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2007-01-09Sculptmode bugfix: use actual active object to check when to update zbuffer ↵Nicholas Bishop
data when drawing with xray objects.
2007-01-07Fixed crash going from Sculpt Mode to Edit Mode.Nicholas Bishop
2007-01-07Bugfix #5560Ton Roosendaal
Dupliverted Lamps did not draw in the 3D window anymore. Caused by OpenGL displaylist optimize which cannot work for lamps... (yet)
2007-01-06Fixed bug #5610, Sculpt mode stops working suddenly (after reloading file), ↵Nicholas Bishop
was caused by reading the zbuffer after it had been cleared for drawing xray objects.
2007-01-04Reverted my fix for bug #5539, brush circle cursor is slow. The fix was ↵Nicholas Bishop
causing more sculptmode drawing artifacts for some users. Since this is a non-critical performance related bug, it can wait until after 2.43.
2007-01-03Sculptmode propset bugfix: texture angle should be ignored if there's no ↵Nicholas Bishop
texture enabled.
2007-01-01-> Fix for bug #5472Geoffrey Bantle
Vertex snapping now works with backbuffered selection modes. Previously backbuffer sampling had no way to check whether or not the indices that it retrieved were selected or not. To resolve this I added two optional arguments to sample_backbuf_rect in drawview.c. The first argument tells the function that some additional testing of the retrieved index values needs to be done and the second argument is a pointer to a function to do the testing. findnearestvert() in editmesh_mods.c now makes use of this and passes sample_backbuf_rect() the appropriate argument when being used for vertex snapping.
2007-01-01Added Ctrl+FKey shortcut for rotating the brush texture. Also improved the ↵Nicholas Bishop
drawing of rotated brushes in propset mode.
2006-12-29draw the right pannel when weughtpaint+vcol modes are on at the same time.Campbell Barton
(was drawing the vcol panel in wp mode) it may be good to not allow both modes at once.
2006-12-29Fix for bug #5539, brush circle cursor is slow.Nicholas Bishop
2006-12-26Fixed a number of crashes occuring when loading saved files with sculpt mode ↵Nicholas Bishop
active. (mostly missing checks for a sculpt session.)
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.)
2006-12-20The Big Image refactor!Ton Roosendaal
Please read: http://www.blender3d.org/cms/Imaging.834.0.html Or in short: - adding MultiLayer Image support - recoded entire Image API - better integration of movie/sequence Images Was a whole load of work... went down for a week to do this. So, will need a lot of testing! Will be in irc all evening.
2006-12-20=== Transform Snap ===Martin Poirier
Draw a circle around the snapping point for visual aid. Different snapping target method, switchable in the 3d view header menu in the Transform menu. * Closest: Snaps the closest vertex to the point * Median: Snaps the median of the selection to the point * Center: Snaps the transform center to the point (this is different from median because you can use Cursor/Boundbox as center) Fix a bug with constraints/snap handling.
2006-12-13Reverting IMAnames_to_pupstring to IDnames_to_pupstringKent Mein
until Ton changes it to whatever he was thinking ;) Kent
2006-12-13Armature Proxy bugfix: synchronizing the pose went wrong when the proxyTon Roosendaal
had new dependencies added internally (like constraints), changing the evaluation order for pose channels. My optimized code didn't like it, so now it falls back to a reliable slower method. Bug showed as totally messed up characters for proxies... Also: increased range for 3D Window properties clip-start/end, this is still a bad construct though...
2006-12-10Composite & Pass render goodies:Ton Roosendaal
- New Passes: UV and Rad(iosity) - New Nodes: UV Map and Index Mask - Z-combine now is antialiased As usual, please check the log. Has nice pics! http://www.blender3d.org/cms/Composite__UV_Map__ID.830.0.html For devs: the antialias code from Vector Blur is now exported in compo too. Works pretty good. Even fixed a bug in antialias, so vectorblur will be better. Also: found out that OpenGL display list speedup accidentally was still triggered with the rt button... so it did not work by default.
