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2015-02-21Code cleanup: Use bools instead of intSergey Sharybin
2015-02-20Fix for unlikely NULL pointer dereferenceCampbell Barton
Potential crash reading freestyle modifiers from future blend-files
2015-02-14cleanup: doxy commentsCampbell Barton
2015-02-11cleanup: style/indentationCampbell Barton
2015-02-08CMake: only quiet warnings for generated rna filesCampbell Barton
also minor warning cleanup
2015-02-06GHash: no need to malloc iteratorsCampbell Barton
2015-02-05Add Custom Loop Normals.Bastien Montagne
This is the core code for it, tools (datatransfer and modifier) will come in next commits). RNA api is already there, though. See the code for details, but basically, we define, for each 'smooth fan' (which is a set of adjacent loops around a same vertex that are smooth, i.e. have a single same normal), a 'loop normal space' (or lnor space), using auto-computed normal and relevant edges, and store custom normal as two angular factors inside that space. This allows to have custom normals 'following' deformations of the geometry, and to only save two shorts per loop in new clnor CDLayer. Normal manipulation (editing, mixing, interpolating, etc.) shall always happen with plain 3D vectors normals, and be converted back into storage format at the end. Clnor computation has also been threaded (at least for Mesh case, not for BMesh), since the process can be rather heavy with high poly meshes. Also, bumping subversion, and fix mess in 2.70 versioning code.
2015-01-31Compiler warning: double-promotionCampbell Barton
2015-01-27Fix T43427: Particle system children sometimes not generated on reloadSergey Sharybin
The issue was caused by the conflict between preview render which would set R_NO_IMAGE_LOAD flag on the renderer and texture samplers called outside of the render pipeline trying to use this flag. Now the sampler functions accepts extra argument so render pipeline can still skip image load, but calls outside of the pipeline will nicely load all the images. Not cleanest change in the world but good enough to unlock gooseberry team, and assuming we already had pool passed all over the place it should be all fine. Will need to reshuffle arguments into SamplerOptions structure later.
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.
2015-01-23cleanup: styleCampbell Barton
2015-01-20Fix for BI rendering of hair spirals: Was not taking the extra pointsLukas Tönne
into account.
2015-01-20Another crappy approach to spirals on hairs, crazy expensive though.Lukas Tönne
Conflicts: source/blender/blenkernel/intern/particle.c
2015-01-20Reimplemented the voxel texture type for displaying hair continuum grids.Lukas Tönne
Conflicts: source/blender/physics/intern/BPH_mass_spring.cpp
2015-01-20Moved the cloth solver code into a new subfolder/library inside BlenderLukas Tönne
code. The implicit solver itself should remain agnostic to the specifics of the Blender data (cloth vs. hair). This way we could avoid the bloated data conversion chain from particles/hair to derived mesh to cloth modifier to implicit solver data and back. Every step in this chain adds overhead as well as rounding errors and a possibility for bugs, not to speak of making the code horribly complicated. The new subfolder is named "physics" since it should be the start of a somewhat "unified" physics systems combining all the various solvers in the same place and managing things like synchronized time steps.
2015-01-20New voxel texture mode "Hair", for displaying the internal hair volumeLukas Tönne
structure as a texture. This is mostly a debugging feature that may be removed again later.
2015-01-16Fix T43275: Crash on Render when using 'save buffer' and render layer name ↵Bastien Montagne
contains a '/' Added a new BLI_path_utils func, `BLI_filename_make_safe()`, which for now simply replaces unsafe chars for paths (like '\' or '/') by an underscore...
2015-01-13Blender-Internal: avoid redundant area checkCampbell Barton
2015-01-08Fix for wrong boolean flag checkSergey Sharybin
This fixes obvious overflows when checking bitflags, who knows how much undiscovered issues exists in the code still..
2015-01-06Remove slurph shape-key featureCampbell Barton
This is an old option which wasn't working in over a year without complaint.
2015-01-04sequencer: don't return big values (fill pointer instead)Campbell Barton
2015-01-01cleanup: redundant casts & const cast correctnessCampbell Barton
2014-12-26Fix T42641, Graphical fragments showing on Blender 2.71 and higher when baking.Bastien Montagne
Safe for 2.73... This revert rB9b0ab890676790bb1e8e77797629b889ea66f69e - needed to set that threshold to a small negative value to remove the last artefacts reported in T39735, but now I could not reproduce any with the previous 0.0f value, so restoring it for the time being. If this 'shadowed neighbor face' case re-appears, we can always choose a value in-between, like -1e-18f...
2014-12-19Code cleanup: include directory for sconsSergey Sharybin
This directory does not exist even.
2014-12-05Render API: Add RenderEngine.error_set() functionSergey Sharybin
This function sets an error message which would be displayed after rendering is over and info space lost the link to the engine.
2014-12-01Python: add 'render_write' callbackCampbell Barton
This is useful for addons which intend to write data next to the rendered image/movie, but not for preview renders.
