Age | Commit message (Collapse) | Author |
|
In fact, most "UI special cases" are not well translated, currently. :/ This affects especially the "Properties" panels. This commit should address problems in Graph editors, and 3D View (but probably not yet all of them). Yet it already adds more than 100 new messages (and fixes translated drawing of more).
Also done some style edits…
|
|
|
|
by Matt Ebb, Hamed Zaghaghi
This adds a new Modifier "Ocean" to simulate large-scale wave motion.
Details can be found in the wiki documentation [1], the project homepage [2] and the patch tracker [3]
The modifier is disabled by default for now. To enable it, the WITH_OCEANSIM (cmake) / WITH_BF_OCEANSIM (scons) flags have to be set. The code depends on fftw3, so this also has to be enabled.
[1]
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulation/Ocean
[2]
http://www.savetheoceansim.com
[3]
http://projects.blender.org/tracker/?group_id=9&atid=127&func=detail&aid=28338
|
|
http://markmail.org/message/fp7ozcywxum3ar7n
|
|
external render engines.
Also refactoring to move some render engine registration stuff out of RNA and
into render module.
|
|
|
|
|
|
remove missing includes and use more strict formatting.
|
|
|
|
flags for cmake and tag unused vars.
|
|
|
|
blender_add_lib now takes a separate include argument to suppress warnings in system includes (mostly ffmpeg & python).
also only build wm_apple.c on apple+carbon configuration.
|
|
anything, only contained a hash map and functions to pass command line args
to the game engine. Moved those to container and BlenderRoutines modules.
|
|
intended as a standalone library for use in other applications that
want the same tangent space as Blender.
This also keeps blenkernel clean(er) from extra math functions.
|
|
- made doc generation always sumlink newly built docs to static URL. http://www.blender.org/documentation/250PythonDoc/
|
|
These should not have any effect on render results, except in some cases with
you have overlapping faces, where the noise seems to be slightly reduced.
There are some performance improvements, for simple scenes I wouldn't expect
more than 5-10% to be cut off the render time, for sintel scenes we got about
50% on average, that's with millions of polygons on intel quad cores. This
because memory access / cache misses were the main bottleneck for those scenes,
and the optimizations improve that.
Interal changes:
* Remove RE_raytrace.h, raytracer is now only used by render engine again.
* Split non-public parts rayobject.h into rayobject_internal.h, hopefully
makes it clearer how the API is used.
* Added rayintersection.h to contain some of the stuff from RE_raytrace.h
* Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes
normalized and sometimes not, confusing... now dir is always normalized
and dist contains the distance.
* Change VECCOPY and similar to BLI_math functions.
* Force inlining of auxiliary functions for ray-triangle/quad intersection,
helps a few percentages.
* Reorganize svbvh code so all the traversal functions are in one file
* Don't do test for root so that push_childs can be inlined
* Make shadow a template parameter so it doesn't need to be runtime checked
* Optimization in raytree building, was computing bounding boxes more often
than necessary.
* Leave out logf() factor in SAH, makes tree build quicker with no
noticeable influence on raytracing on performance?
* Set max childs to 4, simplifies traversal code a bit, but also seems
to help slightly in general.
* Store child pointers and child bb just as fixed arrays of size 4 in nodes,
nearly all nodes have this many children, so overall it actually reduces
memory usage a bit and avoids a pointer indirection.
|
|
complain about the same named file in blenkernel.
|
|
|
|
and endif() which is no longer needed.
|
|
quicktime & sndfile options.
|
|
reporting missing headers & C files.
this is important so IDE's using CMake integration always get blender headers. - QtCreator & MSVC for eg, probably others too.
|
|
- MSVC CFLAGS were being set by only checking WIN32, (breaking non-msvc win32 builds)
|
|
getting the blender version twice and not working sometimes.
|
|
with -Werror in their CMAKE_C_FLAGS_DEBUG (so all warnings give errors).
but external libs which we don't maintain & generated code will have -Werror removed.
This is GCC only, MSVC can be added easily.
|
|
by cmake devs.
globbing vs explicit is discussed here.
http://www.cmake.org/pipermail/cmake/2008-December/025694.html
Practical implications are:
- developers need to keep CMakeLists.txt files up to date.
- Users wont get strange linking errors if they build after a file is added, since CMake detects CMakeLists.txt is modified and automatically reconfigure.
|
|
- omit render code from this warning (cmake only), until render branch is merged.
- moved -Wunused-parameter warning to apply to all C code in blender (not just ./source/blender), (cmake only).
|
|
|
|
UserPerspective view.
also fix for recent cmake edits.
|
|
- use list append in more places.
- remove non existing include dir.
|
|
|
|
- updated cmake, make & scons.
- renamed CMake build options WITH_TIFF -> WITH_IMAGE_TIFF, same for DDS, OPENJPEG etc.
|
|
function for ID drobdowns (currently unused)
|
|
out of the render mode cmake file into the main one. Should fix PPC
compile, and hopefully not break others.
|
|
|
|
|
|
|
|
optimization option in cmake
OpenCollada new version (721) lib has additional lib files to link with.
Added BF_RAY_OPTIMIZATION option in CMake (as the one in scons) for building SIMD optimized ray tracing code.
|
|
Add support for OPTION WITH_OPENCOLLADA for Windows
|
|
- scons update to build with openCollada
- scons & cmake update for render optimization cflags
|
|
|
|
should go ok.
|
|
patch by Guillaume, thanks!
|
|
Was annoying to use a different editor for cmake only.
theeth says this should be ok with gsoc and merges from branches.
|
|
https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender
|
|
|
|
Integration is still very rough around the edges and WIP, but it works, and can render smoke (using new Smoke format in Voxel Data texture) --> http://vimeo.com/6030983
More to come, but this makes things much easier to work on for me :)
|
|
This adds a RenderEngine type to RNA, which can be subclassed
in python (c++ will follow once we support subclassing there).
It's very basic, but plugs into the pipeline nicely. Two example
scripts:
http://www.pasteall.org/6635/python
http://www.pasteall.org/6636/python
Issues:
* Render runs in a separate thread, and there is unrestricted
access, so it's possible to crash blender with unsafe access.
* Save buffers and full sample are not supported yet.
|
|
Cleanup commit:
- Yafray removed. Also did cmake/scons files, but didn't compile with it,
so test would be appreciated :)
- Removed old crap from Windows release dir, should be checked on
further by windows release builder later.
|
|
* Removed two unused sculpt DNA fields
* Restored brush spacing option to sculpt
|
|
|