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2012-11-11bge mesh conversion speedup, avoid calling ConvertMaterial() on every face.Campbell Barton
now do per material bucket.
2012-11-11game engine material conversion: don't use the material to convert vertex ↵Campbell Barton
colors, then extract back out (pre face).
2012-11-11code cleanup: bge - rename 'type' to 'use_mcol' in material conversion.Campbell Barton
2012-11-11- property sensor was converting floating point values to text then back to ↵Campbell Barton
float - for floating point properties. - IntValue's GetNumber() was convert int -> float -> double. - BL_Shader was using STR_String rather then char*, where most callers had a char*, use a char* to avoid STR_String conversion-and-alloc on shader access.
2012-11-10Removed determineDependingAreaOfInterest from movie distortion nodeSergey Sharybin
It wasn't used and it was incorrect anyway (distortion could be more than 100px).
2012-11-10Movie clip: display stabilization border even if current frame failed to loadSergey Sharybin
2012-11-10Solved issue with distorted compositor results in some casesSergey Sharybin
Originally issue was discovered when using stabilization and movie distortion nodes, but in fact issue was caused by render layer node always doing nearest interpolation. Now made it so this node will respect sampler passed to it's executePixel function and do an interpolation. Added two new functions to do bilinear/bicubic interpolation in float buffer with variable number of components per element, so it could interpolate 1, 3 and 4 component vectors. This functions currently mostly duplicates the same functions from imageprocess.c and it should actually be de-duplicated. Think it's ok to leave a bit of time with such duplication, since functions should be generalized one more time to support byte buffers, which could backfire on readability. Also removed mark as complex from stabilization node, which isn't needed sine int fact this node is not complex.
2012-11-10Bevel: patch from Thomas Beck fixes numeric offset input and adds wheel ↵Howard Trickey
input for number of segments.
2012-11-10Added UI support to set OpenGL MultiSample.Ton Roosendaal
Code to support it was lying around for long already, but not controlled by UI nicely. Now you have in user preferences "System" tab an option to set it. NOTE: - it only works saving as User startup.blend, and restart Blender. - your system should support it, no check for it is visible in UI - tested only on iMac OSX 10.7 Screenshot: http://www.blender.org/bf/chinchilla.blend.png
2012-11-10add argument so recent bge function mesh.transform_uv() so you can ↵Campbell Barton
optionally transform between UV1 / UV2
2012-11-10add 2 new utility functions to the BGE mesh py api.Campbell Barton
mesh.transform(matid, matrix) mesh.transform_uv(matid, matrix, uv_index=-1)) much more efficient then looping over verts in python to transform them.
2012-11-10Cycles: correction to how device of lists is exposed to blenderSergey Sharybin
compute_device_list is using static vector of device information which had pointers (identifier and name) to values from device information structures. That structures are also stored in static vector and being refreshed every 5 seconds. The issue is, as soon as device information is being updated, pointers in vector from compute_device_list became incorrect. Seems it was the reason of issues with sudden switching from CUDA to OpenCL on my desktop and from CUDA to CPU on my laptop, It was also seems to be making persistent images behaves instable. Made it so device identifier and name are copied from device info to structures used by RNA (CCLDeviceInfo). Alternative could be avoid cacheing CCLDeviceInfo and always use actual list of device information by RNA. It shouldn't be so much slow.
2012-11-10code cleanup: some warnings and formatting for PyMethodDef's in the BGE.Campbell Barton
2012-11-10Fix for wrong usage of RE_engine_freeSergey Sharybin
2012-11-10Updated stubs to make blender player compilableSergey Sharybin
2012-11-10Fixes for movie distortion nodeSergey Sharybin
- Somehow this node was using nearest interpolation which seems have been passed from compositor node. It was using b-spline interpolation with old compositor implementation. Now forced this node to use bilinear interpolation, which should be close enough. - Operation should be marked as complex it seems, otherwise area of interest wouldn't make any affect on it's behavior.
2012-11-10BGE: Committing patch [#32697] "New BGE gravity API" by HG1.Mitchell Stokes
This patch adds a gravity attribute to KX_Scene.
2012-11-10Fix part of #31080: missing UV editor redraw after edge slide with correct UVs.Brecht Van Lommel
2012-11-10Fix #33084: lock camera to view + view smooth disabled incorrectly moved theBrecht Van Lommel
camera when going into camera view (bug in revision 51256).
2012-11-10simple optimization for library loading, just reduce pointer indirection and ↵Campbell Barton
use unsigned int's, gives up to 2x overall speedup for loading some libraries.
2012-11-10fix for crashes running the BGE without colorspace enabled.Campbell Barton
2012-11-10Fix part of #33132: render resoltuion refresh issues after persistent imagesBrecht Van Lommel
was added for cycles. This fixes the case where the option is disabled. I moved the option now to Blender itself and made it keep the engine around only when it's enabled. Also fixes case where there could be issues when switching to another renderer.
2012-11-10code cleanup: bge static functions & use C++ guarded alloc for the character ↵Campbell Barton
class.
2012-11-10Cycles OSL: auto update script node sockets when setting text datablock or ↵Brecht Van Lommel
filepath.
2012-11-09Fix #30505: bpy.context.copy() gives error running in the properties editorBrecht Van Lommel
with cycles as render engine.
2012-11-09Sequencer: disabled sequencer recursion and corrected rendered preview modeSergey Sharybin
Sequencer recursion was never actually supported and only gives lots of issues. Disabled it now, so users are not getting confused by semi-working stuff. Also made a correction to rendered sequencer preview, so now using scene strip in it's own sequencer will work properly (it produced black frames before). This required killing compositor jobs since they could be using the same render result as renderer called from sequencer uses. Small improvements could be: - Add slight delay before compositor job starts handling nodes so killing this job would be fast - Tag compositor to be updated after preview was fully rendered.
