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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.
2011-02-13Small update for billboards:Janne Karhu
* Renamed the old split uv's animate option "time" to "age" and added a new option to change the used split frame by frame. These are good changes were suggested/implied by Hannu Hoffren over 3 years ago in his tutorial video! (oh my how time flies) * Also cleaned up the billboard ui quite a bit. For example now the uv channels can be properly chosen from the existing channels.
2011-02-12Small particle effectors update:Janne Karhu
* Greetings from farsthary: particle rotation is now taken into account for particle effector direction. ** This gives all kinds of new possibilities as he shows in his blog http://farsthary.wordpress.com/2011/02/08/vortex-particle-simple-tut/. **The only modification I made to his patch was to use the actual rotated particle direction as the effector direction as this defaults to the particle velocity vector, so no actual new options are needed. * I also added an "effector amount" setting for particle effectors so that only a part of the particles can be considered as effectors. This makes it possible to create simple "farsthary vortexes" with only one particle system. * Also some tiny reorganization of the falloff min/max values for a nicer ui.
2011-02-12Particles todo item: particle texturesJanne Karhu
* Effecting particle properties with textures was possible in 2.49, but not in 2.5 anymore. * Now particles have their own textures (available in texture panel for objects with particle systems), which are totally separate from the material textures. * Currently a basic set of particle properties is available for texture control. Some others could still be added, but the whole system is not intended as an "change anything with a texture" as this kind of functionality will be provided with node particles in the future much better. * Combined with the previously added "particle texture coordinates" this new functionality also solves the problem of animating particle properties through the particle lifetime nicely. * Currently the textures only use the intensity of the texture in "multiply" blending mode, so in order for the textures to effect a particle parameter there has to be a non-zero value defined for the parameter in the particle settings. Other blend modes can be added later if they're considered useful enough.
2011-02-12quiet some clang warnings.Campbell Barton
2011-02-11BGE: frame start/end in action/fcurves/shapekey to support floatsDalai Felinto
after discussion over the mailing-list it seems that it really makes no sense to restrict that. Specially since we have the "Property" playback mode that usually will be a float. Since there is no need for do_version or whatoever I don't see a problem. Any Thoughts? Maube to allow it only through the Python API?
2011-02-10Different method for blur node aspect correction. Now the user can still set ↵Lukas Toenne
different sizes for x/y blurring in relative mode, but choose to use aspect correction on either of the axes.
2011-02-10More options for the blur node filter size. This can now be pixel based or ↵Lukas Toenne
relative to both axes or just either width or height.
2011-02-10small fix so older files are loaded with merge on in the mirror modifiersMichael Fox
2011-02-10small feature request from zanqdo, merging in the mirror modifier is now ↵Michael Fox
optional, simply turning town the merge limit just simply do anything, and merging is off by default as this seems more logical behaviour
2011-02-09Graph Editor: Added option to turn off AA drawing for performanceJoshua Leung
gains when using really heavy files
2011-02-08Texture context selector for texture panel:Janne Karhu
* Texture context was previously determined by going to the appropriate panel, for example "world panel -> texture panel" to access world textures. Additionally there was a separate button to access brush textures. * Now the texture context can be selected directly through an expanded icon menu, which shows the available context options. * This context selector is now at the top of the texture panel, but this could later be perhaps integrated to the context path somehow to be more intuitive.
2011-02-08Per-type node labels and customizable names. The label displayed in the node ↵Lukas Toenne
header is now by default the node type string. A custom label callback can be implemented to display more detailed information. This is currently used by group nodes, which display their internal tree name, and math, vector math, mix and filter nodes, which use their internal operation sub-type. Also the node tree selection/naming box for groups is now displayed only on open groups, to make it clearer that this is the internal type of the group and get a cleaner main tree.
2011-02-07Bugfix 25965Ton Roosendaal
New "auto render" now prevents calling anim-updates, that's not needed (and popped back transformed keyed objects).
