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2016-06-16Merge branch 'master' into object_nodesLukas Tönne
2016-06-16Use a Scope concept for avoiding codegen for existing nodes.Lukas Tönne
Rather than a single socket value map, use a "scope" to keep track of which nodes are already generated. This reintroduces the "block" idea from earlier versions, but at the later codegen stage rather than the node graph. Describing scope on the level of nodes becomes quite clumsy and ambiguous, and moves nodes further away from the UI representation. The compiler can handle this more elegantly without requiring persistent data. Scopes can be nested. This is not used yet, but will allow scoped variables later on, where the variables being used for a node path depend on its scope.
2016-06-15BMesh Decimate: support ngonsCampbell Barton
2016-06-15Fix error splitting convex facesCampbell Barton
Created double faces, leaked memory.
2016-06-15Fix T48654: outline text visible while renamingCampbell Barton
Both button and rename text would draw while renaming, caused issues with some themes.
2016-06-14Text Editor: auto-complete removed entire word on undoCampbell Barton
2016-06-14VSE: minor drawing glitch with meta'sCampbell Barton
Meta contents could obscure meta selection outline, draw after.
2016-06-14Correct update issue caused by recent commitCampbell Barton
VSE effects within a meta-strip could fail to update on cancel.
2016-06-14Fix VSE updating effects within metasCampbell Barton
Missing update caused internal lengths to be wrong.
2016-06-14FileSpace cleanup: make ED_path_extension_type public.Bastien Montagne
Maybe we should move it to BLI, but not sure how, and where (and its defines are SpaceFile's ones, meh :| ).
2016-06-14Write .blend file: refactor & fixes re ID block itself.Bastien Montagne
Factorized writing of ID block's data (so far, only IDProps) into own helper func. This also fixes missing IDProp (aka custom data) saving from GreasePencil and Library datablocks (and add comment about why we do not save WM IDProps). Finaly, it ensures all ID-related data are written immediately after the ID itself (was not the case for all data types previously, some were writting their own data before IDProps). This is not a fix (.blend file format does not enforce any order on sub-data of datablocks, they only have to be after datablock struct itself in file), but makes things more consistent.
2016-06-14Fix T48649: VSE meta-strip overlap shuffles recursivelyCampbell Barton
2016-06-14Correct sequencer transform checkCampbell Barton
Check to avoid operating on same strip multiple times wasn't working. Harmless but better make it functional.
2016-06-14fix T48602: Changed The Collada validator to treat faces with < 3 verts as ↵Gaia Clary
Warning and let the Mesh Validator take care of the cleanup
2016-06-14Fix T48613: Bump mapping in cycles is not shown on the viewport when the ↵Sergey Sharybin
material use node groups
2016-06-14Fix T48154: Decimate topology changes with scaleCampbell Barton
This can't be avoided completely, however the threshold used can be much lower.
2016-06-14Usual UI/i18n message fixes.Bastien Montagne
2016-06-13Made incremental snapping intervalls smaller for UV editorPhil Gosch
Before the intervall was set to 0.125 which effectively resulted in 8 positions across the UV space (per axis). I halved that value, holding shift enables an even finer movement. This change was ported over from my soc-2016-uv_tools branch after talking with howardt, ideasman42 and hackerman-
2016-06-13Curve Fitting: add high-quality flagCampbell Barton
When this flag is set - even when the curve error is under the threshold, keep attempting a better fit. Enable this for freehand drawing, since it gives nicer results and isn't noticeably slower.
2016-06-13Fix T48595: UI glitch with driver menu re-openingCampbell Barton
Holding Ctrl-D would keep opening driver menus.
2016-06-13Bevel segments also changeable with mouse (S toggle).Howard Trickey
Also, can use numeric input to set segments and profile when in those respective value-adjusting modes (as per S or P toggle). Finally, fixed problem with previous bevel commit: when changing value-adjusting mode, would like to start off resumed value adjustment where it was before.
2016-06-13Fix misleading indentation in ImBufSergey Sharybin
2016-06-13Fix own error w/ undefined behaviorCampbell Barton
This happened to work for me but caused issues on OSX.
2016-06-13Fix glShadeModel being left flat in edit-mode drawCampbell Barton
2016-06-13Fix T48616: Auto-merge selects extra edgesCampbell Barton
Auto-merge caused all edges between selected vertices to be selected. This only makes sense in vertex-select-mode. Correct edge-flag merging code, which now merges flags from multiple edges.
2016-06-12Fix T48604: Crash on undo due to bad drawing code.Bastien Montagne
Short story: draw_lamp would add itself to delayed transp drawing list from 'xray' drawing step. This was broken, since delayed transp drawing list is always handled **before** delayed xray one. After undo it lead to segfault crash, v3d->afterdraw_transp still having reference to old freed scene's base. Also added asserts that those afterdraw list are empty at end of drawing step, should help avoiding that kind of issue in future.
