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2012-06-25Fix cycles not working in 3d local view, and missing update when toggling hidingBrecht Van Lommel
in the outliner.
2012-06-08Particle Info node for Cycles. This can be used to access particle ↵Lukas Toenne
information in material shaders for dupli objects. For now only the particle Age and individual Lifetime (in frames) are supported, more attributes can be added when needed. The particle data is stored in a separate texture if any of the dupli objects uses particle info nodes in shaders. To map dupli objects onto particles the store an additional particle_index value, which is different from the simple dupli object index (only visible particles, also works for particle dupli groups mode). Some simple use cases on the code.blender.org blog: http://code.blender.org/index.php/2012/05/particle-info-node/
2012-05-29BGE patch #28476: Character object physics typeBenoit Bolsee
=============================================== This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision. "Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used. See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9 for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object. Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
2012-05-12style cleanup: mostly whitespace in rnaCampbell Barton
2012-05-09style cleanup: whitespace/operatorsCampbell Barton
2012-05-06add back pose specials menu, also add back the ability to clear user ↵Campbell Barton
transforms on all bones (not just selected - mango request - was possible in 2.4x). - rename only_select op property to only_selected (both were used). - only do mingw workaround when building with FREE_WINDOWS defined.
2012-05-06Bugfix:Joshua Leung
While testing the other my previous commit (removing deformflag stuff), I noticed that trying to change set a parent object for the current object (via the Object Properties) would cause the current object to "blow up", and for cyclic dependency warnings to be spewed to the console. Adding a dummy usage of one of the vars here seems to solve it. Perhaps a case of weirdo compiler optimisations?
2012-05-05code cleanup: naming - pose/armature/image Campbell Barton
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05code cleanup: BKE_scene api naming.Campbell Barton
also stop numpy from being found in /usr/include with cmake.
2012-05-05code cleanup: function naming, use BKE_*type* prefix.Campbell Barton
2012-04-29style cleanup: whitespace / commasCampbell Barton
2012-04-28Code and style cleanup in own modules in BKE and also mball moduleSergey Sharybin
- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks) - Make functions which are used by mball.c only static and remove their prototypes from public header file. Further cleanup is coming.
2012-04-23corrections from an article about using PVS-Studio static checker with ↵Campbell Barton
blender - http://www.viva64.com/en/b/0145/
2012-04-15Style cleanup (mostly line length, also no final point in tips...).Bastien Montagne
2012-04-10Fix #30843: Blender Game in Metric Mode allows only a 10m Radius for ↵Sergey Sharybin
Collision Bounds. Now use soft limit of 0.01 .. 10.0 for radius but hard limit is 0.01 .. FLT_MAX
2012-04-10Address [#30842] Blenders Measurement Units set to Metric, makes some ↵Campbell Barton
Precision Flaws. use the same precision for location all over (2-5 was used), use define as 5. also disallow boolean to have any subtype besides PROP_LAYER_MEMBER, some booleans had TRANSLATION / XYZ subtypes which don't make sense.
2012-04-04switching shape keys in editmode needs to recalc normals.Campbell Barton
2012-03-30Node socket values now only have soft limits, rather than hard limits, so youBrecht Van Lommel
can type in any value, and only when sliding the number value there is a limit. It was already possible to assign any value to a socket with node linking, so this shouldn't cause any new issues. Also raised the limits on the math nodes, with a patch by Agustin Benavidez.
2012-03-29skip using bmesh operators for converting to/from undo meshes (gives some ↵Campbell Barton
speedup)
2012-03-27style/name cleanup: have EDBM_* functions match our style guide and also ↵Campbell Barton
match BM_ function naming conventions
2012-03-24style cleanup: follow style guide for formatting of if/for/while loops, and ↵Campbell Barton
else if's
2012-03-24code cleanup: move bmesh inline funcs to headers (avoids compiling the C files).Campbell Barton
2012-03-18Code style edits (mostly spliting long lines, and removing trailing spaces).Bastien Montagne
Note about long lines: I did not touch to two pieces of code (because I don’t see any way to keep a nicely formated, compact code, with shorter lines): * The node types definitions into rna_nodetree_types.h * The vgroup name functions into rna_particle.c
2012-03-18spelling cleanupCampbell Barton
2012-03-08Fix for setting uv_layer name for modifiersSergey Sharybin
Issue was caused by missing fdata for meshes which doesn't have tessellated faces yet. Real fix would be to use loop's MLOOPUV layer, but currently interface is using mtex layer names for UV lists so use poly's mtex layer to check if layer name is indeed correct. Should work fine until we'll separate setting textures and UV coordinates.
