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2015-08-01Use Auto-offset for move_detach_links (alt+D) operator tooJulian Eisel
2015-08-01Note Editor: Auto-offset nodes on insertionJulian Eisel
Implements "Auto-offset" (called "insert offset" in code) feature for Node Editor, developed during and after LSOC :) Idea and sponsoring by Sebastian König, blendFX, Mathias Eimann, Mikavaa, Knick Design When you drop a node with at least one input and one output socket onto a an existing connection between two nodes, Auto-offset will, depending on the direction setting, automatically and animated move the left or right and all of its following nodes away to make room for the new node. The direction for offsetting can be toggled while you are moving the node by pressing „T“. The auto-offset is enabled by default but can be disabled in the header of the node-editor. The offset margin can be changed in the editing section of the User Preferences. Thanks a lot to the sponsors, and especially to Sebastian who helped *a lot* with this. That's how users can help developing Blender!
2015-08-01Node Editor: A bunch of new utility functionsJulian Eisel
Needed for node insert offset (Auto-offset in UI), but kept separate so people notice it without having to check insert offset commit (not for commit ratio of course ;) )
2015-08-01Allow accessing modal keymap strings directly from keymapJulian Eisel
Previously you had to pass operator which in some cases might not be available or hard to get.
2015-08-01Fix T45582: Connect vertex hangsCampbell Barton
With multiple branches it was possible the search could run for a long time, especially when there was no possible path to the target. Now use a heap to keep track of the best path and finish immediately once its reached.
2015-08-01BMesh connect pair, fallback to identity matrixCampbell Barton
For overlapping vertices, a matrix for the operation can't be calculated.
2015-08-01Replace checks for tessface w/ polygonsCampbell Barton
In these cases we're only checking the mesh has faces.
2015-08-01Missed when updating effects to looptriCampbell Barton
2015-08-01Remove MFace use w/ clothCampbell Barton
2015-08-01Docs: doxy cleanup/minor editsCampbell Barton
2015-07-31Complete fix for T45618Antony Riakiotakis
Two issues here, normal update was not happening due to own sillyness in viewport refactor, also normal update code still used triangles. Now reused Campbell's poly normal recalculation code.
2015-07-31Docs: doxy correctionsCampbell Barton
2015-07-31Use polygon normals for sculpt drawingCampbell Barton
Wasn't working correctly since using MLoopTri, this is improved over 2.75 which only handled tris & quads.
2015-07-31Remove MFace use w/ softbodyCampbell Barton
2015-07-31Use looptri's for softbody face collisionCampbell Barton
2015-07-31Don't calculate tessface before sculptingCampbell Barton
2015-07-31Docs: MLoopTri info and example usageCampbell Barton
2015-07-31Replace MFace w/ vert-tri's for collision modifierCampbell Barton
Note that the collision modifier doesn't have any use for Loop indices, so to avoid duplicating the loop array too, MVertTri has been added which simply stores vertex indices (runtime only).
2015-07-31Don't initialize CDDM with MFace from MeshesCampbell Barton
Caused crash because MFace is no longer a layer which is added unless requested, causing CDDM to have numTessFaceData nonzero, but mface set to NULL.
2015-07-30Move tangents and baking to looptris:Antony Riakiotakis
Notes: * Code in rendering and in game engine will still convert tangents to a tessface representation. Added code that takes care of tangent layer only, might be removed when BGE and rendering goes full mlooptri mode. * Baking should work discovered some dead code while I was working on the patch, also tangents are broken when baking from multires (also in master), but those are separate issues that can be fixed later. This should fix T45491 as well
2015-07-30CustomData: quiet error on 0 element copyCampbell Barton
2015-07-30Fix T45577 tiled sculpting not working with brushes requiring a sculptAntony Riakiotakis
plane. Make sure sculpt plane is recalculated for every tiled dab. Note this is not the optimum thing to do, we could cache the original sculpt plane and reuse that, but this would require us to rearrange the logic of tiled sculpting somewhat. This can be a TODO, but for now this will fix the issue.
