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2016-07-04Fix use of uninitialized variable introduced in fix for T48755.Brecht Van Lommel
2016-07-04And one more fix to particle distribution!Bastien Montagne
As pointed by Brecht, previous fix in rB61b49de44940 was actually incomplete, we could still hit float rounding issue and hence same value in more than one consecutive items of element_sum. New solution is a bit different, we remove the 'minimal weight' check, and rather simply ignores an item when the sum of its normalized weight to previous item's sum does not add anything. Shall be safe and 100% effective this time!
2016-07-04BI Viewport(GLSL): support for envmap in Texture nodeAlexander Romanov
This patch is another step to achieve BI and it's Viewport consistency for cubemap textures. {F318879} To test world_space_shading flag D2072 is required. Alexander (Blend4Web Team) Reviewers: campbellbarton, brecht Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2074
2016-07-04Fix input for Texture node (envmap+world_space_shading)Alexander Romanov
This patch fixes shortcoming of D2046. The original behavior without world_space_shading flag is that Texture node expects the reflected vector in view space. But with world_space_shading it should be in world space. In attached file you will see a simple material setup and a node material analogue. Simple material must have the same behavior regardless world_space_shading flag. {F318866} Alexander (Blend4Web Team) Reviewers: brecht Reviewed By: brecht Subscribers: campbellbarton, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov Differential Revision: https://developer.blender.org/D2072
2016-07-04Environment lighting for the GLSL modeAlexander Romanov
Environment lighting (aka ambient) is a key component of any renderer. It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes. It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine. Before: {F113921} After: {F113922} Example file: {F319013} Original author: valentin_b4w Alexander (Blend4Web Team) Reviewers: valentin_b4w, campbellbarton, merwin, brecht Reviewed By: brecht Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin Projects: #rendering, #opengl_gfx Differential Revision: https://developer.blender.org/D810
2016-07-04Quiet warnings w/ USE_VERIFY defineCampbell Barton
2016-07-03Curve: utility to evaluate entire curveCampbell Barton
2016-07-02Fix typo in bgl.Buffer report functionThomas Szepe
A GL_INT buffer was reported as GL_BYTE.
2016-07-02Correction for MSVCCampbell Barton
2016-07-02BMesh: utility function to resize bmesh elementsCampbell Barton
This can be used to re-allocate bmesh data with/without tool flags. Needed for Symmetrize since it uses bmesh operators from dyntopo.
2016-07-02Cleanup: comment blocksCampbell Barton
2016-07-02Cleanup: styleCampbell Barton
2016-07-01"Fix" crash when deleting linked object which has indirect usages.Bastien Montagne
This is in fact very hairy situation here... Objects are only refcounted by scenes, any other usage is 'free', which means once all object instanciations are gone Blender considers it can delete it. There is a trap here though: indirect usages. Typically, we should never modify linked data (because it is essencially useless, changes would be ignored and ost on next reload or even undo/redo). This means indirect usages are not affected by default 'safe' remapping/unlinking. For unlinking preceeding deletion however, this is not acceptable - we are likely to end with a zero-user ID (aka deletable one) which is still actually used by other linked data. Solution choosen here is double: I) From 'user-space' (i.e. outliner, operators...), we check for cases where deleting datablocks should not be allowed (indirect data or indirectly used data), and abort (with report) if needed. II) From 'lower' level (BKE_library_remap and RNA), we also unlink from linked data, which makes actual deletion possible and safe. Note that with previous behavior (2.77 one), linked object would be deleted, including from linked data - but then, once file is saved and reloaded, indirect usage would link back the deleted object, without any instanciation in scene, which made it somehow virtual and unreachable... With new behavior, this is no more possible, but on the other hand it means that in situations of dependency cycles (two linked objects using each other), linked objects become impossible to delete (from user space). Not sure what's best here, behavior with those corner cases of library linking is very poorly defined... :(
2016-07-01Outliner: pass operator's reports to all operation callbacks.Bastien Montagne
Also define single callback func typedef, cleaner this way! Note: maybe we want to do that for the other callbacks too (data, etc.), but will be enough for now.
2016-07-01Fix T48666: Segfault on boolean operation when exiting edit mode of ↵Sergey Sharybin
instanced operand This is quite tricky situation which combined: - Boolean modifier which accesses other object's derived mesh (in fact, it's nothing to do with boolean modifier, any other modifier which uses other's DM will have same bug). - Dependency cycles in the scene which is rather russian-roulette from the cycle solver point of view. - Multiple instanced objects used as boolean operand. With all this things combined boolean modifier was accessing operand's derived mesh which was referencing data from Mesh datablock. The issue is that those references are becoming invalid after EDBM_mesh_load(). This function already had code to make sure object itself does not end up with dangling pointers from derived mesh. Make it now so no possible instanced objects are left with dangling pointers. And who said it's a good idea to reference something from derived mesh..
