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2018-04-11Merge branch 'master' into soc-2017-normal-toolsBastien Montagne
2018-04-10Fix T54423: Messages from RNA_property_editable_info() were not translatable.Bastien Montagne
2018-04-09Use the newer version of the bullet 6dof spring constraint for rigidbody.Alexander Gavrilov
The new constraint is slower and not backward compatible, but should be better, especially in the damping side. The new constraint also has a different valid range of the damping coefficient, and a limit implementation that bounces instead of making the object stationary. Reviewers: sergof Differential Revision: https://developer.blender.org/D3125
2018-04-09Added support for the WEBM/VP9 video codecSybren A. Stüvel
WEBM is the codec name, and VP9 is the encoder (the older encoder "VP8" is less efficient than VP9). WEBM/VP9 and h.264 both have options to control the file size versus compression time (e.g. fast but big, or slow and small, for the same output quality). Since WEBM/VP9 only has three choices, I've chosen to map those to 3 of the 9 possible choices of h.264: - BEST → SLOWER - GOOD → MEDIUM - REALTIME → SUPERFAST The VERYSLOW and ULTRAFAST options give very little extra benefit. Reviewed by: @Severin
2018-04-09Remove commented-out codeSybren A. Stüvel
2018-04-08Alphabetically ordered audio and video codecsSybren A. Stüvel
2018-04-08Encoding panel clarificationsSybren A. Stüvel
The encoding panel mentions "None" in a few places, which is confusing. - "Codec: None" now reads "No Video" - "Audio Codec: None" now reads "No Audio" - "Output Quality: None; ..." now reads "Constant Bitrate" When selecting "No Video" the remaining video encoding options are hidden, making it even more explicit that there will not be video in the output file. The label "Codec" now reads "Video Codec" for symmetry with "Audio Codec".
2018-04-06Cleanup: style, doxy headersCampbell Barton
2018-04-05Load metadata from video files and expose via RNASybren A. Stüvel
The MovieSequence and MovieClip classes now have a metadata() function that exposes the `IDProperty *` holding the video metadata. Part of: https://developer.blender.org/D2273 Reviewed by: @campbellbarton
2018-04-05Write the scene render frame range to image/video filesSybren A. Stüvel
This is useful to create a mapping from the frame range in the video to frame index in the blend file. Part of: https://developer.blender.org/D2273 Reviewed by: @campbellbarton
2018-04-05Write StampData metadata to video filesSybren A. Stüvel
This is currently only supported by FFmpeg (so not frameserver, AVI RAW, or AVI JPEG), and only seems to work when using Matroska or Ogg Theora containers. Only metadata that doesn't change from frame to frame is written to video files. This distinction is visible in the UI by looking at the stamp checkbox tooltips (they either mention "image" or "image/video"). Part of: https://developer.blender.org/D2273 Reviewed by: @campbellbarton
2018-04-05Undo: split text undo steps out of the data-blockCampbell Barton
This moves undo storage into a separate struct which is passed in from the undo system.
2018-04-03Cleanup: rename list count_ex -> count_at_mostCampbell Barton
2018-04-03Fix (unreported) crash when accessing some bl_rna.properties.Bastien Montagne
E.g. typing `bpy.data.bl_rna.properties[8].<tab>` in console would hard-crash trying to dereference NULL pointer. Was a missing check in rna_Property_tags_itemf().
2018-04-01Cleanup: remove global headerCampbell Barton
2018-03-31Merge branch 'master' into soc-2017-normal-toolsRohan Rathi
2018-03-28Cleanup: Tooltip spellingAaron Carlisle
2018-03-26BLF: Don't use user preferencesSergey Sharybin
BLF is a low level module, which might (and is) used without Blender. Thanks Campbell for review!
2018-03-23UI: 4-column layout for the editor-type selector menuJulian Eisel
The list of editor-types is rather long by now, so better to arrange them into sections. Original patch by @jeske with updates by @Blendify and myself. Design Task: T36028 Patch: D3112
2018-03-19Cleanup: split lattice into own libraryCampbell Barton
Was mixed with object functionality.
