properties Region - Clip Tickable option bug?Bastien Montagne
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
2014-07-30Automatic commit by arcgaiaclary
2014-07-28Fix T41206: Render Border - Operator Panel - Only Camera - Broken?Sergey Sharybin
This is rather internal use only, no need to expose this option to the redo panel.
2014-07-24Implement option to parent object to undistorted position of 2D trackSergey Sharybin
2014-07-23Bake-API: Test for cyclic node connectionDalai Felinto
If the active image node contributes to the final material shader (meaning it's either directly or indirectly connected to an Output Node) the user will receive an alert about circular dependency. Similar to what we do for Blender internal the baking will still happen, but the user will receive the alert which should prevent the image saving to happen if the result was not intentional. Core function to check for node output written by Lukas Toenne. Reviewers: lukastoenne, campbellbarton Differential Revision: https://developer.blender.org/D673
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!
2014-07-21Fix T41128: Box selection bug with armatures.Bastien Montagne
Calling `glLoadName()` was possible with '-1' value (65535 actually), in `draw_pose_bones()`... Note I think bug exists since ages (at least, seems to be already present in 2008 when drawarmature.c was added in repo)! Odd behavior reported (issue only affected objects once parented to the armature) was due to ordering stuff, since only objects drawn *after* the armature were affected.
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
2014-07-18Fix T41113: Hide doesn't work on particle systemsBastien Montagne
Particles could completely cancel Hide flag! 'Accumulative' bool is not a really good idea here, hide (or render-hide) are some kind of 'absolute' no-go. Found another issue in that area, duplicated objects would still show in 'render override' mode, when object was render-disabled. Hopefully things are better now.
2014-07-13Followup to rB320b7a59c3eed: also handle background image ID refcount when ↵Bastien Montagne
duplicating/freeing View3D.
2014-07-11View3D Walk: Use scene gravity instead of hardcoded value (fix T40921)Dalai Felinto
Differential Revision: https://developer.blender.org/D636
2014-07-11View3D Walk: Rename gravity by gravity_state (cleanup)Dalai Felinto
2014-07-11WM: add WM_operator_properties_create_ptrCampbell Barton
Call operator types directly and avoid a lookup when their known.
2014-07-09Fix T40164: Linking a Group of linked Groups don't take Dupli VisibilityLukas Tönne
correctly. Problem was that object layers are defined by duplis as the top-level duplicator layers. This happens //during// the duplilist construction, which breaks group layer checks for subsequent instances and hides them. Now the duplilist generators leave Object DNA untouched, the modification of layers for drawing, rendering, etc. happens afterward in the duplilist_apply/restore functions, as a kind of second pass.
2014-07-03Make Cursor placement operation a modal operator.Antony Riakiotakis
* Allows drag and place workflow in addition to click workflow * Should be compatible with future use of calling operator and placing instead of left-clicking
2014-07-03Mistake in last commitCampbell Barton
2014-07-03Correct recent fix for knife in camera ortho modeCampbell Barton
now use real view clip ranges for win-to-ray segment
2014-06-30Correct use-after-free in recent commitCampbell Barton
2014-06-30Fix odd situation where you could assign a background image without ↵Bastien Montagne
increasing its usercount. Probably a leftover from old code, I don't think this invoke usage of VIEW3D_OT_background_image_add was actually reachable anywhere from the UI, but managed to get it working from py, without increasing user count...
2014-06-30Fix image user count not being decreased when deleting a 3DView background ↵Bastien Montagne
image. Patch by julien (Julien DUROURE) as T40568 (with own minor style edits), many thanks!
2014-06-30Fix T40867: Autokeyframe in camera viewCampbell Barton
2014-06-29Fix T40850: object emitter of particles not visible in viewport when GLSL ↵Lukas Tönne
and "only render" checked. Objects were hidden in "only render" mode if they were duplicators. This is correct in general, but for particles should be disabled by the "show emitter" option.
2014-06-28Fix 40841: Copy and Paste objects no longer functions from one running ↵Bastien Montagne
instance of Blender to another. Own mistake in recent temp data handling refactor, copy/paste temp .blend file needs to be in non-session-specific temp dir...
2014-06-27Fix transparency issues in 3d viewportSergey Sharybin
The issue was introduced by 0f95149 and it only worked before because default game material alpha blending was set to alpha. Now it'll check whether material has transparency enabled and will use alpha blending by default in this case.
