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2017-03-05Clay Engine: More Lamp drawing workClément Foucault
2017-03-05Clay Engine: camera drawingClément Foucault
2017-03-02Remove all instance of OBACT from particle_edit.c and related changesDalai Felinto
2017-03-02Remove tons of OBACTDalai Felinto
There are now only referenced in: * drawobject.c * particle_edit.c * space_image.c (a single case to be handled on workspace branch) * rigidbody_constraint.c (to be handled in the following commit)
2017-02-28Outliner: "All Collections" mode showing the master collection hierarchyJulian Eisel
Reordering is disabled for now. Link, unlink and override operators are only available while in "Active Layer" mode, not in "All Collections".
2017-02-27Outliner: Rename "Collections" display mode to "Active Render Layer"Julian Eisel
2017-02-27Merge branch 'master' into blender2.8Luca Rood
2017-02-27Surface Deform Modifier (SDef)Luca Rood
Implementation of the SDef modifier, which allows meshes to be bound by surface, thus allowing things such as cloth simulation proxies. User documentation: https://wiki.blender.org/index.php/User:Lucarood/SurfaceDeform Reviewers: mont29, sergey Subscribers: Severin, dfelinto, plasmasolutions, kjym3 Differential Revision: https://developer.blender.org/D2462
2017-02-26Merge branch 'master' into blender2.8Brecht Van Lommel
2017-02-24Add "Gravitation" option to "Force" type force fieldsLuca Rood
This adds an option to force fields of type "Force", which enables the simulation of gravitational behavior (dist^-2 falloff). Patch by @AndreasE Reviewers: #physics, LucaRood, mont29 Reviewed By: #physics, LucaRood, mont29 Tags: #physics Differential Revision: https://developer.blender.org/D2389
2017-02-23Merge branch 'master' into blender2.8Bastien Montagne
2017-02-23Fix T50736: Zero streaks in Glare node.Bastien Montagne
Please never, ever use same DNA var for two different things. Even worse if they do not have same type and ranges! This is only ensuring issues (as described in report, but also if animating both RNA props using same DNA var... yuck). And we were not even saving any byte in DNA, could reuse some padding there to store the two new needed vars (yes, two, since we cannot re-use existing one if we want to keep backward *and* forward compatibility).
2017-02-22Clay Engine: Prepare for Armature drawing.Clément Foucault
- Added runtime display matrices to EditBone and bPoseChannel - Added Object space instance vertex shader and modified the simple lighting shader accordingly
2017-02-17Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/editors/animation/anim_draw.c
2017-02-15Collections Settings: Added Bool type.Clément Foucault
2017-02-15Revert "Collection Editor based on patch by Julian Eisel"Dalai Felinto
This reverts commit 3da834e83ce9d7056c033148dab04885a6d3b1b7. We will use the outliner for this now. I'm also moving the collections_ops.c to outliner_collections.c
2017-02-15Motion blur investigation featureSergey Sharybin
This commit adds a way to debug Cycles motion blur issues which are usually happening due to something crazy happening in between of frames. Biggest trouble was that artists had no clue about what's happening in subframes before they render. This is at least inefficient workflow when dealing with motion blur shots with complex animation. Now there is an option in Time Line Editor which could be found in View -> Show Subframe. This option will expose current frame with it's subframe to the time line editor header and it'll allow scrubbing with a subframe precision in time line editor. Please note that none of the tools in Blender are aware of subframe, so they'll likely be using current integer frame still. This is something we don't consider a bug for now, the whole purpose for now is to give a tool for investigation. Eventually we'll likely tweak all tools to be aware of subframe. Hopefully now we can finish the movie here in the studio..
2017-02-14Layer DNA_scene_types _NEW defines, protect macro parametersDalai Felinto
2017-02-13Layers: Per-Collection edit mode parsingDalai Felinto
Note: we are now merging all the collection engines (mode and render), which eventually may get slow. But as stated before, this is to expose the functionality, while waiting for proper depsgraph integrated solution.
2017-02-12Layers: Per-Collection edit mode settingsDalai Felinto
I didn't manage to get the proper object context in the collection properties editor. That said I got it working for now in a temporary way since this will change once we get workspaces anyways (see changes in buttons_context.c and rna_scene.c::rna_LayerCollection_mode_settings_get) I still need to handle the merging of the settings. I will find a provisory solution while we wait for depsgraph. (also layer_collection_create_mode_settings_object and layer_collection_create_mode_settings_edit could probably be elsewhere - under draw/engines likely)
2017-02-09Support displaying collections in outlinerJulian Eisel
Adds a new outliner display mode "Collections" which draws the active collection. We might want to rename it to "Active Collection" if we don't plan to support showing other collections there. Also added the buttons for restricting visibility and selectability. @dfelinto, code in restrictbutton_collection_hide_cb and restrictbutton_collection_hide_select_cb is duplicated from rna_LayerCollection_hide_update and rna_LayerCollection_hide_select_update, maybe utility functions would be handy for this?
