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
2015-06-28Temporarily disable absolute snappingCampbell Barton
This really should have been finalized as a design task first, there are too many open topics on how it should work.
2015-06-27Transform: absolute grid snappingCampbell Barton
D910 by @donfabio with edits New icon for menu is still TODO
2015-06-17Cleanup: duplicate includesCampbell Barton
2015-06-16Cleanup: styleCampbell Barton
2015-06-11Expose debug type into the interfaceSergey Sharybin
This way it is now possible to select which exact debug pass is to be used by the render engine. Accessible from the Passes panel. Currently it could only be one debug pass, in the future we can make menus and image users smarter and support multiple passes of the same type.
2015-05-12Depsgraph: New dependency graph integration commitSergey Sharybin
This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-04Separate scene simplification into viewport and renderSergey Sharybin
This way it is possible to have viewport simplification bumped all the way up, making viewport really responsive but still have final render to use highest subdivision possible. Reviewers: lukastoenne, campbellbarton, dingto Reviewed By: campbellbarton, dingto Subscribers: dingto, nutel, eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1273
2015-05-02Fix rna default value in BGE UI.Porteries Tristan
2015-04-26Add inverse-square falloff to bmesh, mask & compo.Campbell Barton
2015-04-24Multi-View: Time Sequencial (aka pageflip, aka quadbuffer) stereo supportDalai Felinto
TODO: I would be nicer if we could set win at file opening to the current open window, but I'll implement this later.
2015-04-15RNA: use lock_ prefix for booleansCampbell Barton
2015-04-14Add flag that prevents editing of markers. Can be located in markerAntony Riakiotakis
menu. When active, all editing operators for markers will not fire up.
2015-04-13Cleanup: do not use _reportf() when not doing any string formating!Bastien Montagne
Also usual minor i18n messages stuff...
2015-04-10rename _ipo -> _fcurveCampbell Barton
2015-04-09Separate proportional editing options for graph and action editor.Antony Riakiotakis
2015-04-06UI i18n cleanup...Bastien Montagne
And some general style cleanup as well (line length...).
2015-04-06Multi-View and Stereo 3DDalai Felinto
Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-04Cleanup: use BKE_animdata_* prefixCampbell Barton
2015-03-30Grey out high quality depth of field when it's not supported by GPUAntony Riakiotakis
2015-03-26sound module: Append functions with BKE (makes it easier to make themAntony Riakiotakis
out from local functions)
2015-03-23Cleanup: comments, styleCampbell Barton
2015-03-23Tidy up the user interface for depth of field based on feedback byAntony Riakiotakis
NudelZ on irc, thanks!
2015-03-22BGE: New hysteresis offset to improve LOD level transitionsJorge Bernal
This change introduces a new hysteresis parameter that it will be added or subtracted to/from the LOD distance to avoid popping when a LOD object moves close to the LOD transition continuously. Then, we have the following: - a new LOD Hysteresis setting per scene (default 10%) which is located in Scene context --> Level of Detail panel. This scene parameter also will active/deactive the scene hysteresis. - and a new LOD Hysteresis setting per object (default 10%) which is located in Object context --> Levels of Detail panel. The LOD hysteresis setting per object (if active) will overwrite the hysteresis setting per scene value. For the new blends: the hysteresis setting per scene would be active by default and the per object would be inactive by default. For the old blends: both hysteresis settings (per scene and per object) would be inactive by default. A quick way to take advantage of this feature for old blends would be to activate the hysteresis parameter in the scene context -> Level of Detail panel Reviewers: campbellbarton, kupoman, moguri Reviewed By: kupoman, moguri Subscribers: nonamejuju, lordodin Differential Revision: https://developer.blender.org/D957
2015-03-19UI: minor re-organization of dof optionsCampbell Barton
2015-03-19Depth of field high quality:Antony Riakiotakis
A new checkbox "High quality" is provided in camera settings to enable this. This creates a depth of field that is much closer to the rendered result and even supports aperture blades in the effect, but it's more expensive too. There are optimizations to do here since the technique is very fill rate heavy. People, be careful, this -can- lock up your screen if depth of field blurring is too extreme. Technical details: This uses geometry shaders + instancing and is an adaptation of techniques gathered from http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane- http://advances.realtimerendering.com/s2011/SousaSchulzKazyan%20- %20in%20Real-Time%20Rendering%20Course).ppt TODOs: * Support dithering to minimize banding. * Optimize fill rate in geometry shader.
