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2007-01-07fixes in rigidbody constraints rigidbody -> IPO baking:Erwin Coumans
copy system with rigidbody constraint will link new constraints to new objects (instead of old) fps from blender will be used when baking (left shift/ctrl/alt + P)
2007-01-04Fixed bug #5582, Subsurfed Multires'd objects don't display properly with ↵Nicholas Bishop
interactive display unset. Added a new function for sculptmode that checks to make sure that not only are there some modifiers active, but that they are actually enabled for realtime editing.
2007-01-03added sharp edge theme colorCampbell Barton
2006-12-26Bugfix #5487Ton Roosendaal
New glDrawArrays() code used an array size of '1' for drawing Surface curves/polys. Seems to crash in Linux...
2006-12-25Cleanup of the SDNA SculptData struct. Moved a lot of data that isn't saved ↵Nicholas Bishop
into a separate SculptSession struct (outside of SDNA.)
2006-12-21Defocus Composite Node, by Alfredo de GreefTon Roosendaal
Log: http://www.blender3d.org/cms/Composite__Defocus.836.0.html An incredible quality composite effect, might be slow but worth waiting for!
2006-12-21Added names to UV and vertex color layers, and display them as a list.Brecht Van Lommel
Added support for multiple UVs in the render engine. This also involved changing the way faces are stored, to allow data to be added optionally per 256 faces, same as the existing system for vertices. A UV layer can be specified in the Map Input panel and the Geometry node by name. Leaving this field blank will default to the active UV layer. Also added sharing of face selection and hiding between UV layers, and at the same time improved syncing with editmode selection and hiding. Still to do: - Multi UV support for fastshade. - Multires and NMesh preservation of multiple UV sets.
2006-12-20Warning fixes for previous Image commit, also fixed verse_image.cTon Roosendaal
2006-12-18Use degrees instead of radians for rigidbody constraint axis (euler angles). ↵Erwin Coumans
Radians can't specifiy 90-degree angles precisely, the input is only 3 decimals accurate...
2006-12-16contribution from RCRuiz:Erwin Coumans
drawing of rigidbody constraint pivots, and allow passing of full constraint frame.
2006-12-12Bugfix: Object "restrict render" option was missing in vectorblurTon Roosendaal
Plumiferos request: Made individual duplicated group objects still check on the restriction flag, *after* the group-duplicator itself was checked for. So it works both. (Matt; was urgent feature, hope you're OK? These options showed in outliner for groups anyway :).
2006-12-05Modifier Stack: Limit calculation to required data.Ben Batt
This commit upgrades the modifier stack to only calculate the data which is needed, either by modifiers further down the stack or by other functions at the end of the stack (e.g. drawing functions). This speeds up modifier stack recalculation, especially where vertex groups and UV coordinates are concerned. For example, a mesh with an Armature modifier followed by a Subsurf modifier would previously have required the Subsurf modifier to interpolate all the vertex groups in the mesh, slowing down modifier calculations considerably. With this update, vertex group data is not propagated beyond the Armature modifier, so calculations are faster. Note that this depends on the order of modifiers in the stack. If the Armature and Subsurf modifiers were swapped in the above example, the Subsurf modifier would have to interpolate vertex groups, as they are needed by the Armature modifier.
2006-12-04Large change to the way sculptmode drawing works. The default is now to drawNicholas Bishop
using the standard drawing functions. Enabling the "Partial Redraw" item in the sculpt menu will turn on the optimizations which stores unmodified parts of the color buffer and only redraws the polygons that are within the modified area(s). The Partial Redraw option uses the accumulation buffer to store the copy, and unfortunately this is not accelerated on older cards. There are alternatives, e.g. drawing to an auxiliary buffer or downloading the data from the graphics card with glReadPixels, but there's no guarantee that these will run at an acceptable speed on older graphics cards either. For the cards that do accelerate the accumulation buffer (for nvidia cards, I would assume that is at least FX5200 and up, and maybe earlier) it provides a very significant speedup.
2006-12-01Changed sculptmode drawing to pay better attention to materials.Nicholas Bishop
This fixes bug #5274, changing from uvmode to sculpt changes lighting model
2006-11-28Small fixes for outliner stuffMatt Ebb
* Fixed #5294 unselectable objects catching repeated selection clicks in front of other objects * Invisible objects stay invisible when other objects are edited
2006-11-21* Dupli objects (dupliverts, dupligroup, etc) now get invisibility based on ↵Matt Ebb
their parent object, not the original instantiated objects. i.e, if an object is invisible, its child dupli objects will be too.
2006-11-21* Tweak to show invisible objects if they are being edited in edit modeMatt Ebb
2006-11-21Step one in migrating to use glArray calls in BlenderTon Roosendaal
- Curve/Nurbs/Font/MBall now all draw arrays. - had to flip abgr to rgba in shaded drawing - Mesh drawing can't be easily done; the indices for faces are not in in one chunk. Also need a way to gether trias/quads, per material. Speedup results are mixed. Something between 2-4 times. Especially for text it seems to help.
2006-11-20* Object level restrictions in outlinerMatt Ebb
This adds the ability to restrict an individual object from: - being visible in the 3D View - being selectable in the 3D View - being renderable with 3 columns of buttons in the outliner. These restrictions are further down the hierarchy than layers, so for example if an object is in an invisible layer, it will be invisible regardless of whether the object's own visibility setting is on or off. This works on a different conceptual level than layers, being better for more quick interaction (like temporarily making a mesh unselectable while you're posing its armature), rather than so much for scene organisation. The 3 columns of icons can be turned off in the Outliner View menu. Along with this is some small cleaning up in interface_icons.c and outliner.c.
2006-11-20Added custom vertex/edge/face data for meshes:Brecht Van Lommel
All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-11-10Fixed display of modifiers in sculpt mode.Nicholas Bishop
2006-11-08- Action Modifier; paths now support Speed curve.Ton Roosendaal
http://download.blender.org/demo/test/2.43/0001_0150_speed.avi By default the Speed maps in the range 0-100 frames, since there's not an actual time relationship here. IMPORTANT: this didn't work before, and default Curve Paths have a speed Ipo, so past saved scenes will work different now! - Speed curve points are now drawn on the 3D path as well. With select info for selected points, if Curve Object is active. - Duplicating Objects with NLA ActionModifiers now also correctly copies object pointers, so a duplicate works as expected.
2006-11-06Merged Google Summer of Code sculptmode/multires/retopo tools.Nicholas Bishop
From the tracker: https://projects.blender.org/tracker/index.php?func=detail&aid=5018&group_id=9&atid=127
2006-11-04Bugfix #5153Ton Roosendaal
VertexPaint mode didn't show interpolated (smooth) colors in faces. Error caused by Modifier & DerivedMesh commit of august 22. Rules for drawing smooth changed a bit...
2006-11-03Bugfix #5083Ton Roosendaal
Deleting all points in a Curve object created empty DispList blocks. The drawing code didn't like that. Secured it by both fixing drawing as skipping adding empty DispLists. Special thanks to Fernando Bastos for the extensive stack tracing.
2006-11-03whitespace commitNathan Letwory
2006-11-03fix bug #5133Nathan Letwory
* when an object had wire draw in Draw Extra enabled and it was selected and set as a scene, it would draw as selected. Changed so it draws the wires in a grey shade, to communicate it is not in the active scene
2006-10-15=translate hoek to angle=Tom Musgrove
renamed the dutch variable hoek to angle globally arithb.c changes done by Matt Plough
2006-10-14New shadow feature: Irregular Shadow BuffersTon Roosendaal
Full log: http://www.blender3d.org/cms/Irregular_Shadow_Buffe.785.0.html In short: this is a shadow buffer approach that always results in crispy shadows, independent of lamp buffer size or zoom level. This shadow buffer system also supports transparent shadow. This is part of work on refreshing Shadow Buffers in Blender. You now can choose of two types (Classical, Irregular). More types will follow. Also quality issues for Classical shadow buffers are going to be reviewed, especially to solve the lousy Biasing. For the CVS log record; it is based on articles: Gregory Johnson et al, University of Texas, Austin. (Regular grid method). Timo Aila and Samuli Laine, Helsinki University of Technology. (BSP method).
2006-10-12* Added a new empty draw type - single arrow. This can be useful in situationsMatt Ebb
where you just need a direction, like a wind or vortex force field for example.
2006-10-01As discussed during meeting, Changed curve length/tilt markers to indicate ↵Martin Poirier
direction. That is, a 3D curve now displays as ->->->-> instead of -|-|-|-|. Comparing the two, I didn't find the arrow display any more confusing then the straight lines when dealing with loops and tilt variations. Sharp turns are more likely to display crossed lines though. Others should feel free to disagree and make it better.
2006-09-27made fgon edges not draw lengths with length draw optionCampbell Barton
2006-09-14Special request: Drawmode "bounding box" now supports drawing 'extra' too,Ton Roosendaal
like axis or object name.
2006-09-03Animation department feature request: support for vertex groups in LatticesTon Roosendaal
In a quick glance: (temp image) http://www.blender.org/bf/rt.png Main reason is that Lattices are useful a lot for Armature deformation. Lattices just provide much more precise and interesting control. However, with only bone envelopes it's very hard to use. Working with Lattice vertex groups is nearly identical to Mesh: - on CTRL+P 'make parent' you can choose the deform option now - In editmode, the buttons to control vertex groups are available - In outliner you can select vertexgroups too - Deforming Lattices with Armatures has all options as for Mesh now. Note: - No WeightPaint has been added yet. To compensate, the editmode drawing for a Lattice with vertex group shows weight values for the active vertex group. - Lattice editmode doesn't undo/redo weight editing yet. - Softbody for Lattice still uses own vertex weights Implementation notes: - derivedmesh weight_to_rgb() is now exported to drawobject.c - been doing cleanups in code (order of includes, var declarations, etc) - weightpaint button handling now is generic I've checked on Brecht's proposal for Custom Element data; http://mediawiki.blender.org/index.php/BlenderDev/CustomElementData It could have been used, but that would mean the existing code for vertexgroup handling and armature deform couldn't be re-used. I guess this is really a later todo.