2011-02-07Todo/feature requestTon Roosendaal
When using masks or other simple 3D elements in composites, doing a layer re-rendering on a node is a bit clumsy all the time. This commit does two things to help: - new hotkey "Z" in node editor automatically finds render layer that changed and re-renders it + composites - option "Auto Render" does same, but then after every transform edit in 3D window The latter is experimental; real & proper system for this requires full threaded render support (like previews). But it works! Demo file: http://download.blender.org/demo/test/auto_composite.blend Important fix: After any render, all the render layers were tagged "changed", which caused any edit to first totally recomposte everthing. Now it only composites changes. Implementation notes - DAG scene flush now sets 'changed' flags in render layer nodes - Added notifier for 'transform finished' to trigger the update, this is temporarily.
2011-02-07remove mat_nr from MVert struct, saves 4 bytes per vertex.Campbell Barton
used to be used for halo's
2011-02-07Hair ui simplification:Janne Karhu
* There were a lot of settings in the particle panels that made no sense for simple hair and only cluttered up the ui. * Now these settings are hidden by default unless "advanced" hair options are shown. * Without advanced options the particle velocity controls are replaced by a simple "hair length" value, which actually corresponds to the grown hair length in blender units. * Some hair effector options that are actually very useful were not shown in ui. These are now found in the "field weights" panel.
2011-02-06Two in one:Ton Roosendaal
- Bugfix #25937 Child-of constraint now behaves like regular parent-child relationship when all options are set. This prevents the errors that can happen when decomposing non-uniform matrices. - Todo item The area corner hotspots for splitting/merging were far too narrow. Now it uses a circular distance to detect whether the hotspot is active. Also cleaned up drawing code for it.
2011-02-06Bug fix: Particles in dupligroups were mostly drawn properly in 3d view, but ↵Janne Karhu
rendering them was a real mess. * After countless different bugs particles should now render correctly inside dupligroups. * Only particles with metaball visualization are still problematic, this is mostly due to the ancient metaball code. * I'll also add a test file for some of the situations, so that hopefully these cases stay fixed :)
2011-02-05Fix bones moving when changing between editmode and posemode.Brecht Van Lommel
Patch #25901 by Tobias Oelgarte. Bone transformations would be converted back and forth between different representations when changing modes, which due to numerical errors could lead to bone transformations slowly changing as you edit the armature. Now the editmode head, tail and roll values are stored in bones and used directly when entering edit mode. Head and tail were already there but now we ensure they are the exact same value, roll was not yet there, so we have a version patch for it. The sub version was incremented to 1 for the version patch.
2011-02-04Improvements for particle grid distribution:Janne Karhu
* Particles that aren't shown are now actually deleted (huge memory savings for flat objects). * Grid distribution for flat objects is now done on the surface object surface without offset. * Invert grid option wasn't in ui and it didn't work for non-volume grids. * New parameter to randomize the grid point locations. * Resolution soft/hard limits changed to even 50/250.
2011-02-04Moved Auto-Keying "Insert for KeyingSet only" option from UserPrefs toJoshua Leung
Scene (Toolsettings, i.e. alongside "layered" option for using NLA while doing auto-keying) This option makes all Auto-Keying operations use the active Keying Set to carry out keyframing operations instead of picking and choosing their own Keying Sets to use, thus cutting down on the number of unwanted keys. Warning: if the older userpref option was enabled in an old startup.blend, it may be difficult to turn this option off.
2011-02-02Bugfix [#25902] alt+a over 3D view don't up date dropesheet editorJoshua Leung
Migrating "redraws" settings from TimeLine view data to per Screen. The options are now still shown in the TimeLine "Playback" menu though. This means that whatever redraw settings you set in a TimeLine editor will be used throughout a screen (i.e. editor layout) to determine which editors will get updated during playback, instead of only certain editors doing certain things at vague times. --- Also, I moved some version patches pre 2.56 version bump into a version-check for 2.56. These must've been missed when doing the release...
