Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2013-02-24Merged changes in the trunk up to revision 54802.Tamito Kajiyama
2013-02-24rigidbody: Add motor constraintSergej Reich
It's implemented as a separate constraint instead of adding properties to the existing constraints. Motors only apply linear and angular impulses and don't limit the movement of rigid bodies, so it's best to use them in conjunction with other constraints to limit the degrees of freedom. Thanks to Markus Kasten (markus111) for the initial patch.
2013-02-24rigidbody: Code cleanupSergej Reich
Clean up DNA comments.
2013-02-22Workaround for compilation error introduced in r54755Sergey Sharybin
Scons used to fail because of couple of reasons: - CMake does have WITH_DNA_GHASH enabled, Scons not Which is a good question why?! - This makes Cmake including BLI_utildefines in dna_genfile.c, but scons missed this include - This damn "bool" thing requires BLI_utildefines And last question here is why would we want to use bool here =\ It's just always ends up in headache without any visible benefit of using it. Well, at least now svn shall be compilable again..
2013-02-22patch [#34103] - listbase.patch, insertlinkbefore.patchCampbell Barton
from Lawrence D'Oliveiro (ldo) notes from tracker: use bool for return type from BLI_remlink_safe, necessitating including BLI_utildefines.h in BLI_listbase.h get rid of duplicate BLI_insertlink, use BLI_insertlinkafter instead. A few places which were using BLI_insertlinkafter (actually BLI_insertlink), when it would be simpler to use BLI_insertlinkbefore instead.
2013-02-22patch [#34103] Add explanatory comments to dna_genfile.[ch]Campbell Barton
from Lawrence D'Oliveiro (ldo)
2013-02-22Motion tracking dopesheetSergey Sharybin
Highlight background depending on number of tracks existing on frame. This is not so much mathematically accurate displaying where things shall be improved, but it's nice feedback about which frames better be reviewed. Bad frames are tracks < 8, highlighted with red. OK-ish frame are 8 <= tracks < 16, highlighted with yellow. Could be some artifacts with color region start/end, this is a bit unclear what exactly expected to be highlighted -- frames are displayed as dots, but in fact they're quite noticeable segments. --- svn merge -r54572:54573 ^/branches/soc-2011-tomato
2013-02-22new weight paint draw option to display unweighted vertices with the option ↵Campbell Barton
to check on the active group or all groups. notes: - vertices with zero weights are considered the same as vertices outside of a group. - currently these show black but this can be made a theme color. - multi-paint overrides this option (noted in description)
2013-02-21Dependency Graph: some refactoring which should have no user visible impactBrecht Van Lommel
besides performance in some cases. * DAG_scene_sort is now removed and replaced by DAG_relations_tag_update in most cases. This will clear the dependency graph, and only rebuild it right before it's needed again when the scene is re-evaluated. This is done because DAG_scene_sort is slow when called many times from python operators. Further the scene argument is not needed because most operations can potentially affect more than the current scene. * DAG_scene_relations_update will now rebuild the dependency graph if it's not there yet, and DAG_scene_relations_rebuild will force a rebuild for the rare cases that need it. * Remove various places where ob->recalc was set manually. This should go through DAG_id_tag_update() in nearly all cases instead since this is now a fast operation. Also removed DAG_ids_flush_update that goes along with such manual tagging of ob->recalc.
2013-02-21Increase maximum render resolution from 10000 to 65536.Brecht Van Lommel
2013-02-21Code cleanup:Thomas Dinges
* Removed "rotfrom" from particle RNA/DNA, was not used anywhere.
2013-02-21code cleanup: remove unused runtime var - World.fastcolCampbell Barton
2013-02-18fix [#34279] Python console: Selected region is not highlighted when using ↵Campbell Barton
white background color
2013-02-17Added option for group node buffering in the compositor.Monique Dewanchand
Justa cluster did not have enough memory to handle all Mango 4k scenes. Option is default disabled and can be enabled in the performance panel. - At Mind -
2013-02-16Merged changes in the trunk up to revision 54594.Tamito Kajiyama
2013-02-16rigidbody: Avoid unnecessary simulation updatesSergej Reich
Now we flag the world for update on frame change and only call BKE_rigidbody_do_simulation() when needed.
