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2013-01-25header cleanup, include BLI before BKE, also use bool for ntreeShaderExecTreeCampbell Barton
2013-01-25Do not redefine math functions for floats if compiler complies with C99 or ↵Sv. Lockal
POSIX.1-2001 This is useful for gcc which does not define sqrtf/powf/... functions with preprocessor and therefore always used sqrt/pow/... Float functions are generally 20-50% faster than their equivalents for double type.
2013-01-24Disabled commit that was rendering Blender Internal for Cycles nodes.Ton Roosendaal
Apparently Material nodes allow a mix of Cycles and BI Materials. Nifty! I should read more docs, like this cool tutorial: http://urchn.org/post/combining-blender-internal-and-cycles-in-one-render
2013-01-24Logic mistake in previous commit, broke node materials for Internal render.Ton Roosendaal
Stupid!
2013-01-24Fix #33953: blender crash after few steps with .exr image in compositorSergey Sharybin
Issue was caused by FILE multilayer ImBuf sharing buffers with render result, and SEQUENCE multilayer ImBufs duplicating buffers. Which is nice by it's own. But, changing image source wouldn't remove any loaded image buffers, meaning if you've got loaded FILE multilayers they'll likely became invalid. That behavior of handling multilayers on changing source was done as a fix for #24976, which is now actually not needed (removing check for multilayer doesn't change behavior at all). Just to be sure added check to RNA, so signal wouldn't be fired if source wasn't actually changed form a menu.
2013-01-24Fix/workaround for cycles crash when enabling it for preview renders.Brecht Van Lommel
Problem is that preview render database is being used, but the new datablock function still uses G.main, and the mesh was being added to one database but (attempted to be) removed from another. The proper fix would get rid of the globals here, will look into that later.
2013-01-24UsabilityTon Roosendaal
- Cycles materials now render in Blender Internal too, skipping the nodes. Not very useful, but at least things then show up on renders and in previews. - Node editor: if wrong shader nodes are in a tree, they draw with thene color RED ALERT headers now. (Switching render engine will show it).
2013-01-24use bool for new code.Campbell Barton
2013-01-24fix for mesh-cache modifier deform-integration used with axis-flipping would ↵Campbell Barton
fail.
2013-01-24Tiles highlight shall work fine with border render nowSergey Sharybin
Before it was some offset from actual tile pixels.
2013-01-24Fixed for strict compiler flagsSergey Sharybin
2013-01-24New 'X' icon in search buttons sometimes overlapped text, needs extra space.Ton Roosendaal
2013-01-24fix for setting RegionView3D.view_matrixCampbell Barton
2013-01-24Final memory fix for bpy.app.translations (not really a leak, but unfreed ↵Bastien Montagne
memory at end of program - I thought addons were unregistered at quit time...).
2013-01-24use inline functions for subsurf MVert,MEdge mesh array functions, also some ↵Campbell Barton
include cleanup for scons/cmake.
2013-01-24Armature rigging:Ton Roosendaal
Added more clear warning print for cases when a Proxy cannot be resolved.
2013-01-24fix for missing initialization of vert data in ccgDM_copyFinalVertArrayCampbell Barton
2013-01-24Fix #33975: Crash when reloading textureSergey Sharybin
Two issues in texture_changed: - Missing NULL check for material (slot could be empty) - Materials could be linked to object, added special check for this
2013-01-24fix for G,G causing vertex slide in UV/Image window, also comment unused ↵Campbell Barton
defines/enums.
2013-01-24Fix threading issues of viewport rendering when using movies/generated imagesSergey Sharybin
Issue was caused by the fact that guarded allocator is not thread-safe and generated images/movies could allocate memory when loading pixels to Cycles. Currently solved by switching memory allocator to using mutex lock (the same as sued for jobs) when viewport rendering is used. Nicer solution would be to make guarded allocator thread-safe by using atomic operations and lock-free lists, but that's more serious change.
2013-01-24Added some code which helps troubleshooting issues caused bySergey Sharybin
non-threadsafe usage of guarded allocator. Also added small chunk of code to check consistency of begin/end threaded malloc. All this additional checks are commented and wouldn't affect on builds, however found them helpful to troubleshoot issues so decided to commit it to SVN.
2013-01-24code cleanup: minor edits to mesh-cache formatting.Campbell Barton
2013-01-24Remove dynamic-topology flag from mesh when entering sculpt modeNicholas Bishop
This will be enabled if the file was saved with dynamic topology on, but we don't automatically re-enter dynamic-topology mode when loading a file so remove the flag. Fixes bug [#33956] projects.blender.org/tracker/?func=detail&aid=33956&group_id=9&atid=498
2013-01-24add 'deform - integrate' option to mesh-cache,Campbell Barton
This means the deformation on the input to the modifier can be re-applied ontop of the mesh cache. In practice this is most useful for using corrective shape-keys with mesh-cache.
2013-01-24rigidbody: Fix [#33971] Bullet Physics crash + patchSergej Reich
BKE_rigidbody_aftertrans_update() can be called before rigid body is validated so check before updating physics_object. Thanks to Antony Riakiotakis (psy-fi) for the initial patch.
