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2011-05-17synched with trunk at revision 36569Nick Samarin
2011-02-17DNA header files are now grouped under the same module. No further ↵Nathan Letwory
documentation done.
2011-02-17Starting work on doxygen cleanup. Many things still to be done.Nathan Letwory
2011-02-16synched with trunk at revision 34793Nick Samarin
2010-10-05Reorganisation of COLLADA import code. Classes have been split into their ↵Nathan Letwory
own files. No functional changes. Where necessary extern "C" {} blocks have been added.
2010-07-30- moved navmesh conversion code to ED_Editors project ↵Nick Samarin
(ED_navmesh_conversion.h and navmesh_conversion.cpp files) - added new custom data layer CD_Recast
2010-04-05Fix #21885: constraint with copy location/rotation from vertex group crashes.Brecht Van Lommel
2010-03-30Rest shape key for cloth option, this makes it possibleBrecht Van Lommel
to specify different spring lengths. Implementation is quite ugly because the shape key has to be pulled through the modifier stack somehow, need a more flexible data mask system to solve this properly. (commits 27773,27775,27778 by Brecht from render25 branch)
2010-02-12correct fsf addressCampbell Barton
2009-11-25Sculpt: external file storage for multiresBrecht Van Lommel
* This is experimental, the file format may change still! * Helps reduce memory usage, keeps .blend files smaller, and makes saving quicker when not editing multires. * This is implemented at the customdata level, currently only the multires displacements can be stored externally. ToDo * Better integration with object duplication/removal/.. * Memory is not yet freed when exiting sculpt mode. * Loading only lower levels is not supported yet.
2009-10-03imbusy GSoC'09 branch merge (Vertex Buffer Object support)Lukas Steiblys
2009-04-022.5: weight paint mode fix for corrupted layer data, and addedBrecht Van Lommel
a customdata layer specifically to store weightpaint colors instead of abusing the vertex colors layers.
2009-01-06Got rid of old multires code, brought in multires modifier from Nicholas Bishop
soc-2008-nicholasbishop branch. Note: any old code with multires_test() or multires_level1_test() can just be deleted, not needed by the multires modifier.
2009-01-022.5Ton Roosendaal
From the anti-globalization department: G.obedit terminated! Wherever possible, use CTX_data_edit_object(C) to get this now. It's stored in scene now, and the screen context has it defined.
2008-12-142.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r17434:HEAD
2008-07-29Game Engine: alpha blending and sortingBrecht Van Lommel
======================================= Alpha blending + sorting was revised, to fix bugs and get it to work more predictable. * A new per texture face "Sort" setting defines if the face is alpha sorted or not, instead of abusing the "ZTransp" setting as it did before. * Existing files are converted to hopefully match the old behavior as much as possible with a version patch. * On new meshes the Sort flag is disabled by the default, to avoid unexpected and hard to find slowdowns. * Alpha sorting for faces was incredibly slow. Sorting faces in a mesh with 600 faces lowered the framerate from 200 to 70 fps in my test.. the sorting there case goes about 15x faster now, but it is still advised to use Clip Alpha if possible instead of regular Alpha. * There still various limitations in the alpha sorting code, I've added some comments to the code about this. Some docs at the bottom of the page: http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/ Merged some fixes from the apricot branch, most important change is that tangents are now exactly the same as the rest of Blender, instead of being computed in the game engine with a different algorithm. Also, the subversion was bumped to 1.
2008-07-04-> Vertex Group support for bevel (editmode only)Geoffrey Bantle
Vertex groups are now preserved when beveling (editmode only). Modifier support as well as uv/vert colors to follow soon.
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2007-12-05ParticlesBrecht Van Lommel
========= - Texture orco coordinates for particles are now actual orcos instead of just the vertex positions, which means they are the same under deformations and the same as the ones on the mesh. - Particle distribution now uses these orcos to get consistent distributions independent of deformation. - This required changing the way orco's are computed for meshes. Now instead of generating an orco derivedmesh separately, the derivedmesh is generated alongside the regular one and stored in an orco custom data layer.