2013-02-13Fix for splitting startup and userpref:Ton Roosendaal
The do-version handling for Userdef is outside file reading, which makes it needed to store the file version in UserDef, so it gets the correct version to handle. Thanks Antonis R. for pointing at the omission! Also removed the mindboggling define. If you do such, then make it like "MAIN_VERSION_OLDER_THAN() or so. In general version hacking could be limited much better... ask me before even thinking to add one, most optimal is to do it in a way it's not depending on a version ever - forward/backward compatible.
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.
2013-02-11fix [#34200] Metaball Tessellate errorCampbell Barton
2013-02-10Merged changes in the trunk up to revision 54421.Tamito Kajiyama
Conflicts resolved: release/datafiles/startup.blend release/scripts/startup/bl_ui/properties_render.py source/blender/SConscript source/blender/blenloader/intern/readfile.c
2013-02-08Fix #33747: do better backwards compatibility for image transparency changes.Brecht Van Lommel
The use alpha option moved from the texture datablock to the image, and now it will duplicate the image datablock in case you have one texture using alpha and the other not.
2013-02-08Release todo: added userpref for Mac users having "Natural Scroll" set.Ton Roosendaal
As per discussion and analysis of all trackpad usage, we now follow this convention: - Blender follows system setting for trackpad direction preference. - If you set your system to "natural" scroll, we need to invert a couple of cases in Blender we do "natural" already. Like: - view rotate (the inversed option just never feels ok) - scroll active items in list or pulldown menu (up/down is absolute) - ALT+scroll values in buttons (up/down is absolute) The new User Preference setting "Trackpad Natural" handles this. For 2.66 we only have trackpad handling for OS X... so this isn't affecting trackpad usage in Windows and Linux, which stick to be mapped to Scroll Wheel still. (Note: viewrotate now is "natural" always, changing how it worked in the past weeks).
2013-02-06Code clean up translate nodeMonique Dewanchand
added constants. moved the code to a separate class. so it can be reused for other nodes
2013-02-04Compositor "Relative" option for Translate node, same as for other nodes thisBrecht Van Lommel
makes it possible to specify an offset relative to the render resolution (so 0.5 is half the image rather than giving the number of pixels). It's a bit late but it's a trivial change and needed for 4k mango render.
2013-02-04style cleanupCampbell Barton
2013-02-03improve BMesh api use from r54265, no need to do edge lookups from the faces ↵Campbell Barton
verts since the face stores these already. also remove ScrArea.cursor, historic runtime variable.
2013-02-02style cleanupCampbell Barton
2013-02-01style cleanupCampbell Barton
2013-01-31 Apply patch [#33999] Wrapping mode for the "translate" compositing nodeMonique Dewanchand
this patch enables the translate node to wrap around the image borders. This is especially needed if the translate node is not used to position elements on a layer but when it is used instead for seamless backgrounds like mountains or clouds that should be repeated over time (by animating the x/y values). No trunk without docs! So here is my documentation: http://wiki.blender.org/index.php/User:Plasmasolutions/TranslateNodeExtension The code is properly documented and should be easy to read and understand. When there are any problems or issues, please comment, I'll tackle them right away! Greetings, Thomas Beck * optimized determination dependant areas * fixed some issues with scale node There are still some issues when scaling very small values (x=0.0001) - At Mind -
2013-01-30Add active region for operator execution.Campbell Barton
This means you can for example, uv unwrap in quad-view and change settings in the toolbar without defaulting back to the first quad-view region available. This may be displayed to the user later, for now this is set on executing registrable operators.
2013-01-30BGE: Some various changes to make moving the character physics type easier:Mitchell Stokes
* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator. * Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping. * Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed. Note, this also resolves the following bugs: [#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex) [#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
2013-01-27Merged changes in the trunk up to revision 54110.Tamito Kajiyama
Conflicts resolved: source/blender/blenfont/SConscript source/blender/blenkernel/intern/subsurf_ccg.c source/blender/makesdna/intern/makesdna.c source/blender/makesrna/intern/rna_scene.c
2013-01-24UsabilityTon Roosendaal
- Cycles materials now render in Blender Internal too, skipping the nodes. Not very useful, but at least things then show up on renders and in previews. - Node editor: if wrong shader nodes are in a tree, they draw with thene color RED ALERT headers now. (Switching render engine will show it).
2013-01-24fix for G,G causing vertex slide in UV/Image window, also comment unused ↵Campbell Barton
defines/enums.
2013-01-24add 'deform - integrate' option to mesh-cache,Campbell Barton
This means the deformation on the input to the modifier can be re-applied ontop of the mesh cache. In practice this is most useful for using corrective shape-keys with mesh-cache.