2016-06-12Removed/Disabled some deprecated code.Lukas Tönne
2016-06-12BLI_math: cleanup arg namesCampbell Barton
project functions arg naming made it hard to tell which vector was projected onto.
2016-06-12bmesh py api: expose BM_face_calc_tangent_*Campbell Barton
D1988 by @wisaac, with own edits and improvements. This improves on existing tangent calculation functions too. - BM_face_calc_tangent_auto: Chooses method based on number of sides, used by manipulator (not exposed to Python). - BM_face_calc_tangent_edge: from longest edge. - BM_face_calc_tangent_edge_pair: from longest edge-pair (most useful with quads). - BM_face_calc_tangent_edge_diagonal: edge farthest from any vertex. - BM_face_calc_tangent_vert_diagonal: vert farthest from any vertex. Also optimize BM_vert_tri_calc_tangent_edge* functions to avoid sqrt.
2016-06-11Fix T48617: VSE: Do not draw backdrop in Seq + Preview mode, only makes ↵Bastien Montagne
sense when no preview is available...
2016-06-11BLI_rand: add BLI_rng_get_char_nCampbell Barton
Use to fill an array of bytes to random values.
2016-06-11Fix T48634: Interpolation and distribution of Children Particles breaks.Bastien Montagne
Own stupid off-by-one regression in rB019ce363b01bba0afe1 and later...
2016-06-10VSE: select by group: add option to select by group on same channel only.Bastien Montagne
2016-06-10Disabled compiling and eval of broken BVM functions, to simplify debugging ↵Lukas Tönne
until they can be reimplemented.
2016-06-10GPU: use basic-shader for line-stippleCampbell Barton
2016-06-10Remove redundant GL attribute push/popCampbell Barton
Stipple isnt left on during object drawing
2016-06-10Fix GPU logical error changing stippleCampbell Barton
2016-06-09GPU: only call glShadeModel when neededCampbell Barton
2016-06-09GPU: avoid multiple bind calls in GPU_draw_pbvh_buffersCampbell Barton
Also add utility functions: GPU_basic_shader_bind_enable/disable so we don't have to get the previous state every time and manipulate it
2016-06-09Flat shading for basic shaderAlexander Romanov
The purpose of the patch is to replace deprecated glShadeModel. To decrease glShadeModel calls I've set GL_SMOOTH by default Reviewers: merwin, brecht Reviewed By: brecht Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D1958
2016-06-09Fix T48614: Blender from buildbot crash when Separate selection in this ↵Bastien Montagne
particular scene. Regression from recent rB2c5dc66d5effd4072f438afb, if last item of last chunk of a mempool was valid, it would not be returned by mempool iterator step, which would always return NULL in that case.
2016-06-09Use persistent pass managers for optimization, rather than creating them ↵Lukas Tönne
every time.
2016-06-09Set a target triple and data layout for modules.Lukas Tönne
According to the site below, this is necessary for proper optimization. http://llvm.org/docs/Frontend/PerformanceTips.html
2016-06-09Generalized code generation for nodes to support more complex control flow ↵Lukas Tönne
in the future. The basic idea is that a node represents a function F, without assuming anything about how the input expressions are evaluated: F = F() In most common case this function can be decomposed and defined in terms of concrete values, which are given by the input expressions: F = F'(G1(), G2(), ...), where Gn are the respective inputs of the node This is a first *very* naive implementation. It would rely heavily on common-subexpression- elimination (CSE) to avoid generating the same code paths over and over again. There should probably be some initial optimization on the BVM node level instead of relying just on LLVM passes. The purpose of this generalization is to allow more complicated control flow inside node functions. Nodes would then also be able to take additional variable arguments (e.g. an index), which can be modified before being used as internal arguments for input expressions.
2016-06-09Compilation error fix after recent cleanupSergey Sharybin
Please do not do cleanups in minimal configuration, doing that has been proven to only cause issues without solving anything meaningful ;)
2016-06-08Cleanup: GPU arg wrappingCampbell Barton
2016-06-08Cleanup: GPU headersCampbell Barton
2016-06-08GPU: avoid disabling basic-shader for lassoCampbell Barton
Replace glDrawPixels w/ glaDrawPixelsTex
2016-06-08Fix armature stick draw, unpack-alignment was set but never restoredCampbell Barton
Drawing a single stick bone set the alignment to 1, applying this setting to the rest of Blender.
2016-06-08glutil: add glaGetOneInt helperCampbell Barton