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2006-02-04== SCons ==Nathan Letwory
* This commit is all of the rewrite work done on the SCons system. For documentation see doc/blender-scons.txt and doc/blender-scons-dev.txt. Also http://mediawiki.blender.org/index.php/BlenderDev/SconsRefactoring contains valuable information, along with what still needs to be done. - linux, os x and windows compile now. - files are compiled to BF_INSTALLDIR (see config/(platform)-config.py) - NOTE: Jean-Luc P will commit sometime during the weekend proper appit() for OS X. For now, copy the resulting binary to an existing .app bundle. - features: - cleaner structure for better maintenance - cleaner output during compile - better handling of build options - general overall speed increase - see the wiki for more info Cygwin, FreeBSD and Solaris systems still need work. For these systems: 1) copy a config/(platform)-config.py to ie. config/cygwin-config.py 2) set the proper defaults for your platform 3) mail me at jesterking at letwory dot net with you configuration. if you need any modifications to the system, do send a patch, too. I'll be giving first-aid today and tomorrow, after that it'll be all regular development work :) /Nathan
2006-02-04More work on render stuff!Ton Roosendaal
- Scene support in RenderLayers You now can indicate in Compositor to use RenderLayer(s) from other scenes. Use the new dropdown menu in the "Render Result" node. It will change the title of the node to indicate that. The other Scenes are rendered fully separate, creating own databases (and octrees) after the current scene was finished. They use their own render settings, with as exception the render output size (and optional border). This makes the option an interesting memory saver and speedup. Also note that the render-results of other scenes are kept in memory while you work. So, after a render, you can tweak all composit effects. - Render Stats Added an 'info string' to stats, printed in renderwindow header. It gives info now on steps "creating database", "shadow buffers", and "octree". - Bug fixes Added redraw event for Image window, when using compositor render. Text objects were not rendered using background render (probably a bug since depsgraph was added) Dropdown buttons in Node editor were not refreshed after usage Sometimes render window did not open, this due to wrong check for 'esc'. Removed option that renders view-layers on F12, with mouse in 3d window. Not only was it confusing, it's now more efficient with the Preview Panel, which does this nicely.
2006-02-04Render feature request; when saving EXR files during anim render, it canTon Roosendaal
optionally save a jpg next to it, with compression as set in buttons. This allows quick previews or download from farms. Button: next to the 'half' and 'zbuf' options for exr.
2006-02-04Improved check for case when vector-blur speed table (previous frame) is ofTon Roosendaal
different size as current frame. It now just skips making vectors then... there exist solutions, but have to prove first vecblur actually works.
2006-02-03Redoing the blur filters for composit;Ton Roosendaal
http://www.blender.org/bf/filters/ I found out current blur actually doesn't do gauss, but more did regular quadratic. Now you can choose common filter types, but more specifically; - set gamma on, to emphasize bright parts in blur more than darker parts - use the bokeh option for (current circlular only) blur based on true area filters (meaning, for each pixel it samples the entire surrounding). This enables more effects, but is also much slower. Have to check on optimization for this still... use with care!
2006-02-03Crash fix! Found one unsafe malloc in allocating the Z render pass...Ton Roosendaal
Brought back threaded compositing, this was blamed incorrectly.
2006-02-03- Preview images get generated on render event againTon Roosendaal
- disabled threading for composit for now, it has a memory error still... will work on that tomorrow more.
2006-02-03added needed stub for player (renderpasses)Jean-Luc Peurière
2006-02-03Accidentally committed without log...Ton Roosendaal
This commit removes old preview-image signals for Compositor, this was obsolete when event-based updates were added, and was still causing recalculations for example on loading files.
2006-02-03Added better safety in vertex/weight paint, so it survives painting outsideTon Roosendaal
the window edge. Also did a paranoia larger memory allocation... weird reports I got.
2006-02-03Three feats;Ton Roosendaal
- RenderLayers with 'view layers' set, now also take visible lights into account. Works just like for scene layer settings. - On ESC from render, compositing (if set) is being skipped too - While rendering with multiple RenderLayers it will end with a display of the current RenderLayer (as in Scene buttons)
2006-02-02Duplicator bugfix: particle duplicators were not restoring the matrix forTon Roosendaal
the duplicated object correctly. This appeared like object disappeared. Note; to see this fix work on older files, you have to invoke a depsgraph call, like by grabbing the duplicated object.
2006-02-02Render fix: object-duplicators now give their layer setting to theTon Roosendaal
duplicates, enabling lighting and layer-render properly.
