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2012-08-18skip allocating texture coords for the displace modifier when they are unused.Campbell Barton
2012-08-14style cleanup: pep8 & unfinished comment from own commit.Campbell Barton
2012-08-14patch [#32327] Uniform displace modifierCampbell Barton
from Fredrik Hansson (fredrikh) With some edits for python UI. The patch makes the displace modifier treat an empty texture as white.
2012-08-12new parameter in assign_material() to specify where material shall be ↵Gaia Clary
assigned: object, obdata, by userpref(default) (as discussed with ideasman_42)
2012-08-08code cleanup: rename G.rt to G.debug_valueCampbell Barton
2012-08-06Avoid recursion in skin modifier's edge matrix calculationsNicholas Bishop
This is a potential fix for bug [#32263] Instant Crash with Skin modifier.
2012-07-29code cleanup: replace MIN2/MAX2 with minf/maxfCampbell Barton
2012-07-28fix own error in recent commit - possible uninitialized value.Campbell Barton
2012-07-26fix some types and incorrect infoCampbell Barton
2012-07-26workaround for depsgraph update issue with booleans.Campbell Barton
2012-07-25Fix #31339, Modifying mesh destroys particle system.Lukas Toenne
The particle system modifier has to ensure tesselation before testing for topology changes. It compares the number of vertices, edges and tesselation faces to the previously stored values. Note that this test only detects a subset of actual topology changes (where the number of elements differs), but this is a known limitation we have to live with for now.
2012-07-21use fabsf when using floats.Campbell Barton
2012-07-21add option so operators can be called with a flag, currently the only flag ↵Campbell Barton
is to respect hidden geometry. this is useful for bmesh tools that operate in object mode or for modifiers which would previously use hidden faces in some cases.
2012-07-17Fix [#32133] Numpad Enter key doesnt work with Loopcut (worked in 2.49b)Bastien Montagne
Adding PADENTER to the "OK" keys...
2012-07-17use math vector init functionsCampbell Barton
2012-07-17code cleanup: spellingCampbell Barton
2012-07-12Fix normals around root nodes of skin modifier output.Nicholas Bishop
The direction for these are flipped from other end caps, so add a root flag to indicate whether the cap polygon's vertex output order should be reversed. Fixes bug [#32079] Skin-modifier calculates root's normals wrong projects.blender.org/tracker/index.php?func=detail&aid=32079&group_id=9&atid=498
2012-07-08use gcc attrubutes to warn on unused return values and arguments which ↵Campbell Barton
shouldnt be NULL. also remove IDP_AppendArray's return value which wasnt the new item in the array (which is odd/misleading), but wasnt used anywhere either.
2012-07-08Fixing a typo!Bastien Montagne
2012-07-08style cleanupCampbell Barton
2012-07-06Fix [#31923] Particle instanced objects don't show textures in renderBastien Montagne
Actually, particle instance modifier was still using tessfaces, but copying poly cdata! Simply made it using poly/loop.
2012-07-01style cleanup: commentsCampbell Barton
2012-07-01fix for own error renaming bmesh operator dupeCampbell Barton
2012-06-30rename bmesh ops since they are exposed in an api now.Campbell Barton
2012-06-25style cleanupCampbell Barton
2012-06-24style cleanypCampbell Barton
2012-06-13code cleanup: use const float's where possible and specify vector size.Campbell Barton
2012-06-11Fix incorrectly deleted elements in array modifier caps.Nicholas Bishop
Add check for merging vertices into vertices that are themselves marked for merge, was already done for array eleements but not end caps. Fixes bug [#31695] Array Modifier: End Cap fails if all vertices are merged Also corrected some reversed assert arguments.
2012-06-08Another fix for #31743: check for DM's verts number matches passed number of ↵Sergey Sharybin
vertices Now bevelled splines shall work in the same way as meshes.
2012-06-08Fix #31743: Applying Smooth modifier to a curve crashes BlenderSergey Sharybin
Actually there were two different issues involved here: - Recently enabled Smooth modifier wasn't actually designed for curves, so it in fact requires a bit bigger work to make it working. For now added check for object's typy in this modifier and if it's not mesh, it wouldn't try to use edges. The reason why it worked in 3d viewport is that creating DM from curve while displist is still ocntrcuting for would result in empty CDDM and that leads to not taking edges into account, only vertexCos passed to modifier would be used. This makes it behaving a bit differently from if it was a mesh, but still gives quite reasonable result. Would leave actual fix for a guy who enabled smooth modifier. - Another issue is related on ensuring sculpt mask layer after applying modifier. This shall happen only for meshes.