2006-12-06Fixed bug #5361, multiple 3d views additional cursors in wrong placeNicholas Bishop
2006-12-04Fix for bug #5351, sculpt doesn't work in xray modeNicholas Bishop
Moved depth update for sculptmode to after the point where xray/transp objects are drawn
2006-11-30Proxy Objects revisited!Ton Roosendaal
The first incarnation assumed that proxies were local objects per definition. Unfortunately that makes it impossible to - for example - reference-link an entire Scene with proxies, to be used as a special character set. This commit makes the proxy implementation also a bit more clear. Related work: the scene-sets were not executed fully or correctly for the dependency graph. That happens now (in 3d view) as well.
2006-11-30Big Commit.Joshua Leung
Now time-markers work in all time-related spaces (i.e. Ipo, Action Editor, NLA editor, TimeLine, Sound). The hotkeys and functionality set should be the same for each of these modes (with a few exceptions still). I've had to change a few hotkeys here and there, so hopefully they aren't too bad. Marker Operations: MKEY - Add Marker SHIFT MKEY - Rename marker (was CTRL MKEY) XKEY - Delete Marker PAGE UP - Jump to next marker PAGE DOWN - Jump to previous marker CTRL A - Select all markers SHIFT G - Transform markers (NLA, IPO, Action) G - Transform markers (Sound, Timeline) CTRL SHIFT D - Duplicate markers (NLA, IPO, Action) SHIFT D - Duplicate markers (Sound, Timeline) BKEY - select markers and other keyframes (if any) I've also made a few little tool additions to NLA and Action editors: * NLA editor - Snap To Frame. Now with the option to offset strip so that it starts at the current frame. Added menus for this. * Action editor - Snap To Frame A few new menus for this too
2006-11-29Duplicator feature:Ton Roosendaal
Vertex/Face/Frame duplication now draws using OpenGL display lists. Makes drawing go much faster (2-5 times, depending on size of duplicated object). This system uses boundbox checks too, so outside of view it draws faster. Note for face duplication: I've fixe a bug for incorrect alignment when the parent was rotated when a parenting happened, the 'inverse parent correction matrix' then messed up alignment. For face duplication it now works OK, but for vertex-dupli not... need a way to fix this backwards compatible.
2006-11-27Bugfix #5313Ton Roosendaal
3D Window "Transform properties" was using bad globals for buttons, this caused things not work with multiple 3d windows open, and (in editmode) set one panel to "Local" and the other to "Global". Also: - added undo push for moving bone to a layer - protected Ikey for posemode to not show a menu without selection
2006-11-22Bugfixes:Ton Roosendaal
- SHIFT+K in weightpaint+faceselect combo crashed (caused by my commit for real undo in painting) - weightpaint+faceselect combo didn't draw correct anymore (caused by commit for custom mesh layers)
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.
2006-11-21Step 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.
2006-11-20Added 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.
2006-11-19Generalized the sculptmode propset (DKEY) to work with strength as well asNicholas Bishop
brush size. Pressing the key once does brush size (same as before), then pressing it a second time switches to setting brush strength.
2006-11-16New stuff:Ton Roosendaal
- Weight paint options now also show in Nkey panel - added uiNewPanelTitle() in interface API to rename panels. In use now for the Nkey panel title. (Note: original name is identifier, do not change that)
2006-11-15Bugfix #5224Ton Roosendaal
Prob: selection sometimes gave wrong edges/faces Selection code for editmesh was still using a short for calculating the distance of a projected vertex/edge/face from the mouse position. In zoomed in cases that'll give overflows and unpredictable results. It was fixed only half before... now all shorts are removed for distance calculus.
2006-11-14Fixes in commit for Group Proxy feature;Ton Roosendaal
- Groups with hidden parts didn't render OK - Layer buttons sent out wrong events
2006-11-13Removed redundant variable declaration in my previous commit.Alexander Ewering
2006-11-13Tiny usability fix:Alexander Ewering
Until now, pressing ALT-A in a sequencer space without image preview was pretty useless: It only showed an advancing green frame pointer :) Now, if you press ALT-A over a sequencer space with strips, it will also animate all sequence previews. So, no need to press SHIFT-ALT-A in that situation anymore. Of course, pressing ALT-A over a preview will still only play that preview. Windows other than sequencer windows remain unaffected by this commit.
2006-11-13Removed erroneous switch to the front buffer when reading depth values in ↵Nicholas Bishop
sculptmode and retopo.
2006-11-12Missing check for pointer being NULL in last commit, could crash onBrecht Van Lommel
entering editmode.
