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2018-06-05UI: set cursor line widthCampbell Barton
2018-06-05UI: context menu for other editor typesCampbell Barton
D3458 by @billreynish w/ edits. - Context menu for dope-sheet, graph, image & node editors. - Add type to contenxt menu header. - Access with W-Key. - Change UV-editor weld key binding to Shift-W.
2018-06-04Merge branch 'master' into blender2.8Campbell Barton
2018-06-04Cleanup: strip trailing space in editorsCampbell Barton
2018-06-01Merge branch 'master' into blender2.8Campbell Barton
2018-06-01Cleanup: trailing whitespace (comment blocks)Campbell Barton
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-05-25Multi-Object-Mode: EditMesh UV snap to cursorCampbell Barton
D3422 by @Al
2018-05-22Cleanup: namingCampbell Barton
Use 'ob' prefix for objects, 'eval' suffix for evaluated data.
2018-05-22Cleanup: replace MEM_SAFE_FREE -> MEM_freeNCampbell Barton
No need to check for NULL in this case.
2018-05-17Fix UV shadow drawingCampbell Barton
2018-05-14UV: multi-object project boundsCampbell Barton
D3368 by @Al with own edits.
2018-05-12UI: move pivot to the topbarCampbell Barton
Pivot variables are now stored in scene toolsettings.
2018-05-12EditMode: multi-object UV cube projectCampbell Barton
D3346 by @Cykyrios
2018-05-12EditMode: multi-object UV cylinder projectCampbell Barton
D3345 by @Cykyrios
2018-05-12EditMode: multi-object UV sphere projectCampbell Barton
D3344 by @Cykyrios
2018-05-12EditMode: multi-object UV resetCampbell Barton
D3343 by @Cykyrios
2018-05-08Orientation for 3D cursorCampbell Barton
Currently set when setting the cursor location, optionally used as an orientation type. Intended for use by tools too. See: D3208
2018-05-02Merge branch 'master' into blender2.8Campbell Barton
2018-04-30UV editing: Make 'Select Linked' work consistent to 3D ViewJulian Eisel
Don't see a good reason for the old behavior, so better have it consistent.
2018-04-21Cleanup: styleCampbell Barton
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19GWN Immediate: use GWN_BATCH_OWNS_VBO for created with imm immBeginBatch.Germano
2018-04-19UV Editor: Fix memleak with loop_vbo and loop_batch.Germano
2018-04-19UV Editor: Style: rename variables to match others.Germano
2018-04-19UV Editor: Fix memleak from recent changes.Clément Foucault
2018-04-19UV Editor: Fix overflow issue with IMM usage.Clément Foucault
Use batch API in this case. It's not the ideal solution (slow) but it works.
2018-04-19UV Editor: Fix imm assert about program still bound.Clément Foucault
2018-04-18Cleanup: consistent changed_multi assignmentCampbell Barton
2018-04-18UV Edit Draw: Fix assert in `immBeginBatch` -> ↵Germano
`vertex_count_makes_sense_for_primitive`.
2018-04-16Cleanup: indentationCampbell Barton
Indent lines for multi object editing, no functional changes. Also strip trailing space from indented regions.
2018-04-16Multi-Object EditingCampbell Barton
This adds initial multi-object editing support. - Selected objects are used when entering edit & pose modes. - Selection & tools work on all objects however many tools need porting See: T54641 for remaining tasks. Indentation will be done separately. See patch: D3101
2018-04-05Remove workspace object mode, reverts changes w/ 2.8Campbell Barton
This caused too many problems syncing object modes with multiple objects/windows/workspaces, see: D3130 for details.
2018-03-15UV/Image Editor: Optimize UV DrawingGermano
Use batchs to store the entire buffer of loops before drawing. These batchs can be stored in the mesh draw cache later.
2018-03-14Merge branch 'master' into blender2.8Bastien Montagne
2018-03-14Cleanup: rename BLI_array_count -> lenCampbell Barton
Match naming convention used everywhere else. Count should only be used when this isn't directly accessible.
2018-03-13Merge branch 'master' into blender2.8Campbell Barton
2018-03-13Cleanup: long lines, use doxy sectionsCampbell Barton
2018-03-12Merge branch 'master' into 28Campbell Barton
2018-03-12Cleanup: remove misleading array sizeCampbell Barton
2018-03-12Cleanup: sync EDBM_uv_* functions w/ 2.8Campbell Barton
They're nearly the same, so keep names matching to avoid conflicts.
2018-03-12Merge branch 'master' into blender2.8Campbell Barton
2018-03-12UV: internal changes to pickingCampbell Barton
Nothing user visible, only things needed for multi-object support, making picking functions more flexible too. - Support passing in an initialized hit-struct, so it's possible to do multiple nearest calls on the same hit data. - Replace manhattan distance w/ squared distance so they can be compared. - Return success to detect changes to a hit-data which might already be initialized (also more readable).
2018-02-27merge from masterGaia Clary
2018-02-26Cleanup: use function for clearing bmesh tagsCampbell Barton
2018-02-26Fix T50132: UV sticky mode is not respected with border/circle/lasso select.Hugo Sales
Differential Revision: https://developer.blender.org/D3074
2018-02-18Merge branch 'master' into blender2.8Campbell Barton
2018-02-18Cleanup: add 2d suffix to BLI filesCampbell Barton
Some of these API's can have 3D versions, explicitly name them 2D.
2018-02-15Merge branch 'master' into blender2.8Sergey Sharybin
2018-02-15Cleanup: use '_len' instead of '_size' w/ BLI APICampbell Barton
- When returning the number of items in a collection use BLI_*_len() - Keep _size() for size in bytes. - Keep _count() for data structures that don't store length (hint this isn't a simple getter). See P611 to apply instead of manually resolving conflicts.
2018-02-14GPU: use alpha blend that works for drawing to transparent buffer.Brecht Van Lommel
It's unlikely to ever be intentional to square the source alpha, as happens with glBlendFunc, so this changes the blending throughout the code.