2007-11-27ParticlesBrecht Van Lommel
========= Merge of the famous particle patch by Janne Karhu, a full rewrite of the Blender particle system. This includes: - Emitter, Hair and Reactor particle types. - Newtonian, Keyed and Boids physics. - Various particle visualisation and rendering types. - Vertex group and texture control for various properties. - Interpolated child particles from parents. - Hair editing with combing, growing, cutting, .. . - Explode modifier. - Harmonic, Magnetic fields, and multiple falloff types. .. and lots of other things, some more info is here: http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc The new particle system cannot be backwards compatible. Old particle systems are being converted to the new system, but will require tweaking to get them looking the same as before. Point Cache =========== The new system to replace manual baking, based on automatic caching on disk. This is currently used by softbodies and the particle system. See the Cache API section on: http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint Documentation ============= These new features still need good docs for the release logs, help for this is appreciated.
2007-06-04-> Custom Properties for Mesh entitiesGeoffrey Bantle
In order to give import/export script authors the ability to add properties to inidividual faces, vertices and edges in the same manner as they are able to do with ID structures three new custom data types have been added to blender for floats, integers and strings. Things to note: -Since property Layers are custom data, they are added to all verts, edges or faces at once. -Only one property layer for each unique property name may exist. In other words, you cannot have a float layer as well as an integer layer both with the same name. -No user interface for this exists at the moment. The following methods and attributes have been added to the Blender.Mesh Python module and it's object types: ->MVert/Edge/FaceSeq: addPropertyLayer(name, type) removePropertyLayer(name) renamePropertyLayer(original name, new name) properties(readonly list.) ->MVert/Edge/Face getProperty(name) setProperty(name, value) ->Mesh module PropertyTypes (readonly dictionary)
2007-05-02Made it so blender has an active render layer for Uv and Vertex color mesh ↵Campbell Barton
layers. This means changing the active UV/VCol layers wont change what renders. needed to adjust the minor version so old files will copy the active layer to the render-uv/vcol layer. boxpack2d.py - redoen in C now, dont need python version.
2006-12-27Fix for bug #5523:Brecht Van Lommel
A crash on rendering with multiple UV layers, layer names weren't always getting copied correct.
2006-12-21Added names to UV and vertex color layers, and display them as a list.Brecht Van Lommel
Added support for multiple UVs in the render engine. This also involved changing the way faces are stored, to allow data to be added optionally per 256 faces, same as the existing system for vertices. A UV layer can be specified in the Map Input panel and the Geometry node by name. Leaving this field blank will default to the active UV layer. Also added sharing of face selection and hiding between UV layers, and at the same time improved syncing with editmode selection and hiding. Still to do: - Multi UV support for fastshade. - Multires and NMesh preservation of multiple UV sets.
2006-12-13Multiple UV and vertex color layers: (still work in progress)Brecht Van Lommel
These can be created and deleted in the Mesh panel in the same place as before. There is always one active UV and vertex color layer, that is edited and displayed. Important things to do: - Render engine, material support - Multires and NMesh now lose non active layers Also CustomData changes to support muliple layers of the same type, and changes to layer allocation, updated documentation is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
2006-12-05Modifier Stack: Limit calculation to required data.Ben Batt
This commit upgrades the modifier stack to only calculate the data which is needed, either by modifiers further down the stack or by other functions at the end of the stack (e.g. drawing functions). This speeds up modifier stack recalculation, especially where vertex groups and UV coordinates are concerned. For example, a mesh with an Armature modifier followed by a Subsurf modifier would previously have required the Subsurf modifier to interpolate all the vertex groups in the mesh, slowing down modifier calculations considerably. With this update, vertex group data is not propagated beyond the Armature modifier, so calculations are faster. Note that this depends on the order of modifiers in the stack. If the Armature and Subsurf modifiers were swapped in the above example, the Subsurf modifier would have to interpolate vertex groups, as they are needed by the Armature modifier.
2006-11-20Added custom vertex/edge/face data for meshes:Brecht Van Lommel
All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-11Added custom face data support in edit mode. The code used to do this isBrecht Van Lommel
the CustomData module from the modifier stack rewrite, but with additions to make it also usable in edit mode. Some of the datatypes from that module were move to a DNA header file, they are not saved to file now, but will be soon. The only code that wasn't abstracted is the uv collapse / merging code. It is rather complicated, will look into that in the future. There should be no user level changes.