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2007-12-24Step 3 for the initial commits for 2.5: removing src/ and python,Ton Roosendaal
adding new windowmanager module, and the first bits of new editors module.
2007-12-23== Sequencer (Peach request) ==Peter Schlaile
Make the "Sync" button work when sound is disabled, Animators use this as a way to play animations at the right speed, could be renamed to "Drop Frames" and work even when blender built without audio enabled. (do not forget to give credit to me :)
2007-12-20== Sculpt Mode ==Nicholas Bishop
Applying Stephan Kassemeyer's patch (#6750) to add a curve modifier for sculpting. A few changes from the patch: * The default curve is closer to the old behavior * Fixed loading files already saved in sculpt mode * Changed the interface; split the brush texture controls off into a third sculpt tab, and put the curve (and curve reset) into the Brush tab.
2007-12-19Fixed bug #6711, Retopo problem when maximizing 3d view and still paintingNicholas Bishop
Caused by some incorrect usage of the current v3d during updates
2007-12-12for button popups, dont close unless you click or press escape, this would ↵Campbell Barton
often close when dragging a button value (or when using a tablet I am told)
2007-12-11fix mixed declarations and code warning that breaks strict compilersStephen Swaney
2007-12-11display real fps in 3d view optionCampbell Barton
replace 1 with SELECT edited DVar texture tooltip
2007-12-09Fixed bug #6870, Sculpt mode + wireframe = nothingNicholas Bishop
When sculpt object is in wireframe mode (including if the current view is in wireframe mode) a second copy is drawn only to the depth buffer so that sculpting can take place as normal.
2007-12-06Bugfix for mysteriously disappearing left eyeball. Bounding boxesBrecht Van Lommel
used for clipping were being stored in the mesh, but modifiers can result in two objects with the same mesh having a different bounding box. Solution is to store bounding box in the object.
2007-12-02Bugfix for earlier commit, with OpenGL render the 3d view transformsBrecht Van Lommel
were not always set correct.
2007-12-02minor update, "Draw Handles" wasnt working when disabled everywhere and ↵Campbell Barton
replaced some magic numbers
2007-12-01For the OpenGL render option in the 3d view, if a camera is active,Brecht Van Lommel
it now sets the viewport exactly the same as if rendering.
2007-11-302nd try at committing to trunk (instead of particles branch) :)Janne Karhu
Fixes for bugs in #7833 - Hair softbody cache was reset on rendering. - When Alt-a playback is synced to audio frames are skipped. This caused dynamics caching to go crazy. Now the first loop of playback goes through all frames if there are non cached dynamic systems. Invalid point caches weren't cleared when new systems were created. This caused messed up shapes when softbody was added.
2007-11-27new function object_is_libdata - checks ob->id.lib but also accounts for ↵Campbell Barton
proxy's. Object panels were using object_data_is_libdata, which meant linked obdata could not have object settings changed. curve2tree - option to face leaves up or down - random pitch and roll options - place 2 leaves on a point for denser leaves - random seed entry so you can get reproducible results
2007-11-27ParticlesBrecht Van Lommel
========= Merge of the famous particle patch by Janne Karhu, a full rewrite of the Blender particle system. This includes: - Emitter, Hair and Reactor particle types. - Newtonian, Keyed and Boids physics. - Various particle visualisation and rendering types. - Vertex group and texture control for various properties. - Interpolated child particles from parents. - Hair editing with combing, growing, cutting, .. . - Explode modifier. - Harmonic, Magnetic fields, and multiple falloff types. .. and lots of other things, some more info is here: http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc The new particle system cannot be backwards compatible. Old particle systems are being converted to the new system, but will require tweaking to get them looking the same as before. Point Cache =========== The new system to replace manual baking, based on automatic caching on disk. This is currently used by softbodies and the particle system. See the Cache API section on: http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint Documentation ============= These new features still need good docs for the release logs, help for this is appreciated.