2013-01-24Bugfix [#33974] Bone roll flips 180 degrees when extruding bones verticallyJoshua Leung
For example, if you're making a chain of bones (e.g. for a spine) by extruding the tip joint of an initial bone, the bone rolls would be: 0 (for the initial bone), 180, -180, 180, -180, etc. This has the undesirable effect of causing B-Bones to twist to match the roll values at the other end of the bone. The fix here seems to improve the situation in this case: bone roll values don't flip or change anymore (in fact, the bone axes stay perfectly aligned now, as they should). It also doesn't seem to cause any problems in other common cases I checked.
2013-01-24add bullet define & include for scons makesrna, also move meshcache utils ↵Campbell Barton
into own file.
2013-01-24replace calloc + memcpy with recalloc.Campbell Barton
2013-01-24style cleanupCampbell Barton
2013-01-24style cleanup: bakeCampbell Barton
2013-01-24Fix #31338: python enum properties can now specify icons for items, in the ↵Brecht Van Lommel
following order: (identifier, name, description, icon, unique number) This also works without the icon still, for compatibility.
2013-01-23Fix #33896: particle add brush with radius 1 would give duplicated and NaN ↵Brecht Van Lommel
hairs.
2013-01-23Cycles Hair: Multiple vertex colours and UV coordinatesStuart Broadfoot
Added export of multiple UV coordinates and vertex colour attributes. A debugging option to export the strands without using the cache has also been removed.
2013-01-23Mesh Cache UI:Thomas Dinges
* Modifier was not in alphabetical order * No Icon was displayed in the Add Modifier menu. Note: Mesh Cache uses Mesh Deform Icon at the moment, needs a unique one.
2013-01-23fix blenderplayer scons after bullet mergeAntony Riakiotakis
2013-01-23UI todo:Ton Roosendaal
Added "Panel Title" style to Theme settings. Allows to make these nice larger or draw differently. Also tried to put hinting in Style, but this needs to be a per-font setting. uiFont data is still not being saved (also not allowing to set own font files for UI). That's a todo for 267 then.
2013-01-23Fix for missing function stub when WITH_BULLET is disabled.Lukas Toenne
2013-01-23Fix normalize_m4_m4 not working correct by not copying the entire matrix,Brecht Van Lommel
caused issue in blender internal with recent fix.
2013-01-23Fix for [#33959] laplacian smooth gui buggyThomas Dinges
* Made the property UI range do bigger steps. * Increased default values a bit. If people need extreme small values (0.00001) they can enter that manually.
2013-01-23Fix #33556: overlapping regions draw over render info at the top of 3d view andBrecht Van Lommel
image editor. Also fix it not scaling properly with DPI.
2013-01-23Code cleanup: move render baking code into own file.Brecht Van Lommel
2013-01-23Fix small issue found in vertex color bake bug that caused the result to beBrecht Van Lommel
different each time, due to float precision issues. The camera matrix itself should not be modified in render, just its copy.
2013-01-23rigidbody: Make rigid bodies kinematic during transformationSergej Reich
This allows moving rigid bodies on frame > startframe. Also rigid bodies can now be picked up and trown around while the simulation is running. Note: There is a small glitch with cancelling tansform during simulation but it's tricky to get rid of. TODO: Avoid static-static collision warnings
2013-01-23Code cleanupJoshua Leung
* Removed unused block of code * matrice -> matrix
2013-01-23Blender 2.66 Release Cycles:Thomas Dinges
* We enter BCon3 now, ongoing module work, stabilization of new features and fixes.
2013-01-23Fix own stupid memory leak in new py i18n code (forgot to free temp keys ↵Bastien Montagne
when searching messages in GHash cache!). Thanks to PerfectionCat for finding this.
2013-01-23make bullet optional againCampbell Barton
2013-01-23rigidbody: Add generic spring constraintSergej Reich
Behaves like the generic constraint but has optional spring on each axis. TODO: Add option to set rest length. Patch by Markus Kasten (markus111), thanks!
2013-01-23rigidbody: Add rigid body constraintsSergej Reich
Constraints connect two rigid bodies. Depending on which constraint is used different degrees of freedom are limited, e.g. a hinge constraint only allows the objects to rotate around a common axis. Constraints are implemented as individual objects and bahave similar to rigid bodies in terms of adding/removing/validating. The position and orientation of the constraint object is the pivot point of the constraint. Constraints have their own group in the rigid body world. To make connecting rigid bodies easier, there is a "Connect" operator that creates an empty objects with a rigid body constraint connecting the selected objects to active. Currently the following constraints are implemented: * Fixed * Point * Hinge * Slider * Piston * Generic Note: constraint limits aren't animatable yet).
2013-01-23rigidbody: Add rigid body simulationSergej Reich
Add operators to add/remove rigid body world and objects. Add UI scripts. The rigid body simulation works on scene level and overrides the position/orientation of rigid bodies when active. It does not deform meshes or generate data so there is no modifier. Usage: * Add rigid body world in the scene tab * Create a group * Add objects to the group * Assign group to the rigid body world * Play animation For convenience the rigid body tools operators in the tools panel of the 3d view will add a world, group and add objects to the group automatically so you only have to press one button to add/remove rigid bodies to the simulation. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof)