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2011-04-21whitespace only, no functional change mixed tabs/spaces --> tabs.v2.57aCampbell Barton
2011-04-21remove checks on deprecated multires pointer.Campbell Barton
2011-04-19Bugfix [#25960] Action/NLA Editor issues with animdata contextJoshua Leung
Actions now get tagged with an ID-code, which is used to determine what ID-blocks they can be assigned to. This ensures that material actions cannot be assigned to the object-level for example. * Action lists in general will now show only the actions that can be set for that particular slot. This prevents selection of invalid actions, and helps cut down the list of actions. ** An exception here is the Add Action Clip in NLA Editor, which will show all actions but will only add where appropriate. This is because it's not easy/possible to tell in advance which blocktypes to filter for when building this list. (TODO?) * The "Action Editor" is now strictly for object-level action editing+setting now. This avoids repeateded confusion by people who try using this to view their shapekey actions, which should go to the Shape Key Editor instead! ** A context switcher for the legitimate times where this capability might come in handy is still being investigated. * "Floating" actions (i.e. actions in some action_library.blend) are NOT able to be automatically tagged until they are assigned to some datablocks (i.e. loaded onto the rig + played back once). It is possible to write scripts that check for certain RNA-paths and "guess" what datablocks they work on, but it is recommended that you load up the Datablocks Viewer, and go through such actions by hand, setting the "ID Root Type" property as appropriate per action.
2011-04-06fix [#26803] Libs paths are case sensitive in windowsCampbell Barton
use case insensitive path comparison on windows: BLI_path_cmp
2011-04-04remove unused DNA from mesh, effects list & cubemap size.Campbell Barton
2011-04-01Animation Editors: Name-based filteringJoshua Leung
I'm finally yielding to months of feature requesting, and adding support for filtering F-Curves by name, where the "name" here is the text which is displayed for each F-Curve in the Animation Editor channel lists. To use, just enable the magnifying-glass toggle on the DopeSheet filtering settings, and enter a snippet of text to find within the names of channels you wish to filter. This is case insensitive, and currently doesn't support any wildcard/regrex fanciness. Some examples: loc <--- location curves only x loc <--- x location curves only x eul <--- x rotation curves only rot <--- rotation curves only etc.
2011-04-01xray option for grease pencil (on by default), sometimes its nicer not to ↵Campbell Barton
have lines draw through the mesh.
2011-03-27interface: floats were being implicitly promoted to doubles, adjust to use ↵Campbell Barton
floats (in most cases) otherwise cast to double.
2011-03-25fix [#26607] blender won't duplicate or assign new drivers on duplicationCampbell Barton
2011-03-23Fix #26573, #26574 and #26551: objects on layers not visible on load or undoBrecht Van Lommel
restore, would not get their dependencies updated when they became visible. It happend with a shrinkwrap modifier in these reports, but could happen with other modifiers too. Now we keep track of which layers have ever been updated since load, and tag objects on them to be recalculated when they become visible.
2011-03-22operators called from python were not getting their reports back into python ↵Campbell Barton
errors. eg: - console calls operator - operator calls report - report went into header rather them back into the console as an error.
2011-03-20== file browser == Code cleanupAndrea Weikert
* Remove deprecated variables from FileSelectParams
2011-03-20== filebrowser == Code cleanupAndrea Weikert
* Separate out selection flags from file type flags, was bothering me since forever ;) * Also renamed ACTIVEFILE to SELECTED_FILE to better reflect actual usage in code. * Fix crash introduced with last commit, better check for valid selection
2011-03-20== file browser ==Andrea Weikert
Patch from Alexander Kuznetsov: Real-time File Selection, thanks for the contribution. Still made a few minor changes from latest patch: 1. Rename SELECTEDFILE to HILITED_FILE, since we are not actually selecting the file, but previewing/highliting the possible selection. 2. Also made this clearer by not drawing the files as selected, but just highlight them. 3. Removed the Select/Deselect toggle when clicking on file, will be committed separately soon.
2011-03-18New particle collisions code:Janne Karhu
* The old collisions code detected particle collisions by calculating the collision times analytically from the collision mesh faces. This was pretty accurate, but didn't support rotating/deforming faces at all, as the equations for these quickly become quite nasty. * The new code uses a simple "distance to plane/edge/vert" function and iterates this with the Newton-Rhapson method to find the closest particle distance during a simulation step. * The advantage in this is that the collision object can now move, rotate, scale or even deform freely and collisions are still detected reliably. * For some extreme movements the calculation errors could stack up so much that the detection fails, but this can be easily fixed by increasing the particle size or simulation substeps. * As a side note the algorithm doesn't really do point particles anymore, but uses a very small radius as the particle size when "size deflect" isn't selected. * I've also updated the collision response code a bit, so now the particles shouldn't leak even from tight corners. All in all the collisions code is now much cleaner and more robust than before!
2011-03-17Added an optional label string to nodes. As pointed out by Sebastian Koenig, ↵Lukas Toenne
some nodes (in particular render layer nodes) need custom labels, but it is not possible to make any useful generic abbreviation. The label string can be used as a custom user-defined label in this case, without the ugly .xxx extensions needed for unique node names. When the label string is empty, the default type label will be used.
2011-03-14patch [#26495] Adjustable outline width for selected objectsCampbell Barton
2011-03-14Fix for crashes due to links without fromnode pointers. This can happen with ↵Lukas Toenne
"unfinished" links created during the modal linking operator or when creating links from group tree inputs. In addition don't store unfinished links in the nodetree->links list any more. This makes code a bit safer because all links in that list can be considered valid now. The temporary bNodeLinkDrag structs used by the modal linking operator are now also stored in a list in SpaceNode, so these links can be drawn too (this separation also allows different display of temporary links, e.g. currently they are drawn on top of all nodes).
2011-03-13[#26482] Solidify / Animation Opengl render. no texture.Campbell Barton
workaround for view3d datamask not being correct on opengl render.
2011-03-12Completely refactored sph fluid particles. Only the very core of the ↵Janne Karhu
algorithm remains the same, but big changes have happened both on the outside and on the inside. New UI: * The old parameters were quite true to the underlying algorithm, but were quite obscure from a users point of view. Now there are only a few intuitive basic parameters that define the basic fluid behavior. ** By default particle size is now used to determine the interaction radius, rest density and spring rest lengths so that it's easy to get stable simulations by simply emitting particles for a few frames and adjusting the particle size (easy when the particle size is drawn) so that the fluid appears continuous (particles are touching eachother). ** Stiffness - in reality most fluids are very incompressible, but this is a very hard problem to solve with particle based fluid simulation so some compromises have to be made. So the bigger the stiffness parameter is the less the fluid will compress under stress, but the more substeps are needed for stable simulation. ** Viscosity - how much internal friction there is in the fluid. Large viscosities also smooth out instabilities, so less viscous fluids again need more substeps to remain stable. ** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against gravity, and high pressure areas start to come down. * In addition to these basic parameters there are separate advanced parameters that can either be tweaked relative to the basic parameters (or particle size) or defined independently. ** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this can lead to small clumps of particles, so the repulsion keeps the particles better separated. ** Stiff viscosity - the normal viscosity only applies when particles are moving closer to eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to particles that are moving away from eachother. ** Interaction radius - by default this is 4 * particle size. ** Rest density - by default this is a density that the particles have when they're packed densely next to eachother. ** Spring rest length - by default this is 2 * particle size. * There are also new options for 3d view particle coloring in the display panel to show particle velocity and acceleration. These make it easier to see what's happening in the fluid simulations, but can of course be used with other particles as well. * Viscoelastic springs have some new options too. The plasticity can now be set to much higher values for instant deletion of springs as the elastic limit is exeeded. In addition to that there is an option to only create springs for a certain number of frames when a particle is born. These options give new possibilities for breaking viscoelastic fluids. New in the code: * Most of the fluids code is now thread safe, so when particle dynamics go threaded there will be a nice speed boost to fluids as well. * Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree implementation makes the code quite a bit cleaner and should also give a slight speed boost to the simulation too. * Previously only force fields were calculated with the different integration methods, but now the fluid calculations are also done using the selected integration method, so there are again more choices in effecting simulation accuracy and stability. This change also included a nice cleanup of the whole particle integration code. As the internals are pretty stirred up old particle fluid simulations will probably not work correctly straight away, but with some tweaking the same level of control is still available by not using the "relative versions" of the advanced parameters (by default these are not used when loading old files).
2011-03-10request from Jedrzej Slewczuk's:Campbell Barton
Option for tagging creases (Ctrl+RMB) to also re-unwrap the mesh. In 2.42 this could be done by setting rt==8 (very hidden), now its a little less hidden (in the toolbar).
2011-03-10revert r35438, Martin doesn't like having this option tacked on.Campbell Barton
2011-03-10add option requested [#25598] projection surface snap issueCampbell Barton
for retopo workflow you don't wan't to project the mesh onto its self, added option not to.
2011-03-09Fix for [#26372] Objects as PS Hair displays and renders differentlyJanne Karhu
* Grid distribution isn't really suited for hair, so this is now disabled. * Setting a jittered distribution with particles/face = 1 now creates particles on the center of faces. * Quite a bit of cleanup of the whole particle distribution code.
2011-03-08Bugfix & Feature fix: Only Shadow Material optionsTon Roosendaal
Patch from Miika Hämäläinen. The old Material "Only Shadow" used an ancient 'best guess' formula using Lamp Distance and some averaging for converting shadow values to alpha. A couple of bug reporters already complained about the not very predictable renders. Miika fixed this by adding two new options, to only give the true shadow factor exclusively, or to give a result including light intensity values. More info: http://projects.blender.org/tracker/index.php?func=detail&aid=26413&group_id=9&atid=127
2011-03-08fix bug [#26315] Background and 3D view mistakes Campbell Barton
The bug is caused by a fix for [#22111], commits r29356, r28545. exiting localview would set the rv3d->view but use the original rv3d->viewquat.
2011-03-08remove unused RegionView3D retopo pointer and set quat printing to const args. Campbell Barton
2011-03-05use NULL rather then 0 for pointer assignments & comparison, modifier, imbuf ↵Campbell Barton
& editors.
2011-03-03replace 0 with NULL when used as a pointerCampbell Barton
2011-03-03solidify material offsets for 2nd surface and rim faces.Campbell Barton
run do_versions() on use_rim_material option so Sintel's jacket loads ok. (request from Bassam)
2011-03-02From the OFTL (old fart todo list)Ton Roosendaal
Right Mouse on area edges has menu to Split or Join. Works like 2.4. Code needed cleanup and upgrade; operators were hardcoded tied to using the area corner widgets only. In theory this is getting py ready even, but that might need some additional testing. :)
2011-03-02replace references to old arithb libraryCampbell Barton
2011-02-28Bug fix: Render and 3d view conflict over ob->imatJanne Karhu
* For rendering every object's inverse matrix "ob->imat" needs to be in render view coordinates, but for drawing in 3d view it needs to be in global coordinates. Originally (way back in historical times) ob->imat was only used for rendering, but over the years other uses came up too. Before 2.5 this wasn't a problem as rendering was a totally blocking operation, but with the new "interactive ui while rendering" the problems started. Basically any update that redrew the 3d view while rendering (like rotating the scene with mouse) updated the inverse matrix into global coordinates thus invalidating it for the render, leading to all kinds of strange discontinuities with textures and volumetrics. * Problems were very easy to achieve using orco/object coordinates for pretty much any textures (bump, point density, volume, sky), for examples see bug reports 24906 and 25229. Render baking normals in object coordinates was wrong most of the time too. * Now there is a separate inverse matrix ob->imat_ren that's calculated at the beginning of rendering and is used in all places inside render code where it's needed. This way the original ob->imat can change at will during rendering without causing problems.