2006-02-02If Images have relative path, and come from a library, it uses the libraryTon Roosendaal
path as reference for loading the image.
2006-02-02features & fixes:Ton Roosendaal
- Enabled Groups to execute in Compositor. They were ignored still. Note; inside of groups nothing is cached, so a change of a group input will recalculate it fully. This is needed because groups are linked data (instances use same internal nodes). - Made Composit node "Viewer" display correctly input for images with 1/2/3/4 channels. - Added pass rendering, tested now with only regular Materials. For Material nodes this is quite more complex... since they cannot be easily separated in passes (each Material does a full shade) In this commit all pass render is disabled though, will continue work on that later. Sneak preview: http://www.blender.org/bf/rt.jpg (temporal image) - What did remain is the 'Normal' pass output. Normal works very nice for relighting effects. Use the "Normal Node" to define where more or less light should be. (Use "Value Map" node to tweak influence of the Normal node 'dot' output.) - EVIL bug fix: I've spend almost a day finding it... when combining AO and mirror render, the event queue was totally screwing up... two things not related at all! Found out error was in ray-mirror code, which was using partially uninitialized 'ShadeInput' data to pass on to render code. - Another fix; made sure that while thread render, the threads don't get events, only the main program will do. Might fix issues reported by people on linux/windows.
2006-02-02Curve tool was not threadsafe... it was storing premultiplied curves inTon Roosendaal
a function (static vars) itself, causing mixups of curve data on usage.
2006-02-02* This should have come along with the cursors commit before, to make the ↵Matt Ebb
standard cursor show when over a window header. *blush*
2006-02-02Bug #3854: Extruded/Bevelled text objects didn't get the right materialsAlexander Ewering
for front/back faces. This should also fix and enable overlapping extruded/ bevelled characters.
2006-02-02yet another temporary strange but straightforward hack for a script at ↵Toni Alatalo
orange to work! that is: while Joseph is working on the actual Constraint API for bones etc., this allows our armature script to set influences with a simple call: armatureobject.setConstraintInfluenceForBone(bonename, constraintname, influence); fails silently at failure ('cause the c calls used do and no retvals are checked) and is in the strange place (as the current api is largely not object level) but works for us for now (e.g. next few weeks).
2006-02-01Strangely, the BLI_timestr() function returns nonsense on linux forChris Want
ia64. It appears that if I get rid of the fmod expression, and use integer math I get the right values. Hopefully this isn't a problem for anybody.
2006-02-01fix for bug of long group long name, bug found and fixed for bmx007Joilnen Leite
.
2006-02-01removing dead experimental codeJens Ole Wund
2006-02-01Made preview render only use non-threaded tile processor, got reportsTon Roosendaal
of crashes, and noticed here theres something not well functioning with ghost & threads, probably. Will test that tomorrow more.
2006-02-01WIPJens Ole Wund
-- fast softbody collision /* caching colliding objects & some global bounding boxes */ -- to compare .. set rt to 666
2006-02-01==Python API===Ken Hughes
Minor typo fixes for Object API.
2006-02-01Three features;Ton Roosendaal
- Live scanline updates while rendering Using a timer system, each second now the tiles that are being processed are checked if they could use display. To make this work pretty, I had to use the threaded 'tile processor' for a single thread too, but that's now proven to be stable. Also note that these updates draw per layer, including ztransp progress separately from solid render. - Recode of ztransp OSA Until now (since blender 1.0) the ztransp part was fully rendered and added on top of the solid part with alpha-over. This adding was done before the solid part applied sub-pixel sample filtering, causing the ztransp layer to be always too blurry. Now the ztransp layer uses same sub=pixel filter, resulting in the same AA level (and filter results) as the solid part. Quite noticable with hair renders. - Vector buffer support & preliminary vector-blur Node Using the "Render Layer" panel "Vector" pass button, the motion vectors per pixel are calculated and stored. Accessible via the Compositor. The vector-blur node is horrible btw! It just uses the length of the vector to apply a filter like with current (z)blur. I'm committing it anyway, I'll experiment with it further, and who knows some surprise code shows up!
2006-02-01-some knitpicking on low scale brushesJens Ole Wund
-- should do 'alpha' right now .. down to brushes of 2 pixel size -making AUX1/2 real air brushes .. must have been lost by brechts 'cleaning'
2006-01-31In some PC's (not mine) forced grid casued an infinate loop. - commenting ↵Campbell Barton
until more is discovered.
2006-01-31* Fix to adaptively grow and shrink the width of the Ipo channel list based ↵Matt Ebb
on the width of the names. Now we can actually distinguish our shape ipo channels!