2012-11-09code cleanup: double promotion warnings, also allow cmake to build SDL ↵Campbell Barton
without audaspace.
2012-11-09Bevel: use library plane/line intersection instead of custom one.Howard Trickey
Custom one had a bug, not worth tracking down.
2012-11-09UI scripting:Ton Roosendaal
Layout separator should end button aligning.
2012-11-09bmesh refactor - rename some of the BM_****_share_****_count() functions to ↵Campbell Barton
BM_***_share_check() some of these were only returning a boolean, others returned a count even though only a boolean was needed. split some of the functions in two as well where check/count are both needed.
2012-11-09Fix #33123: lamp nodes drivers not working, now uses same hacks as materialBrecht Van Lommel
to work around dependency graph limitations.
2012-11-09Usability:Ton Roosendaal
Made SHIFT+drag mouse in Curve and ColorPicker widgets move with more precision. This was only working with UserPref "continuous grab".
2012-11-09rename template_color_wheel() to template_color_picker()Campbell Barton
2012-11-09Temporarily change:Ton Roosendaal
Intel graphics cards now use Triple Buffer when you set it to "Auto". Recent tests proved that this is now working... and better test this now well than a week before a release!
2012-11-09Bugfix #33124Ton Roosendaal
User Preference setting for Color Picker type only affected the popup version. Now it uses it for all color pickers in Panels too. Note for UI Py team: col.template_color_wheel() function follows the userpref - might be a need for rename here? Dunno how to handle this. Comment noted in template code.
2012-11-09Edits for consistency with other parts of codeJoshua Leung
For the record, AnimData vars should be named "adt", not "ad"
2012-11-09style cleanup: indentationCampbell Barton
2012-11-09Cycles: persistent images optionSergey Sharybin
This option enables keeping loaded images in the memory in-between of rendering. Implemented by keeping render engine alive for until Render structure is being freed. Cycles will free all data when render finishes, optionally keeping image manager untouched. All shaders, meshes, objects will be re-allocated next time rendering happens. Cycles cession and scene will be re-created from scratch if render/ scene parameters were changed. This will also allow to keep compiled OSL shaders in memory without need to re-compile them again. P.S. Performance panel could be cleaned up a bit, not so much happy with it's vertical alignment currently but not sure how to make it look better. P.P.S. Currently the only way to free images from the device is to disable Persistent Images option and start rendering.
2012-11-09add fallbacks for BM_vert_calc_shell_factor() and ↵Campbell Barton
BM_vert_calc_mean_tagged_edge_length() to avoid divide by zero when a vertex has no connected geometry. also style cleanup.
2012-11-09Fix crash when copying scene with sequencer's animation using Link Objects ↵Sergey Sharybin
or Link Object Data methods - Don't crash if there's any fcurves created for sequencer but no sequencer itself - Don't copy sequencer's fcurves when copy new scene with linking data/objects method
2012-11-09Axis Colours are now ThemeableJoshua Leung
This commit allows you to set the RGB <-> XYZ axis colours used for things like the mini axis indicator, grid axis indicators, manipulators, transform constraint indicators, F-Curves (when using XYZ to RGB colouring option), and perhaps something else I've missed. Previously, these places all used hardcoded defines (220 * i/j/k), but the readability of these colours was often quite poor, especially when used with certain themes. The settings for these colours can be found under the "User Interface" section of the themes (i.e. same set of colours is used across editors). I could have made these per editor, but since it's unlikely that these will need to be too different across editors in practice (+ being easier to version patch), they are stored under the UI section.
2012-11-09Option for shrink-fatten to maintain shell thickness (hold Alt).Campbell Barton
2012-11-09add a distance limit to the shrinkwrap modifiers project mode,Campbell Barton
it was problematic for vertices to fire rays out and hit some unrelated-far-off geometry which is often not what users want.
2012-11-09code cleanup: move shrinkwrap's benchmark macro into PIL_time.h & some minor ↵Campbell Barton
style edits.
2012-11-09fix [#33121] crashing when srolling down in text editor !Campbell Barton
2012-11-09Fix #33082: dupliverted metaball showing wrong in cycles render and metaballBrecht Van Lommel
edit mode. I've made it follow blender internal now, but this system should really be improved once, metaballs that are in linked dupligroups will never show up.
2012-11-09code cleanup: double promotion warnings with new bevel code & wrong use of ↵Campbell Barton
NULL in cycles.
2012-11-08Bugfix #29072 (Color pickers don't close properly when moving the mouse away)Ton Roosendaal
This rewinds the fix for revision 50483. - the removed code there (as comment said) closes menus on hoovering over another button in panels. Is unfinished feature to allow quick inspecting menus by mouse-hold going over menu popup buttons. - It added yet another check for closing menus - should be done with ->saferct - The actual bug was simple; the block flag with UI_BLOCK_MOVEMOUSE_QUIT was accidentally cleared for colorpickers.
2012-11-08Fix #33113: cycles not rendering motion blur correct with dying particles.Brecht Van Lommel
There were a bunch of other issues with dupli motion blur and syncing, the problem being that there was no proper way to detect corresponding duplis between frames or updates. As a solution, a persistent_id was added to the DupliObject. It's an extension of the previous index value, with one index for each dupli level. This can be used to reliably find matching dupli objects between frames. Works with nested duplis, multiple particle systems, etc.
2012-11-08Cycles: add strength input for normal map node.Brecht Van Lommel