2017-02-09More housecleaning (BASACT > BASACT_NEW)Dalai Felinto
2017-02-09Fix widget not showing upDalai Felinto
(and more Scene.base > SceneLayer.object_bases changes in transforma code)
2017-02-08Bring back Lasso and Circle selection backDalai Felinto
(and replace more instances of BaseLegacy/scene->base with Base/sl->object_bases) Still need mouse selection, box selection, and menu selection Also, there is still a problem with BA_WAS_SEL, at the moment only the objects centers are highlighted.
2017-02-07Partial "fix" for objects not being selectedDalai Felinto
To bring this fix a step further we need to address all the BA_WAS_SEL instances, and make sure they follow the new design. This commit allow you to see the object selected (its center anyways) when you do select all. Note: in the clay engine selection (a) was already working fine.
2017-02-07Layers: get/update CollectionEngineSettings (depsgraph placeholder)Dalai Felinto
Every time: * A collection settings is set * A collection visibility changes * An object is added/removed/ ... We need to recalculate the "accumulated" CollectionEngineSettings that the render engine should use for an object. This is to be handled by the depsgraph. Meanwhile this code should allow us to start using those settings in the render engines. Note: We are storing this in the objects, which means we can only have one active calculated option every time. This is intended to get the conversation with the Depsgraph department going.
2017-02-07Clay-Engine (merge clay-engine)Clément Foucault
Initial work by Clément Foucault with contributions from Dalai Felinto (mainly per-collection engine settings logic, and depsgraph iterator placeholder). This makes Blender require OpenGL 3.3. Which means Intel graphic card and OSX will break. Disable CLAY_ENGINE in CMake in those cases. This is a prototype render engine intended to help the design of real render engines. This is mainly an engine with enphasis in matcap and ambient occlusion. Implemented Features -------------------- * Clay Render Engine, following the new API, to be used as reference for future engines * A more complete Matcap customization with more options * Per-Collection render engine settings * New Ground Truth AO - not enabled Missing Features ---------------- * Finish object edit mode - Fix shaders to use new matrix - Fix artifacts when edge does off screen - Fix depth issue - Selection sillhouette - Mesh wires - Use mesh normals (for higher quality matcap) - Non-Mesh objects drawing - Widget drawing - Performance issues * Finish mesh edit mode - Derived-Mesh-less edit mode API (mesh_rende.c) * General edit mode - Per-collection edit mode settings * General engines - Per-collection engine settings (they are their, but they still need to be flushed by depsgraph, and used by the drawing code)
2017-02-07Render Layers and Collections (merge from render-layers)Dalai Felinto
Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2017-01-26Merge branch 'master' into blender2.8Sergey Sharybin
2017-01-26Compositor: Make HSV node inputs a real socketsSergey Sharybin
This is much more flexible solution which will allow doing some more procedural features. Reviewers: brecht, dfelinto, mont29 Reviewed By: mont29 Subscribers: Severin Differential Revision: https://developer.blender.org/D2403
2017-01-25Convert MBC_ API to Mesh (instead of derived mesh) and move it to mesh_renderDalai Felinto
This includes a few fixes in the MBC_ api. The idea here is for this to be the only interface the render engines will deal with for the meshes. If we need to expose special options for sculpting engine we refactor this accordingly. But for now we are shaping this in a per-case base. Note: * We still need to hook up to the depsgraph to force clear/update of batch_cache when mesh changes (I'm waiting for Sergey Sharybin's depsgraph update for this though) * Also ideally we could/should use BMesh directly instead of DerivedMesh, but this will do for now. Note 2: In the end I renamed the `BKE_mesh_render` functions to `static mesh_render`. We can re-expose them as BKE_* later once we need it. Reviewers: merwin Subscribers: fclem Differential Revision: https://developer.blender.org/D2476
2017-01-22Merge branch 'master' into blender2.8Julian Eisel
Conflicts: source/blender/editors/space_action/action_draw.c
2017-01-20D1873: Customize style for animation motion pathsAntonio Vazquez
New options to define the style of the animation paths in order to get better visibility in complex scenes. Now is possible define the color, thickness and several options relative to the style of the lines used to draw motion path.
2017-01-18GP Interpolate Sequence: Tool settings for controlling the shape of ↵Joshua Leung
interpolation This commit introduces the ability to use the Robert Penner easing equations or a Custom Curve to control the way that the "Interpolate Sequence" operator interpolates between keyframes. Previously, it was only possible to get linear interpolation between the gp frames. Workflow: 1) Place current frame between a pair of GP keyframes 2) Open the "Interpolate" panel in the Toolshelf 3) Choose the interpolation type (under "Sequence Options") 4) Adjust settings (e.g. if you're using "Custom Curve", use the curvemap widget to define the way that the interpolation proceeds) 5) Click "Sequence" to interpolate 6) Play back/scrub the animation to see if you've got the result you want 7) If you need to make some tweaks, undo, or delete the generated keyframes, then repeat the process again from step 4 until you've got the desired result.