2015-07-30OpenSubdiv: Add CMake option to enable -Werror in subsurf codeSergey Sharybin
2015-07-30Cleanup: safe-free macro for collision modifierCampbell Barton
2015-07-30Use looptri for smoke bvhtreeCampbell Barton
Missed from D1424
2015-07-30error reordering argsCampbell Barton
2015-07-29OpenSubdiv: Typo fixes in commentsSergey Sharybin
2015-07-29Fix T45605 crash with editmode selection on solidify modifier.Antony Riakiotakis
Looks like derivedmesh draw code always assumed a mesh is available. Make sure that if we use a bmesh, a flag is used to control that.
2015-07-29Audaspace: fixes for building with Quicktime on Mac.Jörg Müller
2015-07-29Do not show fps while scrubbing.Antony Riakiotakis
2015-07-29Gooseberry animation feature: Add toggle that disables modifiers on fcurves.Antony Riakiotakis
Feature is found as per channel option in graph editor.
2015-07-29Clean channels tool for Hwoozeberry.Antony Riakiotakis
Basically it's a clean keyframes tool, but also removes a channel if the only remaining keyframe has the default value only and is not used by drivers or generative modifiers. It's was used to help with performance of keyframe-heavy scenes in gooseberry. Note, as always the curve left after the clean tool is used is not the same as the original, so this tool is better used before doing custom editing of fcurves and after initial keyframe insertion, to get rid of any unwanted keyframes inserted while doing mass keyframe insertion (by selecting all bones and pressing I for instance)
2015-07-29Add mathutils.bvhtree APICampbell Barton
Originally D966 by @lukastoenne, with own additions - trees can be initialized from Object's, BMesh, or passed in as vert+polygon arrays. - original indices of ngons/faces are used. (instead of tessellated indices). - ray_cast, find_nearest methods - find overlapping faces between 2 trees
2015-07-29Expose bvhtree_sphereray_tri_intersection for general useCampbell Barton
2015-07-29OpenSubdiv: Make empty meshes supported and not crashingSergey Sharybin
2015-07-29Port optimization from gooseberry branch:Antony Riakiotakis
Treat scrubbing as animation. This is checked during various updates to avoid some costly calculations.
2015-07-29CleanupCampbell Barton
2015-07-29Math Lib: add isect_tri_tri_epsilon_v3 functionCampbell Barton
2015-07-29Remove not really helpful debug printSergey Sharybin
If it's still considered useful please move it inside G.debug or ifdef code.
2015-07-29ImBuf: Fixes for openexr imagesSergey Sharybin
- Fixed crash loading multilayer EXR - Fixed another memory leak loading multilayer EXR
2015-07-29Triangulate wasn't clearing arena after each useCampbell Barton
2015-07-29Optimize PySequence_Fast usageCampbell Barton
Access arrays directly, avoiding type-check every time.
2015-07-29Fix leaks in mathutils PySequence_Fast usageCampbell Barton
2015-07-29Fix leak in BPy_BMElem_PySeq_As_ArrayCampbell Barton
Also add BPy_BMElem_PySeq_As_Array_FAST
2015-07-29Fix leak in PyC_AsArrayCampbell Barton
Would only happen when the list-length was an unexpected size. Also add PyC_AsArray_FAST
2015-07-29Cleanup: check exact error w/ mathutils functionsCampbell Barton
2015-07-29Cleanup: styleCampbell Barton
2015-07-29Fix build with Quicktime after Audaspace updateDalai Felinto
2015-07-28Sequencer: Disable Refresh Sequencer button while renderingSergey Sharybin
This code is not thread-safe and there's no easy way to synchronize render and viewport threads for this operation, so for until we've got some nicer solution we just disable dangerous buttons.
2015-07-28cdderivedmesh: don't prepare a normal buffer when selecting, evenAntony Riakiotakis
if we skip creating the selection color layer.