2007-11-10added buttons in the Transform Properties for changing curve handle types, ↵Campbell Barton
(Similar to how Metaballs can be selected) for easier access then H,Shift H, V keys
2007-10-22Several fixes:Joshua Leung
* DNA_action_types.h - fixes for typos that broke compiling (own error) * transform.c - fix for implicit definition of a function (missing header) * outliner.c - commented out a few unused vars (as a result of constraints refactor) * editsima.c - fixed uninitialised var warning * drawview.c - bugfix #7598 load without ui crashes if there is no camera. Patch provided by Daniel Genrich (genscher)
2007-10-21== Core ==Peter Schlaile
This adds fractional FPS support to blender and should finally make NTSC work correctly. NTSC has an FPS of 30.0/1.001 which is approximately 29.97 FPS. Therefore, it is not enough to simply make frs_sec a float, since you can't represent this accurately enough. I added a seperate variable frs_sec_base and FPS is now frs_sec / frs_sec_base. I changed all the places, where frs_sec was used to my best knowledge. For convenience sake, I added several macros, that should make life easier in the future: FRA2TIME(a) : convert frame number to a double precision time in seconds TIME2FRA(a) : the same in the opposite direction FPS : return current FPS as a double precision number (last resort) This closes bug #6715 Standard framerates not supported / breaks sync -- 23.967 29.967 etc. https://projects.blender.org/tracker/?func=detail&aid=6715&group_id=9&atid=125 Please give this heavy testing with NTSC files, quicktime in/export and the python interface. Errors are most probably only spotted on longer timelines, so that is also important. The patch was tested by Troy Sobotka and me, so it most probably should work out of the box, but wider testing is important, since errors are very subtle. Enjoy!
2007-10-20Image Stamping patch by Diego (and peach request)- stamps image info into ↵Campbell Barton
metadata and optionally draws into the frame. This patch includes some changes I made... * use blenders bitmap fonts (rather then own fonts) * select font size * user interface layout changes * Marker as another image stamp option Also added some new API calls BMF_GetFontHeight(font); BMF_DrawStringBuf(...); - so we can draw text into an imbuf's image buffer. get_frame_marker(frame) - get the last marker from the frame. IMB_rectfill_area(...) - fill in an image buffer with a rectangle area of color. TODO - draw stamp info in 3d view, at the moment it just displays in the animation.
2007-10-08gridsubdiv was not initialized properlyCampbell Barton
2007-10-01== Sequencer ==Peter Schlaile
This patch adds prefetch buffering to the sequencer (see the tracker for additional details: https://projects.blender.org/tracker/?func=detail&aid=7307&group_id=9&atid=127 ) We create seperate render threads (currently one, because of the fact, that sequence rendering modifies global structures...), that render up to the defined userpref value "Prefetch frames" in advance. (Pressing Alt-A will _first_ fill the buffer and then start playing.) Bassam and I did some extensive testing, so it should work. If you don't configure your number of prefetch frames, prefetching is disabled! (Sane defaults... :) Also: if the machine is definitely too slow and runs out of the prefetch area, prefetching is disabled automatically and we are back to good old frame skipping mode. My Dual Athlon is able to handle 4 parallel DV streams at once (sometimes a little bit choppy, but prefetching is never disabled!) I fixed also a long standing bug in the audio code, that made playback run backwards at the beginning...
2007-09-15new view option, SolidTex, to draw textures in solid mode.Campbell Barton
In the view panel as well as the shortcut Shift+T this works in editmode as well as object mode giving results like this http://members.optusnet.com.au/cjbarton/temp1.jpg where before you could only see textures in textured draw type like this http://members.optusnet.com.au/cjbarton/temp2.jpg
2007-09-13This is patch [#6772] Background image drawing speedupKent Mein
Thanks goto Matthew Plough (meestaplu) I've tested it on linux with both an nvidia and an ATI card, I've also tested it on a mac and solaris, as well as through a remote display. So I think this one is pretty safe. If it causes problems on older systems we can revert it but I don't think we will have any issues with it. Kent
2007-09-13Some more tip->tail naming conversions for consistency in the UI.Joshua Leung
2007-09-12Renamed Root/Tip X/Y/Z buttons in Armature Editmode Transform Panel (NKEY) ↵Joshua Leung
to Head/Tail for consistency with the rest of Blender.
2007-09-10Changes to "Face Select" modeCampbell Barton
* Does not indicate that UV's exist, nor does it add UV's when used. * Only accessible for texturepaint, vertexpaint and weightpaint from a button in the header (Paint Selection Mask) * Not accessible from the mode menu, this is only an option that applies to paint modes. This dosnt effect DNA, face select (G_FACESELECT) can be enabled at any time but is only used when paint modes are enabled. Other changes * UKey is uv unwrap in editmode, Ukey for undo was editmode only anyway. * UVCalc in editmode adds a UV Layer if there is not one alredy. * texture draw in editmode does not draw the face dots (they are get in the way of texturing) * some missing updates were added. * removed manipulator from when paint modes are enabled since the manipulator is not drawn in the 3d view.
2007-08-14Bugfix - Transform Properties (ParBone):Joshua Leung
Editing the value of the ParBone field in the Transform Properties panel was not stable. The problem seems to have been buffer-overflow type problems caused by maximum character limit that was set too high. I've also added auto-complete functionality for this field while I was tinkering around there.
2007-08-14superficial changes, button alignment and minor tooltip changes. sculpt mode ↵Campbell Barton
moved the ParBone button when it didnt need to.
2007-08-13== Sculpt Mode ==Nicholas Bishop
Fixed bug reported here: http://blenderartists.org/forum/showthread.php?t=102975 * Removed an opengl texture attribute change used while drawing the propset sculpt brush; was causing model shading to disappear on textured models.
2007-08-03== Bone Roll - Align to Cursor ==Joshua Leung
In this commit, a new way to set the bone roll is introduced. It aligns the z-axis of the selected bone(s) to the 3D-Cursor, so that the cursor intersects with the YZ plane. This makes it easier to align bone rolls to a target, for use in rigs where arms/legs are not horizontal/vertical. To use this, just press Ctrl N, and choose the "Align Z-Axis to 3D-Cursor" option. Credits go to Robert Christian (wavez) for providing the method as a working BPy script, that demonstrated this in action.
2007-07-16Small fix: need set the color before call glRasterPos or don't work.Diego Borghetti
2007-07-15Bugfix #6915:Joshua Leung
Passepartout function hides camera name (show name). Now it uses the Text-Highlighted theme colour instead.
2007-06-25== Sculpt Mode ==Nicholas Bishop
Removed the draw_flag field from SculptData, moved the two draw flags over to SculptData.flags
2007-06-25== Sculpt Mode ==Nicholas Bishop
Added a new input control that smooths the brush stroke. This option controlled by the menu item Sculpt>Input Control>Smooth Stroke. When enabled, the brush has a delayed effect on the model; a green line is drawn to indicate the smoothed path of the stroke. After ~200 pixels, the first half of the stroke will be applied to the model; the process then repeats, with a new segment of the stroke being applied to the model after every 200 pixels. On mouse up, any remaining portion of the stroke will be applied. Other changes: * Added a flags field to SculptData; currently only used for smooth stroke but other flags can be moved into it * Moved the damaged_rects/verts into SculptSession * Simplified brush application by moving init_editdata into do_symmetrical_brush_actions * Removed Averaging from sculpt Input menu; smooth stroke should take its place TODO: * Fix display of the smooth line in Partial Redraw mode * Make the smoothing and delay factors adjustable * Optimize the stroke application (currently using the old 'dot' style of applying the brush)
2007-06-04interface_draw.c - when the char panel was displayed it would mess up font ↵Campbell Barton
size for other panels. drawview.c - removed unneeded comment (as GSR pointed out)
2007-06-04Patch from GSR [#6595] Ortho/Persp reporting in the View namesCampbell Barton
2007-04-26drawview.c - Passepartout, only do GL alpha when not 1.0 alphaCampbell Barton
buttons_editing.c - negative camera lense was possible with (Deg) button enabled export_cal3d.c - minor changes object_batch_name_edit.py - check for data and object libdata before renaming.
2007-04-23Changed TESTBASE and TESTBASE_LIB to check the hidden flagCampbell Barton
Checked every instance of testbase to see this dosnt break anything, also changed TESTBASE and TESTBASELIB, both were used incorrectly in places. added error_libdata() for library error messages that are everywhere. added object_data_is_libdata to test if the object and its data's are from a library. fixed 2 crashs in adding Curve points to a library object (remember to check, verify_ipocurve returns NULL!) made duplicating and making dupli's real for lib objects possible, disabled joining into lib armatures and meshes.