2006-01-31Removed gradients- too intense, just forced all hoz gridlines for now.Campbell Barton
2006-01-31Added KX_VehicleWrapper.cppKent Mein
(Let me know if this doesn't fix it, no time to test it.) Kent
2006-01-30added more game-engine physics vehicle infrastructure.Erwin Coumans
2006-01-30prepared physics/game engine infrastructure for vehicle support.Erwin Coumans
fixed a python related bug with physics contraints fixed some line-ending problem with blenderbuttons.c makefile/scons/projectfiles need to add source/gameengine/Ketsji/KX_VehicleWrapper.cpp
2006-01-30More simple fixes to cleanup warnings and what not:Kent Mein
extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.h added newline at end of file. intern/boolop/intern/BOP_Face2Face.cpp fixed indentation and had nested declarations of a varible i used for multiple for loops, changed it to just one declaration. source/blender/blenkernel/bad_level_call_stubs/stubs.c added prototypes and a couple other fixes. source/blender/include/BDR_drawobject.h source/blender/include/BSE_node.h source/blender/include/butspace.h source/blender/render/extern/include/RE_shader_ext.h added struct definitions source/blender/src/editmesh_mods.c source/gameengine/Ketsji/KX_BlenderMaterial.cpp source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp source/gameengine/Ketsji/KX_RaySensor.cpp removed unused variables; source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp changed format of case statements to avoid warnings in gcc. Kent
2006-01-30Fix: buttons previewrender was re-rendering on scrolling a lot, this dueTon Roosendaal
to rounding noise when trying to detect if previewsize changed. Made it use a threshold now. Fix: SHIFT+P in editmode is still push/pull, outside editmode it'll do the preview render. (Note; editmode changes are not updated anyway!)
2006-01-30* Allow the Sequence editor to scale in Y axis too. Why was this never enabled?Matt Ebb
2006-01-30Bugfix: missing faces on edge of imageTon Roosendaal
Yesterdays commit slightly extended clipping area for window, to ensure no empty borders get rendered. Unfortunately it reveiled a case in code that was never handled; clipping code was throwing away good faces. Old bug... but apparently never showed up?
2006-01-30small fix for wave drawing. Made trackview draw gradiants as background. ↵Campbell Barton
Grid does not necessarly represent tracklines at the moment and this is a nice way to show tracks.
2006-01-30The patch to pre-emptify the queues for 'clever numbuts' didn't check forTon Roosendaal
non-existant windows, causing crash for example in Action window for shapes
2006-01-30Created threadsafe MEM_malloc versions in BLI_threads.h, now in useTon Roosendaal
for compositing code. Officially malloc/calloc/free is threadsafe, but our secure malloc system requires all memory blocks to be stored in a single list, so when two threads write in this list you get conflicts.
2006-01-30P back to Play Game :)Erwin Coumans
<shift>P = preview toggle. Don't know what the previous <shift>P did, something like 'Transform'. Ton, can you look into this?
2006-01-30When using Duplicated Objects (like vertex dupli) the original isn'tTon Roosendaal
rendered anymore, to prevent overlapping situations. This worked before. Note; group dupli stuff will test later. :)
2006-01-30adding needed entries to stubs.c after orange branch commitJean-Luc Peurière
so that player compiles.
2006-01-30reduced dithering on sequence wave redraw.Campbell Barton
2006-01-30Two issues solved in render recode;Ton Roosendaal
- the sub-pixel masks for applying correct filters (gauss and friends) accidentally were y-flipped, causing bad looking results. - zbuffer was clipping extremely narrow, causing border pixels to miss samples, and reveiling alpha that way (was in old render a prob too)
2006-01-30== interface ==Matt Ebb
Two new mouse cursors (paintbrush and text I-bar) made by basse (he even made the patch!), inspired by Bart's page. I also changed screenmain() ever so slightly, so that the standard cursor is always used when the mouse is over a window header.
2006-01-30Use ALsizei/GLsizei to fix compile errors on mac / gcc 4.x.Brecht Van Lommel
2006-01-29Bug #3837Martin Poirier
A commented if in toets.c for flipping the render buffer prevented the propagation of the keypress to handler in space.c Ton: I added a temporary check for no qualifier but it's missing a test for an opened render window.
2006-01-29Previous fix was in wrong part of code... not alpha adding was wrong, butTon Roosendaal
there was an error in the zbuffer code! This should fix combinations of using Ztransp and Solid faces.
2006-01-291. making RenderData, xrect, yrect parameters in AviCodec callsJens Ole Wund
2. fixing MSVC6 projects to build