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2013-02-12fix for own regression [#34096] ocean sim vertex color bugCampbell Barton
Caused by my assumption that alpha wasn't used for vertex colors. Infact it is used by blender-internal rendering, but typically only for blending strand particles. Updated comments to note this.
2013-01-09partial fix for [#32581] Mesh properties API does not allow for zeros in ↵Campbell Barton
byte array bmesh access allows zero bytes, support still needs adding via RNA.
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-09-21remove sticky coords from blender and the internal render engine.Campbell Barton
2012-09-15code cleanup: remove paranoid/invalid NULL checks and also reduce some ↵Campbell Barton
unneeded size_t -> int conversions.
2012-09-06code cleanup: remove deprecated defines and some struct membersCampbell Barton
2012-08-06Switching images in the image space would modify UV coordinates.Campbell Barton
This is an intended feature but works too unreliably. - This setting was stored in each face and only editable by re-running the unwrap, this is too hidden (only discovered this by reading code). - This worked with blender internal but not with cycles, such basic options as changing an image shouldn't behave different depending on the render engine selected. I've ifdef'd out the aspect correction for now, it could be added back as a per scene option and be made to run on both cycles or blender internal but for now I prefer to keep this disabled.
2012-07-09Fix for #31962, changes image ignores correct aspect ratio. MadeAntony Riakiotakis
unwrapper flush the correct aspect flag to mtpoly after unwrap. Faces that have been unwrapped with correct aspect option will fix their aspect each time a different image is assigned to them. I hope fix works 100%, I can't say that I really understood the bizarre aspect ratio system.
2012-07-01style cleanup: commentsCampbell Barton
2012-05-22Add MVertSkin DNA/RNA and customdata (CD_MVERT_SKIN).Nicholas Bishop
The MVertSkin currently just stores local skin radii and skin flags (MVertSkinFlag). Skin modifier documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier Reviewed by Campbell Barton.
2012-05-17style cleanup: block commentsCampbell Barton
2012-05-11Add DNA and customdata entries for paint masks.Nicholas Bishop
CD_PAINT_MASK is a layer of per-vertex floats for non-multires meshes. Multires meshes use CD_GRID_PAINT_MASK, which is a layer of per-loop GridPaintMask structures. GridPaintMask is similar to MDisp, but contains an array of scalar floats. Note: the GridPaintMask could be folded into MDisp, but this way should be easier to add mask layers in the future (if we do fold GridPaintMask into MDisp, the mask array should probably be an array of arrays with a 'totmask' field so that mask layers can be easily supported.) Includes blenload read/write support for CD_PAINT_MASK and CD_GRID_PAINT_MASK.
2012-04-29style cleanup: whitespace / commasCampbell Barton
2012-04-23clear the FGON edge flag when updating old meshes to polygons. (we may wan't ↵Campbell Barton
to reuse the flag later)
2012-04-21style cleanup: correct typosCampbell Barton
2012-03-18swap BMLoopCol r/b color, requires subversion bump.Campbell Barton
old mesh MCol 'r' was blue, 'b' was red, but theres no reason to keep this for bmesh with MLoopCol. Loading old files works, saving legacy format works too. What wont work is loading a file after this revision and loading it in an older revision since the bmesh merge. (it wont crash but the blue and red will be swapped on vertex color layers).
2012-03-14Add MDisps.hidden bitmap.Nicholas Bishop
Updates SDNA, customdata functions, and file read/write. Also adds accessor functions to BKE paint.
2012-03-14Add 'level' field to struct MDisps, companion to 'totdisp'.Nicholas Bishop
Gets initialized when loading old files and updated at the same places totdisp is updated. Saves having to do log+sqrt to extract level from totdisp.
2012-03-09style cleanup: comment blocksCampbell Barton
2012-03-02style cleanupCampbell Barton
- spelling - turns out we had tessellation spelt wrong all over. - use \directive for doxy (not @directive) - remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-02-18svn merge ^/trunk/blender -r44189:44204Campbell Barton
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-02-08Code Cleanup:Campbell Barton
macro for copying polygon settings
2012-02-05support for 'origspace' data layer - used for hair on subsurf mesh.Campbell Barton
currently only works for 3/4 sided faces.
2011-12-30svn merge ^/trunk/blender -r42973:42991Campbell Barton
2011-12-30minor dna header cleanupCampbell Barton
2011-12-29minor speedup to CDDM_merge_verts (called by mirror)Campbell Barton
* was doing 2 edge hash lookups, where only 1 was needed. * was checking MLoop verts and edges if they were -1, when they are never set to -1
2011-12-28initial merge of bmesh customdata layer code into trunk, ifdef'd out for now ↵Campbell Barton
with USE_BMESH_FORWARD_COMPAT.
2011-12-28svn merge ^/trunk/blender -r42918:42920Campbell Barton
2011-12-28make MOD_dynamicpaint.c use more typical gpl2+ text and some formatting ↵Campbell Barton
edits in DNA
2011-12-28reduce size of typemap, and minor changes to sync with trunkCampbell Barton
2011-12-28minor changes from bmesh into trunkCampbell Barton
2011-12-28macro for getting next/previous MPoly loopsCampbell Barton
2011-12-28set mloop edge and vertex as unsigned ints since face/edge reference verts ↵Campbell Barton
as unsigned ints too
2011-12-11svn merge ^/trunk/blender -r42550:42564Campbell Barton
2011-12-11remove unused function, found when syncing with bmesh, also remove/comment ↵Campbell Barton
some unused defines
2011-12-05svn merge ^/trunk/blender -r42416:42422Campbell Barton
2011-12-04remove mesh PartialVisibility, it wasnt being version patches or used ↵Campbell Barton
anywhere, other then save/load/free.
2011-12-02svn merge ^/trunk/blender -r42303:42329Campbell Barton
2011-12-01- remove redundant line in makesdna pointed out by 'troubled' in IRCCampbell Barton
- comment remove unused mesh edge flag.
2011-12-01split BMFlags_To_MEFlags & MEFlags_To_BMFlags into type specific calls, ↵Campbell Barton
since we always know the types with these functions theres not much point in having generic calls with a type switch.
2011-11-20Various typo cleanups, remove unnecessary code etc, found during recent work ↵Andrew Wiggin
and separated to a cleanup change
2011-10-24svn merge ^/trunk/blender -r41226:41227 .Campbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-09-23svn merge ^/trunk/blender -r40371:40372Campbell Barton
2011-09-19TexFace to Material Settings big patchDalai Felinto
Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-11svn merge -r40075:40104 https://svn.blender.org/svnroot/bf-blender/trunk/blenderCampbell Barton
2011-06-27Turned select vertex path back on and addedGeoffrey Bantle
back in selection history for bmesh->mesh and mesh->bmesh conversions: ---------------------------------------------- Select Vertex Path had wrong invoke callback (shouldn't have any?). Also selection history was not converted when doing bmesh->mesh or mesh->bmesh conversions. This meant that tabbing in and out of editmode would make your selection history dissapear. Undo pop would also not preserve selection history so any operators that relied on it would not work when you adjusted their settings.
2011-05-17synched with trunk at revision 36569Nick Samarin
2011-05-12=bmesh=Joseph Eagar
1. Removed pinning, at least until after trunk reintegration (it's a usefull feature, but incomplete). 2. Ripped out the subclassing code I originally wrote so bmesh would be more usable for modifiers (I ended up improving CDDM instead). 3. Inlined some of the macros in bmesh.h, still need to do the macros in bmesh_operator_api.h. 4. Removed the BMESH_ITER_*** macros (except for BMESH_ITER_INDEX). They were too clunkly to be worth it.