2014-11-30Cleanup: warnings & spaceCampbell Barton
2014-11-29Cleanup: unused headersCampbell Barton
2014-11-23Refactor: BLI_path_util (part 2)Campbell Barton
Use BKE_appdir/tempdir naming prefix for functions extracted from BLI_path_util
2014-11-23Refactor: BLI_path_util (split out app directory access)Campbell Barton
This module is intended for path manipulation functions but had utility functions added to access various directories.
2014-11-21Cleanup: typoCampbell Barton
2014-11-16Cleanup: use BLI_listbase_*** prefix for count,sort,sort_rCampbell Barton
2014-11-14Cleanup: use BLI_hash_ prefix for md5 apiCampbell Barton
2014-11-14Add Murmur2A hashing feature to BLIBastien Montagne
Murmur2a is a very fast hashing function generation int32 hashes. It also features a very good distribution of generated hashes. However, it is not endianness-agnostic, meaning it will usually generate different hashes for a same key on big- and little-endian architectures. Consequently, **it shall not be used to generate persistent hashes** (never store them in .blend file e.g.). This implementation supports incremental hashing, and is a direct adaptation of reference implementation (in c++): https://smhasher.googlecode.com/svn-history/r130/trunk/MurmurHash2.cpp That cpp code was also used to generate reference values in gtests file. Reviewers: sergey, campbellbarton Reviewed By: campbellbarton Projects: #bf_blender Differential Revision: https://developer.blender.org/D892
2014-11-13Fix T42590 baking bakes to duplicated objects too.Antony Riakiotakis
Only allow non instanced renderobjects to be baked.
2014-11-11Avoid calling powf with integer exponent in more placesSergej Reich
Move powX functions from particle code into math library and use them.
2014-11-04Fix T42408: FSAA affects Cycles Image CompositingSergey Sharybin
Use FSAA settings only if current render engine is BI or GE/ That's for until we'll support FSAA in Cycles or other render engines.
2014-10-31Code cleanup: Remove unused variableSergey Sharybin
2014-10-31Fix T42401: Gaussian blur node is visibly squared-off at larger sizesSergey Sharybin
The root of the issue comes to the way how we sample the gaussian filter in RE_filter_value(). We need to scale x to -3*sigma..3*sigma segment in order to get the whole bell. The old code tried to do it, but failed dramatically, plus it used some weird gaussian sampling formula. Replaced it with much more clear one, which gives proper blur now. There's no visible different in AA sampling in BI render tho. Other filters like Mitchell still tends to give wrong square shaped blurs, but they're much more difficult to resolve because they're just wrong in the code -- for some reason smaller kernel size means more blur. Let's solve this later.
2014-10-30Math Lib: add transpose_m3_m3, m3_m4, m4_m4Campbell Barton
2014-10-30Fix T42441: Smoke doesn't render in 3DView if domain object's maximum draw ↵Bastien Montagne
type is set to "wire" Added an exception in convertblender.c's is_object_hidden(), so that an object with active smoke modifier is never considered hidden.
2014-10-28Remove redundant BLI_exists callCampbell Barton
2014-10-15Better fix for T42139Antony Riakiotakis
Noise function's significant bits are up to 31st bit. This should now give the same visual result as before, minus the stripes. Issue pointed out by Anthony Edlin, thanks!
2014-10-10Code cleanup: Use generic isnan() function instead of own ifdefSergey Sharybin
2014-10-09Minor cleanup.Antony Riakiotakis
* Use pie direction, not draw type for pie item collision * Strict function definitions. * Initialize random array with system time
2014-10-09Classic blenderplayer fix + small optimizationAntony Riakiotakis
2014-10-09Fix T42139, vertical noise stripe patterns in noise texture.Antony Riakiotakis
Two fixes here (only the second one is strictly needed to fix the issue, but both make the system better). First is introduction of a random generator array for use with threaded systems where each thread needs to access its own number generator. The random texture now uses this so it should not be influenced by other random generator reseedings of the main random generator like it did before. Second, I reshuffled the texture code to resample the upper bits of the random number first. According to Numerical Recipes, this is where the most variance can be found, so by sampling those we avoid correlation issues. Also, multiplying here is not ideal because if a pair of bits are zero, then the whole result will also be zero. Overall this is much more random (tm) than before, however result will also be brighter, since we now have less black spots. Tweaking the brightness/contrast should somewhat fix that, generally having the same result as before is not possible anyway if we are to really fix this. Also, seems like exposing procedural depth might be nice here since it influences the precision of the texture lookup.
2014-10-07Allow render engine to declare whether it's capable of the texture rendering ↵Sergey Sharybin
or not If render engine has bl_use_texture_preview set to truth blender wouldn't fallback to the blender internal rendering for previews.
2014-10-07Fix T41957: Shadow color texture mapping was using wrong factorSergey Sharybin