2017-01-18GP Interpolate: Move settings from "gp_sculpt" to a new toolsettings struct ↵Joshua Leung
- "gp_interpolate" The "gp_sculpt" settings should be strictly for stroke sculpting, and not abused by other tools. (Similarly, if other general GP tools need one-off options, those should go into the normal toolsettings->gpencil_flag) Furthermore, this paves the way for introducing new settings for controlling the way that GP interpolation takes place (e.g. with easing equations, or a custom curvemap)
2017-01-05Merge branch 'master' into blender2.8Julian Eisel
Conflicts: source/blender/editors/gpencil/drawgpencil.c
2017-01-04Fix T50369: Objects can't be deleted from scene when using "link group ↵Bastien Montagne
objects to scene" Main issue here was that in old usercount system 'user_real' did simply not allow that kind of thing to work. With new pait of 'USER_EXTRA' tags, it becomes possible to handle the case correctly, by merely refining checks about indirectly use objects whene removing them from a scene. Incidently, found another related bug, 'link group objects to scene' was not incrementing objects' usercount - bad, very very bad!
2017-01-02GPencil: Per-layer option to always show onion skinningJoshua Leung
Sometimes it can be useful to be able to keep onion skins visible in the OpenGL renders and/or when doing animation playback. In particular, there are two use cases where this is quite useful: 1) For creating a cheap motion-blur effect, especially when the before/after values are also animated. 2) If you've animated a shot with onion skinning enabled, the poses may end up looking odd if the ghosts are not shown (as you may have been accounting for the ghosts when making the compositions). This option can be found as the small "camera" toggle between the "Use Onion Skinning" and "Use Custom Colors" options.
2016-12-28Revert particle system and point cache removal in blender2.8 branch.Lukas Tönne
This reverts commit 5aa19be91263a249ffae75573e3b32f24269d890 and b4a721af694817fa921b119df83d33ede7d7fed0. Due to postponement of particle system rewrite it was decided to put particle code back into the 2.8 branch for the time being.
2016-12-23Merge remote-tracking branch 'origin/master' into blender2.8Dalai Felinto
2016-12-23Readfile: Resurrect do_versions_after_liblink.Bastien Montagne
Basic idea is to store fileversion in Library datablock, and split again Main by libraries after lib linking, do_versions_after_liblink on those separated Mains, and merge again. This allows to still have correct versions for each data-block in that second do_versions step. Note that this is not used currently in master (might be soon, though), but is needed for 2.8 work.
2016-12-19Fix (unreported) linked datablocks going through do_versions several times.Bastien Montagne
When linking data-blocks from same library in several steps, the already linked data-blocks of same lib would go again through versionning code... Note: only fixed for libraries, I can't imagine how this could happen with local data...
2016-12-17Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: intern/cycles/blender/CMakeLists.txt source/blender/editors/gpencil/drawgpencil.c source/blender/editors/physics/physics_ops.c
2016-12-13Fix strict warnings on WindowsSergey Sharybin
2016-12-01UI: Previews for screen layoutsJulian Eisel
Basically all this does is drawing layout previews into the opened layout search menu. https://youtu.be/RHYWtZP7pyA The previews are drawn using offscreen rendering so they can't use multi-threading (yet!). But that shouldn't be an issue since only a handful of previews are drawn at the same time. Normally we only need to redraw the preview if a screen layout was changed. Would be nice if PreviewImage could store if it supports threaded rendering. Previews are saved in files, might be useful if you later want to support appending layouts. Adds a new file screen_draw.c.
2016-12-01Merge branch 'master' into blender2.8Lukas Tönne
2016-11-30Cleanup id->newid usage, initial work.Bastien Montagne
This aims at always ensuring that ID.newid (and relevant LIB_TAG_NEW) stay in clean (i.e. cleared) state by default. To achieve this, instead of clearing after all id copy call (would be horribly noisy, and bad for performances), we try to completely remove the setting of id->newid by default when copying a new ID. This implies that areas actually needing that info (mainly, object editing area (make single user...) and make local area) have to ensure they set it themselves as needed. This is far from simple change, many complex code paths to consider, so will need some serious testing. :/
2016-11-29Fix T50094: Crash when viewport rendering point density textureSergey Sharybin
The idea is simple: cache PD resolution from cache_point_density() RNA function because that one is supposed to be called while database is locked for original synchronization. Ideally we would also pass array size to the sampling function, but it turned out to be quite problematic because API only accepts int type and passing size_t might cause some weird behavior.
2016-11-20Cycles: add basic backwards compatibility for device selection, move to ↵Brecht Van Lommel
System tab. For the multi-GPU case users still have to reconfigure the devices they want to use. Based on patch from Lukas Stockner. Differential Revision: https://developer.blender.org/D2347
2016-11-16Merge remote-tracking branch 'origin/master' into blender2.8Dalai Felinto