2018-03-18Fix ugly recursive pattern in RNA PointCache data layout.Bastien Montagne
PointCache was having a collection of items of PointCache type, having a collection of items of PointCache type, having... Nuff said. For now, chose the 'ugly' way to fix it, that is, the one that changes nothing to API and scripts using it: we define another 'PointCacheItem' RNA type for items of our point cache collection, which has exact same interface as PointCache except for the collection. This is doomed to be rewritten at some point anyway, not worth spending time trying to define a really correct data layout for now.
2018-03-16Fix T54310: Assert when enable Brush custom icon.Bastien Montagne
We had a mix of two issues here actually: * First, Brush are currently using their own sauce for custom previews, this is not great, but moving them to use common ImagePreview system of IDs is a low-priority TODO. For now, they should totally ignore their own ImagePreview. * Second, BKE_icon_changed() would systematically create a PreviewImage for ID types supporting it, which does not really makes sense, this function is merely here to 'tag' previews as outdated. Actual creation of previews is deferred to later, when we actually need them.
2018-03-13Cleanup: pass selectmode directlyCampbell Barton
Pass instead of editmesh or toolsettings. Needed for multi edit-mode
2018-03-12Merge branch 'master' into soc-2017-normal-toolsBastien Montagne
2018-03-12Heavy refactor of weighted normals code, especially 'keep sharp' part.Bastien Montagne
Before, 'keep sharp' was bsically: * Overwriting everything just computed by 'single nor per vertex' code, leading to a nice share of computations being tossed to nowhere. * Re-implementing most of core clnor computaion code, only skipping all 'sharp edge' cases but the one defined by shapr edge tags. This was not only bad for code maintenance and (reasonable) simplicity, it was also introducing inconsistencies in how we define sharp edges, since everwhere else in code we take into account sharp edge tag, flat face tag, and 'smooth threshold' value (aka split angle) of mesh. At first I though 'keep sharp' would need its own totally separated code path, but thanks to some data structure tricks, it was possible to merge most of both cases into single code. So this commit: * Heavily factorizes and simplifies code, especially the 'keep sharp' case. * Makes use of clnor spaces as generated by core BKE code to define 'smooth fans' that should have the same weighted normals, just like anywhere else in Blender. Note that since code is now using same functions in all cases, it also naturally brings back vgroup support in keep_sharp case. Also, this has been a fairly involved change, basic testing seems to be OK, but more would be welcomed here. :)
2018-03-12Cleanup: sync EDBM_uv_* functions w/ 2.8Campbell Barton
They're nearly the same, so keep names matching to avoid conflicts.
2018-03-11Merge branch 'master' into soc-2017-normal-toolsBastien Montagne
2018-03-10Cycles: add roughness baking support, using squared roughness convention.Brecht Van Lommel
2018-03-08Cleanup: Use BKE_ prefix for all public functions exposed by the NLA moduleJoshua Leung
2018-03-08Cleanup: Fix invalid name prefixJoshua Leung
2018-03-07Merge branch 'master' into soc-2017-normal-toolsBastien Montagne
2018-03-05Sequencer: Expose read-only FPS property for movie-type stripsSergey Sharybin
Main purpose is to make it possible to cover FPS detection with regression test. But it might also be handy for some other scripters. Thanks Campbell for review!
2018-02-27Merge branch 'master' into soc-2017-normal-toolsBastien Montagne
2018-02-26as discussed on IRC this definition seems to be not necessaryGaia Clary
2018-02-26Revert "changing collada parameters"Campbell Barton
This reverts commit d91f2ac37aa02d96a00d116fa55cdc9f55afd32c. This change makes scene.collada_export() meaningless (ignoring the scene the method is being run on).