2012-06-06Enabling smooth modifier for curvesDaniel Salazar
2012-06-05edge split modifier now works more like pre-bmesh --- 3+ faces using an edge ↵Campbell Barton
always split.
2012-06-05Fix remesh output changing when input is moved relative to origin.Nicholas Bishop
Fixes bug [#31626] Remesh modifier generates different results depending on object origin position Was incorrectly initializing bounding box min/max to zero, now uses INIT_MINMAX.
2012-06-05style cleanupCampbell Barton
2012-06-03Part-Bugfix, Part-Feature Completion: 'Armature' Option for Mask ModifierJoshua Leung
finally works This commit finally hooks up the Mask Modifier's "Armature" option with the relevant depsgraph updates on bone selection. Hence, this feature finally works as it was originally intended - that is, bone selections can be used to control which parts of the mesh that the mask modifier is applied to are displayed, giving riggers more freedom to experiment with rigs that don't necessarily feature overbearing/cluttering widgets. Regarding the implementation ("has_viz_deps" flag): This feature is just the "tip of the iceberg" of a number of related set of rigging/visual animation tools I've had in mind for a while now (dating back to the introduction of this modifier). Key considerations - Not all rigs will use this, so we don't want an extra (depsgraph-flush + search) recalc cost for those that don't use this. - There are some planned features which will also use this
2012-06-03Mask Modifier - Bugfix and dead-code cleanupJoshua Leung
'Armature' mode for the Mask Modifier was not working at all anymore even when the selection <-> depsgraph recalc issue was patched to work (this latter fix is coming in another commit). It appears that this probably happened during one or more of the refactors which may have taken place around here over the years since I first introduced it. This commit does two things: * Removed the unused/redundant "vgroupHash" * Fixed the incorrect assumption used for determining if the vertex actually belonged to a vgroup corresponding to a selected bone.
2012-05-27code cleanup:Campbell Barton
style and remove BM_face_find_longest/shortest_edge functions, ... instead use BM_face_find_longest/shortest_loop()->e
2012-05-26add vector versions of hsv_to_rgb, rgb_to_hsv & rgb_to_hsv_compatCampbell Barton
2012-05-26patch [#31579] Solidify modifier: Add new option "Flip Normals"Campbell Barton
- previous commit was so similar to the patch Shinsuke wrote, better to add him as contributor, this commit will add to generated credits. - this commit has no functional changes.
2012-05-26solidify option to flip normalsCampbell Barton
2012-05-25code cleanup: solidify modifier - remove dead assignment and unneeded NULL ↵Campbell Barton
check.
2012-05-24Fix bug #31582, Crash with Skin modifierNicholas Bishop
Buffer overflow error in collecting split_face vertices.
2012-05-24style cleanup: brace placement/newlinesCampbell Barton
2012-05-23solidify modifier - replace define, no longer needed since switching to bmesh.Campbell Barton
2012-05-23solidify modifier - replace VECADDFAC with inline function.Campbell Barton
2012-05-23fix solidify modifier flipping of rim polygons.Campbell Barton
2012-05-22style cleanupCampbell Barton
also fix example for mesh uv's
2012-05-22style cleanu: skin modifierCampbell Barton
2012-05-22Add skin modifier: DNA, RNA, UI, and MOD_skin.c implementation.Nicholas Bishop
Skin modifier documentation: http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier Implementation based in part off the paper "B-Mesh: A Fast Modeling System for Base Meshes of 3D Articulated Shapes" (Zhongping Ji, Ligang Liu, Yigang Wang) Note that to avoid confusion with Blender's BMesh data structure, this tool is renamed as the Skin modifier. The B-Mesh paper is current available here: http://www.math.zju.edu.cn/ligangliu/CAGD/Projects/BMesh/ The main missing features in this code compared to the paper are: * No mesh evolution. The paper suggests iteratively subsurfing the skin output and adapting the output to better conform with the spheres of influence surrounding each vertex. * No mesh fairing. The paper suggests re-aligning output edges to follow principal mesh curvatures. * No auxiliary balls. These would serve to influence mesh evolution, which as noted above is not implemented. The code also adds some features not present in the paper: * Loops in the input edge graph. * Concave surfaces around branch nodes. The paper does not discuss how to handle non-convex regions; this code adds a number of cleanup operations to handle many (though not all) of these cases.
2012-05-22style cleanup: mmap_win32Campbell Barton