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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
2016-05-14Fix 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.
2016-05-06Image Editor: Add border zoomCampbell Barton
Use Shift-B, UV border-select-pinned is now Ctrl-B. Patch from @rav66
2016-04-11Fix T48082: Unwrap overwrites face selectionCampbell Barton
Sync selection option made adding a new UV layer select all edit-mesh faces. Now just select the UV's, ignoring sync-select option.
2016-03-02Avoid node tree update tag when changed nodes which are not affecting resultSergey Sharybin
This was we don't have re-compo or viewport re-rendering happening when changing nodes which are not connected to the output at all (for example when adding new nodes or changing settings for unconnected nodes). Only basic operations are covered for now. checks could be added to more tools when needed. Currently it's not fully optimal implementation, but seems to work fast enough. Don't see reliable alternative to that -- keeping tag in the node wouldn't work because of the node groups (which are probably already broken, but should be easy to solve with current approach). So guess it's more matter of optimizing path search from a node to output. Before processing forward let's check whether it's indeed something we want and whether the approach is indeed not fully bad. Reviewers: campbellbarton, mont29 Subscribers: sebastian_k Differential Revision: https://developer.blender.org/D1765
2016-03-02Fix T47564: Unwrapping the same mesh results in different UVs.Bastien Montagne
Pointers of faces were passed as face keys during parametrizer's face creation. Since those addresses were different for every run, the layout of the faces ended up being different in the internal hash, leading to inconsistent order of their evaluation during LSCM solving, and slightly different UV maps. Solved by simply using faces' indices as key instead, which ensures we always get same results with exact same input data now. Many thanks to Roman Nagornov (RomanN) for raising the issue, investigating it and finding the solution! And thanks to Brecht for quick review too.
2016-02-19Fix implicit double to float conversion caused by use of double precision M_PISergey Sharybin
2016-02-18Fix related to T45343: UV unwrap giving poor results for some n-gons.Brecht Van Lommel
2016-01-30Cleanup: line lengthCampbell Barton
2016-01-28cleanup: spelling / typosMike Erwin
no functional changes
2016-01-23OpenGL: call glLineWidth less oftenMike Erwin
Each LINES draw call is now responsible for its own line width. No need to set it back to its 1.0 default after every draw. This eliminates half our calls to glLineWidth , similar to last week’s work on glPointSize.
2016-01-22OpenGL: remove unneeded state changesMike Erwin
UI_panel_category_draw_all was setting PolygonMode to LINES before drawing LINES. stitch_draw was setting PolygonMode to its default FILL value — any function that deviates from the default should’ve changed it back to FILL.
2016-01-16OpenGL: fixes related to GL_POINTSMike Erwin
I put all usage of GL_POINTS under the microscope. Fixed problems & optimized a couple of spots. - reduce calls to glPointSize by about 50% - draw selected & unselected vertices together for UV editor & EditMesh - draw initial gpencil stroke point the proper size - a few other smaller fixes New policy: each GL_POINTS draw call needs to set its desired point size. This eliminates half our calls to glPointSize (setting it back to its 1.0 default after every draw).
2016-01-08OpenGL: remove glPointSize hackMike Erwin
2016-01-04Remove SCons building systemSergey Sharybin
While SCons building system was serving us really good for ages it's no longer having much attention by the developers and started to become quite a difficult task to maintain. What's even worse -- there started to be quite serious divergence between SCons and CMake which was only accumulating over the releases now. The fact that none of the active developers are really using SCons and that our main studio is also using CMake spotting bugs in the SCons builds became quite a difficult task and we aren't always spotting them in time. Meanwhile CMake became really mature building system which is available on every platform we support and arguably it's also easier and more robust to use. This commit includes: - Removal of actual SCons building system - Removal of SCons git submodule - Removal of documentation which is stored in the sources and covers SCons - Tweaks to the buildbot master to stop using SCons submodule (this change requires deploying to the server) - Tweaks to the install dependencies script to skip installing or mentioning SCons building system - Tweaks to various helper scripts to avoid mention of SCons folders/files as well Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit Reviewed By: campbellbarton, juicyfruit Differential Revision: https://developer.blender.org/D1680
2015-12-27OpenGL: stipple support added to basic GLSL shaderAlexander Romanov
The is intended to replace the deprecated glPolygonStipple() calls with a shader based alternative, once we switch over to GLSL shaders. Reviewers: brecht Differential Revision: https://developer.blender.org/D1688
2015-12-10Eigen: fold remaining OpenNL code into intern/eigen.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D1662
2015-12-01Cleanup: use more logical names for View3D.aroundCampbell Barton
D1651 (own patch)
2015-11-23Cleanup: shadowing (unwrap)Campbell Barton
2015-11-23OpenNL: make the API thread safe by always passing context.Brecht Van Lommel
Previously two laplacian smooth or deform modifiers executing simultaneously could crash.