2018-02-25changing collada parametersGaia Clary
Differential Revision: https://developer.blender.org/D3080
2018-02-24T45687: Rework the Export/Import of AnimationsGaia Clary
This started with a fix for an animated Object Hierarchy. Then i decided to cleanup and optimize a bit. But at the end this has become a more or less full rewrite of the Animation Exporter. All of this happened in a separate local branch and i have retained all my local commits to better see what i have done. Brief description: * I fixed a few issues with exporting keyframed animations of object hierarchies where the objects have parent inverse matrices which differ from the Identity matrix. * I added the option to export sampled animations with a user defined sampling rate (new user interface option) * I briefly tested Object Animations and Rig Animations. What is still needed: * Cleanup the code * Optimize the user interface * Do the Documentation Reviewers: mont29 Reviewed By: mont29 Differential Revision: https://developer.blender.org/D3070
2018-02-24Smoke: expose empty space clipping property to the UI.Kévin Dietrich
This is used to determine which voxels are to be considered empty space. Previously it was hardcoded for converting dense grids to OpenVDB grids to reduce disk space usage. This value is also useful for rendering engines to know, i.e. to optimize ray marching.
2018-02-23Smoke: add temperature grid, with values 0..1 corresponding to 0..1000K.Brecht Van Lommel
2018-02-20Merge branch 'master' into soc-2017-normal-toolsBastien Montagne
2018-02-18Fix T54089: missing GLSL material draw update when changing object pass index.Brecht Van Lommel
2018-02-15Simple hair children: Make twist affected by textureSergey Sharybin
This completes twist feature, which is now possible to also control by texture. Since textures can not easily contain negative values as well, same trick with 0.5 neutral as vertex groups is used. All in all, this twist features allows to do following things. Original hair: {F2287535} Hair with scientifically calculated twist value of 0.5: {F2287540} And we can also twist braids in opposite directions dependent on left/right side: {F2287548}
2018-02-15Simple hair children: Make twist affected by vertex groupSergey Sharybin
The idea is to give a control over direction of twist, and maybe amount of twist as well. More concrete example: make braids on left and right side of character head to be twisting opposite directions. Now, tricky part: we need some negative values to flip direction, but weights can not be negative. So we use same trick as displacement map and tangent normal maps, where 0.5 is neutral, values below 0.5 are considered negative and values above 0.5 are considered positive.
2018-02-15Simple hair children: Initial implementation of twist controlSergey Sharybin
It allows to have children hair to be twisted around parent curve, which is quite an essential feature when creating hair braids. There are currently two controls: - Number of turns around parent children. - Influence curve, which allows to modify "twistness" along the strand.
2018-02-14Merge branch 'master' into soc-2017-normal-toolsRohan Rathi
2018-02-12BKE_addon: new/free/ensure functionsCampbell Barton
2018-02-09Cycles: add random walk subsurface scattering to Principled BSDF.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D3054
2018-02-09Cycles: random walk subsurface scattering.Brecht Van Lommel
It is basically brute force volume scattering within the mesh, but part of the SSS code for faster performance. The main difference with actual volume scattering is that we assume the boundaries are diffuse and that all lighting is coming through this boundary from outside the volume. This gives much more accurate results for thin features and low density. Some challenges remain however: * Significantly more noisy than BSSRDF. Adding Dwivedi sampling may help here, but it's unclear still how much it helps in real world cases. * Due to this being a volumetric method, geometry like eyes or mouth can darken the skin on the outside. We may be able to reduce this effect, or users can compensate for it by reducing the scattering radius in such areas. * Sharp corners are quite bright. This matches actual volume rendering and results in some other renderers, but maybe not so much real world objects. Differential Revision: https://developer.blender.org/D3054
2018-02-08Remove Carve booleanSergey Sharybin
We've got quite comprehensive BMesh based implementation, which is way easier for maintenance than abandoned Carve library. After all the time BMesh implementation was working on the same level of limitations about manifold meshes and touching edges than Carve. Is better to focus on maintaining one boolean implementation now. Reviewers: campbellbarton Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D3050
2018-02-08Fail gracefully when editmode data doesn't existCampbell Barton
Sync changes from 2.8