2014-06-23Add ED_paint.h, split out ED_sculpt.hCampbell Barton
also rename some functions to match our convention
2014-06-23T39690: Modifications to Blender's 'temp dir' system.Bastien Montagne
Current temporary data of Blender suffers one major issue - default 'temp' dir on Windows is never automatically cleaned up, and can end being quite big when used by Blender, especially when we have to store per-process data (using getpid() in file names). To address this, this patch: * Divides tempdir paths in two, one for 'base' temp dir (the same as previous unique tempdir path), the other is a mkdtemp-generated sub-dir, specific to each Blender instance. * Only uses base tempdir when we need some shallow persistance accross Blender sessions - and we always reuse the same filename (quit.blend...) or generate small file (crash reports...). * Uses temp sub-dir for heavy files like pointcache or renderEXRs (Save Buffer option). * Erases temp sub-dir on quit or crash. To get this working it also adds a working 'recursive delete' to BLI_delete() under Windows. Note that, as in current code, the 'recover render result' hack-feature that was possible with SaveBuffer option is still removed. A real renderresult cache feature will be added soon, though. Reviewers: campbellbarton, brecht, sergey Reviewed By: campbellbarton, sergey CC: sergey Differential Revision: https://developer.blender.org/D531
2014-06-22WM: set circle select minimum radius to 1Campbell Barton
2014-06-19View3D: Handle un-weighed vertex color properlyCampbell Barton
D608 by Gaia Clary
2014-06-19Code cleanup: replace odd pointer casting with structsCampbell Barton
2014-06-19Code cleanup: remove unused callback for depth drawingCampbell Barton
2014-06-19Code cleanup: de-duplicate calls wmOrtho, wmFrustumCampbell Barton
2014-06-19Code cleanup: use const passing rectsCampbell Barton
2014-06-18Correct error in last commitCampbell Barton
2014-06-18Editmesh: add ability to show weights on wire T39054, D585Gaia Clary
2014-06-18Revert "Fix flickering when transform snapping in edit mode and cursor is"Antony Riakiotakis
Looks like the cleanest way to handle this is to no do bounding box collision for edit mode at all. But this is easy to enforce This reverts commit 7b5fe4f316234022a0ab761b694cd459ce98db2d. Conflicts: source/blender/editors/transform/transform_snap.c
2014-06-16Fix for knife when in ortho camera viewCampbell Barton
2014-06-16Code cleanup: move editfont drawing into its own function.Campbell Barton
2014-06-16Object Drawing: minor refactor, don't check glsl in wire-modeCampbell Barton
also don't call glBlendFunc for hidden objects.
2014-06-16Fix T40617: Ortho view selects objects behind cameraCampbell Barton
2014-06-15Curve: use zero length array for BevList for less confusing syntaxCampbell Barton
2014-06-15Code cleanup: commentsCampbell Barton
2014-06-14UI: refactor text cache to use zero length arraysCampbell Barton
also correct some bad casts
2014-06-13Code cleanup: use ED_gpencil_ prefix for grease pencilCampbell Barton
2014-06-13BLI_bitmap: rename macrosCampbell Barton
- BLI_BITMAP_SET -> BLI_BITMAP_ENABLE - BLI_BITMAP_CLEAR -> BLI_BITMAP_DISABLE - BLI_BITMAP_GET -> BLI_BITMAP_TEST - BLI_BITMAP_MODIFY -> BLI_BITMAP_SET
2014-06-13Code cleanup: reorder BKE_scene_use_new_shading_nodes checks lastCampbell Barton
2014-06-12Fix flickering when transform snapping in edit mode and cursor isAntony Riakiotakis
slightly outside the mesh. Reported by Thomas Beck on irc. Issue here is that the mesh bounding box changes as we are transforming the vertices. Solution is to collide against the initial bounding box. Unfortunately the snapping functions are made in a way that a lot of code needed to be tweaked here, but the change should be straightforward and harmless (famous last words, I know). Ideally we might want to even increase the size of the bounding box a little (as seen in screen space) to allow snapping even in cases where, cursor is slightly outside the bounding box, but since this is not so straightforward to do for all cases, at least for me, leaving this as a TODO.
2014-06-10Fix missing notifier when inserting keyframeSergey Sharybin
Reported by Sebastian Koenig in IRC