2007-04-12split draw_dupli_objects into 2 functions (draw_dupli_objects and ↵Campbell Barton
draw_dupli_objects_color) so when a dupli is drawn from a set, its selection state wont make it draw selected. draw_dupli_objects works the same as before
2007-04-11the input fields for data name had an inconsistant limit for input fields, ↵Campbell Barton
making it hard to fix problems with library linking when a name changed. some were 18, most 19, and others 21. made all 21 since this is the real limit. Also new image name limit length of input field to 21 (was 255 but shortened to 21) The one place this could be useful is if somebody names a metaball with a 21 char name, the copy will not use the motherball. but this is not as bad as having to use the python console for fixing library linking problems.
2007-04-09Patch #6140Ton Roosendaal
Transform Properties panel in 3d window. New button "Parbone" showing when parent relation is to a specific bone. This information was nowhere reveiled in the UI until now. Code remark: The code isn't getting more beautiful now with all if() options added. The idea to move the rotation buttons down when a parent bone was set isn't very good, buttons should stay as much as possible on the same location. However, I dont have time for a solution either...
2007-04-09Bugfix #6078Ton Roosendaal
Transform Properties panel in 3d window: Using TAB on size buttons didn't work well; the code was assuming events with only 1 change per event.
2007-04-04moved source and text to american spellingCampbell Barton
* colour -> color * centre -> center * normalise -> normalize * modelling -> modeling
2007-04-03curve center didnt update curve data.Campbell Barton
add_mesh_torus - print's wernt removed others, changed user visible text to american spelling - center
2007-03-27Fixed bug #6421, Layout of "Sculpt Properties" panel is broken in CVSNicholas Bishop
* Removed overlapping buttons (texture controls) from the floating palette for Sculpt Mode.
2007-03-24Bugfix #6433Ton Roosendaal
Armature bones did not draw name in window corner anymore. Caused by patch for drawing shape key names...
2007-03-24Fix gcc warnings (assignment makes integer from pointer without a cast).Ken Hughes
2007-03-19Patch #3126Ton Roosendaal
Option to draw object name in 3d window corner, now also displays for meshes the (pinned) shape key name. Threads: warning fix, added (void) for function declaration.
2007-03-19== Preview Range ==Joshua Leung
Preview Range is a useful tool for animating (espcially on longer timelines). It allows you to only run through a limited set of frames to quickly preview the timing of a section of movement without going through the whole timeline. It means you don't have to set/reset start/end frame for rendering everytime you wish to only preview a region of frames. Hi Ton, Attached is a patch (I know you've already got lots of them in the tracker ;-) ) for a feature that I've sometimes wanted. It seems that this sort of thing is supported in other packages, but I can't be sure. Note: I may have left in a few bits and pieces I didn't mean to in the patch (this is off a source tree which had quite a few revisions in it, all of which was experimental) == Preview Range == Preview range is useful for animating (espcially on longer timelines). It allows you to only run through a limited set of frames to quickly preview the timing of a section of movement without going through the whole timeline. It means you don't have to set/reset start/end frame for rendering everytime you wish to only preview a region of frames. * 'Ctrl P' in Action/NLA/Timeline sets preview range. Click+drag to form selection-box defining region of frames to preview * 'Alt P' in Action/NLA/Timeline to clear preview range * 'Pre' button beside Start/End fields in timeline toggles whether start/end fields refer to scene or preview * 'Ctrl Rightarrow' and 'Ctrl Leftarrow' jump to start/end of preview region when it is set * 'S' and 'E' set the start/end frames of preview region when it is set (just like normally) in Timeline only * In Action/NLA editors, frames out of preview region are now drawn darkened when preview-region is set See the following page for more info later: http://wiki.blender.org/index.php/User:Aligorith/Preview_Range
2007-03-17Fix various gcc warning related to signed/unsigned parameters passed toKen Hughes
OpenGL functions.