2006-08-31added the option to draw sharp edges.Campbell Barton
had to make some room in the "Mesh Tools 1" panel, removed "Center" - its alredy in the "Mesh Tools" panel, and grouped the "Normal" draw buttons. At the moment mixing modes dosnt work, we will need to review this to see if its worth attempting.
2006-08-28Integration of the Google Summer of Code Modifier Stack Upgrade project. TheBen Batt
main features are: * Modifiers can now be in any order in the modifier stack * DerivedMesh now has a standard framework for custom element data to be passed through the stack with mesh data (being copied and interpolated as appropriate), so modifiers can access whatever data they need * The modifier stack code has been refactored and a number of bugs have been removed * The EdgeSplit modifier has been added: http://mediawiki.blender.org/index.php/BlenderDev/EdgeSplitModifier * The DerivedMesh modifier has been added: http://mediawiki.blender.org/index.php/BlenderDev/DisplaceModifier * The UVProject modifier has been added: http://mediawiki.blender.org/index.php/BlenderDev/UVProjectModifier For more info, see: http://mediawiki.blender.org/index.php/User:Artificer/ModifierStackUpgrade (currently undergoing reorganisation)
2006-08-21 - bug fix, bug reported by Campbel, thanks! Keep in mind, that integrationJiri Hnidek
of verse supports only sharing of mesh geometry now, you can't share vertex color, vertex weight, etc.
2006-08-20Huge commit: VERSEJiri Hnidek
- All code is in #ifdef ... #endif - Only make build system is supported and you have to add: export WITH_VERSE=true to user-def.mk file - Blender can share only mesh objects and bitmaps now - More informations can be found at wiki: http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlender http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlenderUserDoc I hope, that I didn't forget at anything
2006-08-13unmixing code and var declarations.Johnny Matthews
2006-08-13* Fix: Disabled radius tapering on 2d curves with filled front or back. It ↵Matt Ebb
would be really cool to get this working solidly, but there are many potential problems with the triangle face creation across the flat surfaces, especially when there are holes inside the curves. Maybe this could be a fun project for someone better at this than I? :) Taper object curves still cause similar problems... * Made the curve radius affect the 'Nsize' curve normal drawing too, so you don't need a bevel to see the value.
2006-08-11Bugfix 4783Ton Roosendaal
- draw-extra for Lamps did not follow selection color - Surface objects were drawing curves always in unselected color, also its draw-extra options didn't follow selection color then
2006-07-31Siggraph show commit!Ton Roosendaal
- pending commit for OSX intel systems, with intel graphics. These now call an extra swapbuffers after glFlush(). Code is ifdeffed, and doesnt affect other systems. - show-off commit: option to have transparent nodes over the composite result. Only draws Image for active Viewer Node now, and image doesnt translate nor zoom (which isnt bad though). Set in themes the alpha color of "node backdrop" to make nodes transparent.
2006-07-02Bugfix #4565Ton Roosendaal
Curves without bevel/extrude don't react to buttons to fill front/back. That is coded that way, so added this info to the tooltip Bug report #4566 Creases drawing became very awkward in commit in august last year. Flipped the drawing order so the fat lines - denoting creases - are drawn first. That way the value of crease is visible, as well as edge selection state.
2006-06-27Bugfix #4497Ton Roosendaal
When using Node Shaders, the OpenGL color (solid drawmode) in 3d window was still using the base Material only. That's a bit counter-intuitive yes... i've replaced this with a function that checks for the active material node color. Not perfect, but at least interactive.
2006-06-26Bugfix #4471Ton Roosendaal
Using Weight/Vertex Paint, the current color was not reset, causing Object name or axes to draw in random colors.
2006-06-14Bugfix #4329Ton Roosendaal
New "Dimension" button: when using TAB to cycle over buttons, the dimension event was sent multiple times, accumulating scaling. The code was also not prepared to handle multiple changes at one event. Also: added object_get_boundbox(Object *ob) in BKE_object.h, so the code now really supports most primitives in Blender.
2006-06-11Bug fixes of own collection:Ton Roosendaal
- Selection wasn't possible on center dots in Object mode. I keep adding it and it keeps disappearing again. Added clear comments in code too. - Particles: (debug still) print "build particles" happened on each redraw when "Display percentage" for particles was set to zero.
2006-06-09Bugfix #4293Ton Roosendaal
And more particle issues... the attempts to allow particle systems to be part of duplicators (groups especially) isn't easy to get working! This commit solves regular animated particle systems... they rendered on the wrong location, using wrong object transform.
2006-06-02Bugfix #4259Ton Roosendaal
Static particles, drawmode Shaded or Texture, colors for strands were wrong
2006-05-22* Made the editmode text cursor draw inverted, so you can actually see where ↵Matt Ebb
it is on a black background