2012-03-06style cleanup, brackets in else/if, some indentation.Campbell Barton
2012-03-06Code cleanup in rna files (huge, higly automated with py script).Bastien Montagne
Addresses: * C++ comments. * Spaces after if/for/while/switch statements. * Spaces around assignment operators.
2012-03-05Fix for missed faces in mesh after switching active shape key in edit mode.Sergey Sharybin
2012-03-03"Fix" [#30431] UI string spelling & similar fixes.Bastien Montagne
All suggested changes looked good to me, thx to Michael Färber for this list of changes!
2012-02-20- remove some unused editmesh functions.Campbell Barton
- copy & rename EditMesh stricts for use with scanfill (remove unused members)
2012-01-11svn merge ^/trunk/blender -r43278:43294Campbell Barton
2012-01-11Fix #29848: cycles not respecting dupli group visible layers, also exposedBrecht Van Lommel
DupliObject.hide property in API now.
2011-12-19svn merge ^/trunk/blender -r42680:42722Campbell Barton
2011-12-18- remove rna access to deprecated sequencer attributes x/y offset & zoom.Campbell Barton
- Object.to_mesh was still using deprecated colbits variable (object material wouldnt work for any material after 16) - dont set colbits when setting material slot anymore.
2011-12-17svn merge ^/trunk/blender -r42669:42670Campbell Barton
2011-12-16Math lib: matrix multiplication order fix for two functions that wereBrecht Van Lommel
inconsistent with similar functions & math notation: mul_m4_m4m4(R, B, A) => mult_m4_m4m4(R, A, B) mul_m3_m3m4(R, B, A) => mult_m3_m3m4(R, A, B) For branch maintainers, it should be relatively simple to fix things manually, it's also possible run this script after merging to do automatic replacement: http://www.pasteall.org/27459/python
2011-12-11svn merge ^/trunk/blender -r42550:42564Campbell Barton
2011-12-11delta scale default was still left at 0.0Campbell Barton
2011-12-04svn merge ^/trunk/blender -r42372:42416Campbell Barton
2011-12-04add a new object member to store the dsize, since with my recent commit ↵Campbell Barton
broke forward compatibility. now the new values are copied into 'dscale' and existing ones remain. this is annoying since now we have dsize and dscale, will look into a way to deprecate struct members next.
2011-11-26svn merge ^/trunk/blender -r42139:42172Campbell Barton
2011-11-26A bunch of fixes and tweaks in RNA messages, found while translating them in ↵Bastien Montagne
french...
2011-11-24svn merge ^/trunk/blender -r42095:42116Campbell Barton
2011-11-24patch: [#29382] Arbitrary Length Array Function Additions and ModificationsCampbell Barton
from Andrew Hale (trumanblending), with some edits to use these in mathutils.Vector added. Added Functions: - dot_vn_vn - Dot product of two arrays - normalize_vn_vn - Normalize an array and store the result in a second array - normalize_vn - Normalize an array inplace Renamed Functions: Some functions have been renamed to make them consistent with the naming conventions used by fixed length array functions. - fill_vni to fill_vn_i - fill_vn to fill_vn_fl
2011-11-23svn merge ^/trunk/blender -r42080:42095Campbell Barton
2011-11-23Added method clear to most of collections which supports new/remove.Sergey Sharybin
This method not added to animation-specific structures yet/
2011-11-06svn merge ^/trunk/blender -r41503:41575Campbell Barton
2011-11-06As discussed on the mailing list, removing the non-functional,Joshua Leung
incompatible, and unmaintainable Time Offset cruft. - Slow Parenting lives another day (just), although it now carries appropriate cautionary disclaimers. It's only really for the Game Engine nowadays, as that's the only place where it can possibly work with any reliability. - "Animation Hacks" panel is now "Relations Extras". I could've merged the two panels, though I figured these options weren't that frequently used to justify taking up screen-space by default along with the panel
2011-11-05Fix #29138: changing game engine physics type from soft body to occluder, ↵Brecht Van Lommel
navmesh or no collision did not clear flag properly, causing soft body to still be partially applied.
2011-11-04Fix #28865: Draw_bounds_type does not display Polyhedron or Capsule typesSergey Sharybin
Separate DNA properties for bounding box used for bounding box display in 3d viewport and bounding box used for collision detection in game engine. Bumped subversion for proper updating old files to new system, but it need more complex testing.