2006-11-12Added custom vertex data support to editmode. Only used for vertex groupsBrecht Van Lommel
now, others can be added later (sticky, shape keys). Beside one small fix for knife exact vertex group interpolation, is intended to work the same as before. Also fixes bug #5200, related to editmode undo and vertex groups. And corrects the editmode to faceselect mode selection conversion, that was broken in a previous commit.
2006-11-09My first commit!Joshua Leung
This commit fixes the name of the LocZ number field in n-key panel for pose-mode bones.
2006-11-07Modified sculpt/multires UI:Nicholas Bishop
* Changed multires panel's width to the default * Removed floating multires panel * Made multires panel always visible (in EditButtons) * Moved Make/Delete [multires] button into the multires panel * Moved the two sculpt panels into tabs of the multires panel * Removed two extra sculptmode buttons from view header
2006-11-07Long wanted feature for animators: option to lock a view to always showTon Roosendaal
a specific object, so you can see long walkcycles or actions well. Option is per 3d window, in "View Properties" panel. It also can optional lock a view to a single bone even! Temporal movie for fun: http://www.blender.org/bf/0001_0060.avi
2006-11-06Patch #4940, by Wybren van KeulenTon Roosendaal
The 2-point perspecitve Architecture Camera! http://www.funnyfarm.tv/patch_lens_shift/patch_lens_shift.mov Full log: https://projects.blender.org/tracker/index.php?func=detail&aid=4940&group_id=9&atid=127
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 #5144Ton Roosendaal
Nkey panel for creases median didn't work properly. Now it does as follows: - if set to 0 or 1 it applies that value to all creases - else it adds the diffference of median crease value and the button value Bugfix #5122 Paths drawing option for Poses now uses entire startframe-endframe range. Before it skipped the last frame for drawing.
2006-11-03Bugfix #5100Ton Roosendaal
The camera view shift didn't allow to view the entire image when zoomed in. Added a correction for zoomfactor.
2006-10-26== 3D View ==Martin Poirier
Customizable Grid Subdivisions This commit adds a numbut to the View Properties panel that lets you specify how the grid is subdivided. This affects snapping in translations, obviously. Default: 10 (behavior doesn't change) That means people still stuck in feet and inches (shudders) can set it to 12 and have 1 unit = 1 foot. That also means you can work in "heads" when doing body proportions or whatnot (don't think of it as being limite to "CAD" uses).
2006-09-16active metaball stiffness was not being limited to 10.0 as a maximum in the ↵Campbell Barton
3d properties panel (10000 instead). added radius, and type menu to the 3d properties panel.
2006-09-10Bugfix #4973Ton Roosendaal
Pose mode; the Nkey "Properties" panel, using TAB to move to next button assigned wrong values to rotation.
2006-08-27Texturepaint now supports all the imagepaint brush settings, with theBrecht Van Lommel
exception of the clone tool. One level undo for image- and texturepaint, only storing those tiles that changed. Test to improve texturepaint performance using glTexSubImage2D, only enabled with 2^n sized textures and mipmapping off. Painting a 2048x2048 texture is then pretty smooth here, as long as the geometry is not too complex.
2006-08-27Bugfix #4935Ton Roosendaal
July 10 commit accidentally included a testing line for a selection debug session in IRC... that line saved a /tmp/rt.png file on each border select in EditMode with 'visible selection' on.
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
2006-08-13* Shrink/Fatten for bevelled curvesMatt Ebb
This is a much faster and easier way to give a bevelled curve a taper, without using taper curves. Each point on a curve now has a 'radius' value that you can shrink and fatten using Alt S, which will influence the taper when the curve is bevelled (either with a bevob, or with front/back turned off and a bevel dept set). Alt S shrinks and fattens the selected points in an interactive transform, and you can set an absolute radius for selected points with 'Set Radius' in the curve specials menu. See demo: http://mke3.net/blender/etc/curve_shrinkfatten-h264.mov This can be a quick way to create revolved surfaces (eg. http://mke3.net/blender/etc/wineglass-h264.mov ) and it would be very interesting to use this radius value in other tools, such as a 'freehand curve' tool that would let you draw a curve freehand, with the radius affected by pen pressure, or even using the radius at each point to control curve guides for particles more precisely, rather than the continous maxdist.