2011-02-01Script to test import operators, so a single command can execute an operator ↵Campbell Barton
on all files in a directory and optionally save out blend files for inspection. This comes in handy for testing importers against 100's of files, quickly showing breakages and easier to setup then unit tests. Example usage: blender.bin --background --python source/tests/batch_import.py -- \ --operator="bpy.ops.import_scene.obj" \ --path="/data/testfiles/obj" \ --match="*.obj" \ --start=0 --end=50 \ --save_path="/tmp/test" Also found my name was spelt wrong in some places :)
2011-02-01New Keyframe Type: "Jitter"Joshua Leung
While doing some animation work over the past few days, I found that it would be useful to be able to tag keyframes as a another type yet: "jitter" for fill-in secondary motion (i.e. blinks/hand-keyed camera shake). Of course, what you really use these for is up to you, but this is one more option when you need it :)
2011-01-31Added transparency feature to node editor backdrop, similar to image editor. ↵Lukas Toenne
Alpha blending can be enabled by a button when "Use Backdrop" is selected.
2011-01-30remove nan-makefilesCampbell Barton
2011-01-30And here's a decent fix for correctly recognizing the theTon Roosendaal
.blend1 etc backups. Proves again that lazy coders only make bad code :) Implementation note: The filewindow now recoginizes .blend version backups as a special type, so filtering for .blend files themselves ignores it. However, they're recognized correctly as valid .blend files, and draw an icon as .blend file when filtering is off. Can become a distinct icon if we want...
2011-01-29new bumpmapping options for the rendererM.G. Kishalmi
oldbump -> original newbump -> compatible *new* -> default (3tap) *new* -> best quality (5tap) the latter two have an option to apply bumpmapping in viewspace - much like displacement mapping objectspace - default (scales with the object) texturespace - much like normal mapping (scales)
2011-01-23BGE: option in the UI to start with the mouse cursor visible. Patch by Vitor ↵Dalai Felinto
Balbio, changes by me. ---------------------------------- While we are more and more moving towards enabling features in the Python API, it's also important to have Logic Bricks working with no scripts. This option allows you to start the game with the mouse cursor on (it's on Render Buttons). The defalt is still off (no do_version needed here).
2011-01-22Small fix from the todo:Ton Roosendaal
"Modal cursors" now remain visible, until reset. These cursors were reset already on edges. Example: 3d view toolbar, grease pencil. Do note, only use WM_cursor_modal() on real modal tools, and restore it at end.
2011-01-22own fix r34446, was incorrect, fixed properly now.Campbell Barton
2011-01-22fix for makesdna error.Campbell Barton
ERROR: still 1 structs unknown *** Unknown structs : PreviewImage
2011-01-20Bugfix #25611Ton Roosendaal
Pose Proxy: layer settings only saved the 16 bits for proxy armatures, was still a short, whilst the other layer settings use ints.
2011-01-18More fixes for bug [#25649], Image editor paint icon missing untilNicholas Bishop
enter weight paint, hopefully fully fixed this time * The texture selector for brushes wasn't updating. Seems that preview images have two sizes, small (icon) and big, but it was only updating if the icon size was set to update. Now both are checked. * Also changed the previewimage arrays to use the already-existing PREVIEW_MIPMAPS define, makes it a little clearer what the arrays are for.
2011-01-17remove/comment unused defines, also zero FileGlobal.filename to quiet valgrind.Campbell Barton
2011-01-16Fixed bug [#25649] Image editor paint icon missing until enter weightNicholas Bishop
paint A couple underlying issues: * Paint icon was looking only at the object mode to determine what the "current" mode is, but that gave problems when the object mode was anything other than texpaint, but 2D image paint was turned on. Fix was to also look at what space is being drawn, and only if it's in the 3D view does it look at the ob mode. * The brushes lists weren't getting filtered correctly in the same case where 2D image paint was on but a different object mode is enabled. Fixed by changing the brush rna poll to look at the paint source, rather than the object mode.
2011-01-15remove/comment unused defines.Campbell Barton
2011-01-14Todo item #19816: Wave modifier does not affect Curve PathsSergey Sharybin
Added new option for applyong modifiers on splines' points. This moves tesselation point and path would be affected by modifiers which are applied on splines' points.