2015-11-23OpenNL: significantly simplify code using Eigen / STL.Brecht Van Lommel
2015-10-24Fix related to T46538: do not popup choice menu of mark/clear seam UV editor ↵Bastien Montagne
op invoke when prop is already set!
2015-10-19Fix T46529: Unwrap UV w/ use-subsurf failsCampbell Barton
Regression since moving to looptri.
2015-10-13Fix T46450: Seams from islands, wont show 'Sharp'Campbell Barton
2015-10-04BLI_Buffer: add BLI_buffer_reinitCampbell Barton
Useful for re-using a buffer when the existing data can be thrown away.
2015-09-20Cleanup: Use new vector transform functionsJulian Eisel
2015-08-18Refactor translation code out of blenfontCampbell Barton
- Add blentranslation `BLT_*` module. - moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`). - moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
2015-08-04SCons: Fix for really nasty bug with polluting configuration environmentSergey Sharybin
The issue was caused by the following construction: def = env['SOMETHING'] defs.append('SOMETHING_MORE') Since first assignment was actually referencing environment option it was totally polluted hawing weird and wonderful side effects on all other areas of Blender.
2015-07-14Move from MTFace to MTexPoly w/ texture checksCampbell Barton
Part of moving away from MFace.
2015-07-02DerivedMesh: cleanup & minor edirsCampbell Barton
- place return args last position - move crazyspace function out of DerivedMesh header - use bool for args - flow control on own lines to ease debugging
2015-06-23Fix T44320: UV island overlap considered linkedCampbell Barton
2015-06-20Transform: UV islands were split by windingCampbell Barton
This meant front/back faces from a projection would be seen as separate islands.
2015-05-22Fix T44801: Blender crash in UV-editor.Bastien Montagne
Mistake in cleanup rB30b45d55... Odd compiler did not yell at that. :|
2015-05-17UV editor: make Ctrl+E menu with mark/clear seam, instead of always marking.Brecht Van Lommel
2015-05-17BMesh: don't check winding for uv-vert-mapCampbell Barton
Made link-select separate front/back with projected UV's
2015-05-14Add clear seams to uv editorAntony Riakiotakis
2015-05-05Math Lib: rename fill_*, to copy_*Campbell Barton
matching convention for fixed length api, eg: copy_v3_fl
2015-04-27Cleanup: rename GRAB_POINTER -> GRAB_CURSORCampbell Barton
Term pointer is overloaded already.
2015-04-20Cleanup: use bool /w flag checksCampbell Barton
2015-03-28Cleanup: redundant struct declarationsCampbell Barton
2015-03-18Support UV island selection in UV synch and face select mode.Antony Riakiotakis
Enough said, people wanted this for ages, enjoy!
2015-03-09Fix for clamping large UV coords in UV-panelCampbell Barton
Would clamp value ranges in UI when outside hard coded range.
2015-02-11cleanup: style/indentationCampbell Barton
2015-02-06GHash: no need to malloc iteratorsCampbell Barton
2015-01-31Compiler warning: double-promotionCampbell Barton
2015-01-26UV Unwrap: Correct aspect was invertedCampbell Barton
2015-01-13Cleanup: fixes for building with recent clangCampbell Barton
2015-01-01cleanup: redundant casts & const cast correctnessCampbell Barton
2014-12-14Fix T42892: UV pixel snap with negative valuesCampbell Barton
2014-12-11Fix T42859 smart UV unwrap does not support aspect correction.Antony Riakiotakis
Can be considered TODO but it's not bad to support either. Also added RNA api to get aspect ratio of assigned UV image - returns aspect corrected image dimensions so needs adjustments for uv editing.