2013-01-24style cleanupCampbell Barton
2013-01-23UI todo:Ton Roosendaal
Added "Panel Title" style to Theme settings. Allows to make these nice larger or draw differently. Also tried to put hinting in Style, but this needs to be a per-font setting. uiFont data is still not being saved (also not allowing to set own font files for UI). That's a todo for 267 then.
2013-01-23rigidbody: Add generic spring constraintSergej Reich
Behaves like the generic constraint but has optional spring on each axis. TODO: Add option to set rest length. Patch by Markus Kasten (markus111), thanks!
2013-01-23rigidbody: Add rigid body constraintsSergej Reich
Constraints connect two rigid bodies. Depending on which constraint is used different degrees of freedom are limited, e.g. a hinge constraint only allows the objects to rotate around a common axis. Constraints are implemented as individual objects and bahave similar to rigid bodies in terms of adding/removing/validating. The position and orientation of the constraint object is the pivot point of the constraint. Constraints have their own group in the rigid body world. To make connecting rigid bodies easier, there is a "Connect" operator that creates an empty objects with a rigid body constraint connecting the selected objects to active. Currently the following constraints are implemented: * Fixed * Point * Hinge * Slider * Piston * Generic Note: constraint limits aren't animatable yet).
2013-01-23rigidbody: Add point cache supportSergej Reich
Add read/write/interpolate functions. In order to get rigid body point cache id from object it's now required to pass the scene to BKE_ptcache_ids_from_object(). Rigid body cache is drawn in the orange color of the bullet logo.
2013-01-23rigidbody: Add force field supportSergej Reich
Force fields work with rigid bodies just like they do with other simulations. Increase min and max strength of force fields so they can influence heavy rigid bodies. TODO: Adjust force field strength based on the time step taken. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23rigidbody: Add DNA/RNA/BKE infrastructure for the rigid body simSergej Reich
This is just the basic structure, the simulation isn't hooked up yet. Scenes get a pointer to a rigid body world that holds rigid body objects. Objects get a pointer to a rigdid body object. Both rigid body world and objects aren't used directly in the simulation and only hold information to create the actual physics objects. Physics objects are created when rigid body objects are validated. In order to keep blender and bullet objects in sync care has to be taken to either call appropriate set functions or flag objects for validation. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23sim: Remove "continue physics" codeSergej Reich
This was left over from 2.4x days and is not used anymore. Now simulations are always interactive.
2013-01-22Matcap support in 3D Viewport.Ton Roosendaal
Full log is here: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport Implementation notes: - Matcaps are an extension of Solid draw mode, and don't show in other drawmodes. (It's mostly intended to aid modeling/sculpt) - By design, Matcaps are a UI feature, and only stored locally for the UI itself, and won't affect rendering or materials. - Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender. It doesn't take memory or cpu time, until you use it. - Brush Icons and Matcaps use same code now, and only get generated/allocated on actually using it (instead of on startup). - The current set might get new or different images still, based on user feedback. - Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get freed immediately. The Matcap icon previews (128x128 pixels) stay in memory. - Loading own matcap image files will be added later. That needs design and code work to get it stable and memory-friendly. - The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing Material previews, which has its limits... especially for textured previews the normal-mapped matcap won't look good.
2013-01-22property change reporting now uses the context again, rather then checking a ↵Campbell Barton
dir() on context, hard-code common paths. eg: bpy.context.scene.render.resolution_x = 1921 bpy.context.object.data.use_auto_smooth = True bpy.context.object.active_material.diffuse_intensity = 1 bpy.context.scene.world.exposure = 0.1 also remove duplicate GS() defines
2013-01-21add an influence slider to mesh cache.Campbell Barton
2013-01-21mesh-cache deform modifier,Campbell Barton
supports MDD and PC2 formats. see wiki docs: http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Mesh_Cache
2013-01-18move draw all edges into the object settings (object panel), makes more ↵Campbell Barton
sense here since its next to draw extra wire
2013-01-16Shape enhanced method exaggerates a shape using a Laplacian smoothing ↵Alexander Pinzon
operator in the reverse direction. http://wiki.blender.org/index.php/User:Apinzonf/shape_enhanced
2013-01-16Get rid of the BRUSH_FIXED_TEX flag, use mapping modes instead. VersionAntony Riakiotakis
patched all previous texture paint brushes to use tiled mapping since mappping is now shared between 2d and 3d painting.