2011-02-25Fix #26158: The layer hight of the layer tool cannot longer be controled by ↵Sergey Sharybin
the strength of the brush, as it was in 2.49 Layer height used to be controlled with brush radius, quite confusing decision. Added new property for brushes - height for adjusting affectable brush height (it could be not only layer height in the future).
2011-02-25doxygen: small fixes and tag addingNathan Letwory
2011-02-24Fix for [#26197] High resolution smoke cache not available due to pointcache ↵Janne Karhu
update. Please reset the simulation. * Backwards compatibility code wasn't forwards compatible :)
2011-02-23Fix for [#26133] Explode modifier doesn't care about UVs (Option "split edges")Janne Karhu
* This is basically a total rewrite of the edge split algorithm. The old one didn't handle tris at all and quads were cut wrong in some cases too with the addition of not handling uv coordinates at all. * This new algorithm uses a flag system to categorize different splits and the identical but rotated cases in a similar way to how marching cubes indexes different cases. * It cuts quads and tris and creates proper uv's for the new faces too. * I also renamed the option to "edge cut" to differentiate if from the edge split modifier and added an option to override a uv-channel in the exploded mesh with particle age as x-coordinate so that the shrapnel can be faded out nicely etc.
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-22cmake was using dna source list with the variable out of scope, possibly ↵Campbell Barton
causing dependency problems.
2011-02-21Fixed do_versions for node groups which contain nodes that have changed ↵Lukas Toenne
sockets. do_versions is running before the lib_verify_nodetree function updates socket lists of nodes. This means that when adding unlinked sockets in do_versions to restore older node groups, the new sockets are not taken into account. To fix this a temporary node tree flag has been introduced, which delays actual group socket do_version until the group tree internal nodes have been updated. After that the unlinked group sockets are exposed (like old node groups did), then the external sockets look up the new index, so that external links to group instances are preserved.
2011-02-21Big node groups improvement patch. Node group trees now have their own lists ↵Lukas Toenne
of input/output sockets. Those can be linked to internal nodes just like links between regular nodes. In addition group sockets can be renamed and have a defined order, which can be modified, and they can be removed again. More details can be found in the patch tracker description (#24883) and on the code.blender.org development blog.
2011-02-21I swear, it was just an innocence change in guardedalloc!Nathan Letwory
The butterfly wing flap, causing a nice storm in the rest of blender. Now all dependencies should point ok again. CMakers, do double-test.
2011-02-19From the todo:Ton Roosendaal
New render output option "No Output", which renders without forcing an editor to show an image. Nice for people who prefer to setup composites with background image view.
2011-02-18Another small text space usability: option to show right margin (aka print ↵Sergey Sharybin
marign)
2011-02-17DNA header files are now grouped under the same module. No further ↵Nathan Letwory
documentation done.
2011-02-17Start simple intros for intern and extern libs.Nathan Letwory
Some reorg of modules/pages, start makesdna and makesrna. In many places license block needs to be changed to not start with /**, because otherwise documentation will go weird.
2011-02-17Starting work on doxygen cleanup. Many things still to be done.Nathan Letwory
2011-02-13Small addition to particle grid distribution:Janne Karhu
* New option to distribute particles in a hexagonal grid. * This is much more stable for fluids than normal grid distribution and looks quite nice otherwise too :) * Also some small scale code cleanup of grid distribution code.
2011-02-13fix for warnings from Sparse static source code checker, mostly BKE/BLI and ↵Campbell Barton
python functions. - use NULL rather then 0 where possible (makes code & function calls more readable IMHO). - set static variables and functions (exposed some unused vars/funcs). - use func(void) rather then func() for definitions.
2011-02-13enforce string limits (reported by pedantic checking tools & some developers).Campbell Barton
mostly replace strcpy with BLI_strncpy and multiple strcat's with a BLI_snprintf(). also fix possible crash if CWD isnt available.