2015-03-19Freestyle: pass Main struct to new/copyCampbell Barton
2015-03-12Cleanup: styleCampbell Barton
2015-03-12OpenEXR 2.2 add support for Dreamworks DWAA / DWAB compressionMartijn Berger
This patch makes it possible for the user to select all supported compression types in OpenEXR 2.2 Discussion points: - B44 is only defined for half's it compresses to a fixed representation of 44% of the halfs. We do currently not reflect in the UI that in the case of float32's it will be equal to compression = NONE - ZIPS is single scanline zip and is supposed to be useful in cases where importing in Nuke happens. - The new Dreamworks formats, are the worth exposing etc etc Reviewers: campbellbarton, sergey Reviewed By: sergey Projects: #bf_blender Differential Revision: https://developer.blender.org/D1050
2015-02-26Change samples variable for SSAO - now it is actual samples, not squaredAntony Riakiotakis
- spiral scheme is much more intuitive here. Also use float number for spirals to avoid having samples on the same radial direction when sample number is divisible by spiral number.
2015-02-21Correction for RNA getter of use_save_buffersSergey Sharybin
2015-02-20Sequencer: allow scene volume above 1Campbell Barton
2015-02-20RNA: correct bool callbacksCampbell Barton
2015-02-20Revert "Cast result of rna_RenderSettings_use_game_engine_get to {0, 1}"Sybren A. Stüvel
There are more flags that trigger this assertion, so I want to discuss an appropriate way to fix it before changing them all. This reverts commit b1191e5caf1a888bfad2185ed41db2e91fbf46e2.
2015-02-20Cast result of rna_RenderSettings_use_game_engine_get to {0, 1}Sybren A. Stüvel
rna_RenderSettings_use_game_engine_get() in rna_scene.c would return 0 or 2, whereas the assertion in rna_access.c:1843 indicates that boolean values should only be 0 or 1.
2015-02-16UI messages fixes and cleanup.Bastien Montagne
2015-02-13No need to use "SSAO" for SSAO colorAntony Riakiotakis
2015-02-12Use the RNA for overriding the name instead.Antony Riakiotakis
2015-02-12Viewport compositing - first codeAntony Riakiotakis
This commit introduces a few ready made effects for the 3D viewport and OpenGL rendering. Included effects are Depth of Field, accessible from camera view and screen space ambient occlusion. Those effects can be turned on and tweaked from the shading panel in the 3D viewport. Off screen rendering will use the settings of the current camera. WIP documentation can be found here: http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing
2015-02-04Fix T43567: Freestyle On/Off keyframe is being ignored.Bastien Montagne
That kind of stuff shall not be animated! :)
2015-02-04BGE physics: allow higher values for maxlogicstep and maxphystepSybren A. Stüvel
Increasing those values beyond 5 is important for exact physics simulation. Soft limit is increased to 50, hard limit to 10000. To be able to set different values for hardlimit and softlimit, RNA_def_property_range needs to precede RNA_def_property_range, hence the swapped order.
2015-02-03Add inverse-square blending for PET and warpCampbell Barton
Similar to 'Root' but without noticeable spike/pinch in the center.
2015-01-31Compiler warning: double-promotionCampbell Barton
2015-01-26Cleanup: strcmp/strncmp -> STREQ/STREQLEN (in boolean usage).Bastien Montagne
Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)' and 'strcmp(foo, bar) == 0' in several places...
2015-01-24BKE_image: use BKE_image_*** prefixCampbell Barton
use bools for return values and some api naming consistency.
2015-01-19Viewport: Add adjustable safe areas, 3d-view & VSECampbell Barton
Also adds safe-area presets. D325 by Diego Gangl with own edits.
2014-12-10UI: add Shift-Drag to multiselect expanded enum items too.Bastien Montagne
Differential Revision: https://developer.blender.org/D928
2014-12-07Bugfix T42774: BSurface addon doesn't work on new buildsJoshua Leung
It turns out that several important modelling addons depend on the assumption that Grease Pencil data gets created on the active object instead of on scene level. This commit adds a toggle for setting whether new Grease Pencil data is created on scene or object level. These work as follows: * "Scene" = The behaviour originally introduced as part of the GPencil_EditStrokes changes. New strokes are added to the scene instead of the active object, making it easier to manage things when working with Grease Pencil in general. * "Object" = The previous behaviour (from 2.50 to 2.72), where new strokes are added to the active object. This is now being reintroduced to soften the transition for addons out there which have been doing this in a lazy/lax way so far. Now, what may be slightly confusing are the "fallback" measures in place: * "Scene" - To ensure that loading old files goes ok without needing a version patch, if the active object has GPencil data, that will be used in place of the scene's own GPencil data. * "Object" - If there was no active object at the time of creating strokes (for instance, if you delete the active object immediately before drawing), GPencil data gets attached to the current scene instead. Since some tweaks may still be needed here, I've decided to bump the subversion number so that we have a reference point when doing version patches.
2014-12-03Fix typos.Tamito Kajiyama
2014-12-01Fix: Changing Grease Pencil datablocks updates the viewJoshua Leung
2014-11-30Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch)Joshua Leung
This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.