2016-07-01UI: take zoom into account w/ curves widgetAlexander Gavrilov
The Curves widget has buttons to zoom in on the curve. However the click detection code doesn't take it into account, and at full zoom in click on curve is detected very far from the actual visible curve. Change it to compare the position to the actual line segments in the UI coordinate space, i.e. with curve zoom applied.
2016-07-01Add wait cursor toggling dyntopoCampbell Barton
2016-07-01Sculpt: skip normal calculation entering dyntopoCampbell Barton
When no triangulation runs we can skip re-calculating normals.
2016-07-01BGE: Display Hardware infos only in standalone.Ulysse Martin
This patch moves the PrintHardwareInfo() function in standalone only, not in embedded. Why? Because you can need this infos for debugging purpose in "compiled" blender files but it was boring to have it displayed each time you launched embedded. So you can have this infos when you click standalone or when you run your executable app from a console. Reviewers: moguri, kupoman, panzergame.
2016-07-01Enable dyntopo re-entering sculpt modeCampbell Barton
2016-07-01BMesh: make toolflags optionalCampbell Barton
Saves 8 bytes per vert/edge/face. Gives overall ~20-25% memory saving for dyntopo sculpting and modifiers that use BMesh.
2016-06-30Fix T48757: Broken in D1120 normal bakingAlexander Romanov
2016-06-30Fix T48728, part 2: Vertex colors not shown in texture modeSergey Sharybin
2016-06-30Transform Snap: Optimize edge-snap using BVH treeGermano Cavalcante
changes in BLI_kdopbvh: - `BLI_bvhtree_find_nearest_to_ray` now takes is_ray_normalized and scale argument. - `BLI_bvhtree_find_nearest_to_ray_angle` has been added (use for perspective view). changes in BLI_bvhutils: - `bvhtree_from_editmesh_edges_ex` was added. changes in math_geom: - `dist_squared_ray_to_seg_v3` was added. other changes: - `do_ray_start_correction` is no longer necessary to snap to verts. - the way in which the test of depth was done before is being simulated in callbacks.
2016-06-30CMake: list buildinfo.h as buildinfo.cmake's outputCampbell Barton
Keep the fake header to ensure we always run.
2016-06-30Correct fix for MSVCCampbell Barton
2016-06-29Fix bplayer (c)Bastien Montagne
2016-06-29Cleanup: use constCampbell Barton
2016-06-29Cleanup: spelling, indentationCampbell Barton
2016-06-29Fix T48695: Slowdown w/ edit-mesh & shrinkwrapGermano Cavalcante
0b5a0d84 caused regression since edit-mesh BVH wasn't cached, each shrink-wrap modifier created its own BVH.
2016-06-29Correction to previous commit: Only skip colors for texture paintSergey Sharybin
This way we avoid regression of sculpt mode shading. Hopefully now it's all fine.
2016-06-29Cleanup: endian testsCampbell Barton
2016-06-29Fix T48728: Vertex colors not shown in texture modeSergey Sharybin
Regression caused by own changes to make texture paint more efficient from workflow point of view. Now the idea is to use vertex color outside of paint mode, so we don't break any compatibility here.
2016-06-29Cleanup: warningCampbell Barton
2016-06-29BMesh Intersect: use flags to keep track of vertsCampbell Barton
For simple cases bitmasks were OK, but didnt work for vert/edge, vert/edge tests. Tag verts instead, makes logic easier to follow and gives minor speedup.
2016-06-29UI: prevent softrange from becoming nanCampbell Barton
Quiets assert
2016-06-29Fix T48755: Crash UV unwrappingCampbell Barton
2016-06-28[msvc2015/OpenEXR] Linker hackery is no longer required in vc2015Martijn Berger
Reviewers: juicyfruit Reviewed By: juicyfruit Differential Revision: https://developer.blender.org/D1892
2016-06-28Cleanup: use bool for writefileCampbell Barton
2016-06-28writefile: replace most struct lookups /w constantsCampbell Barton
Removes many hash lookups per file-save and undo-step.
2016-06-28Cleanup: code-styleCampbell Barton
Other changes here planned which touch many lines, so run cleanup first.
2016-06-28Fix T48753: VSE must restart for international fontsCampbell Barton
2016-06-28RNA: resolve assert w/ no languages availableCampbell Barton
2016-06-28RNA: perform reverse search on operatorsCampbell Barton
In most the last added operator is being handles.
2016-06-28Fix MSVC error, co_return now a reserved wordCampbell Barton
D2073 by @LazyDodo
2016-06-27Fix (unreported) wrong ID type check in Text editor's ID remap callback.Bastien Montagne
2016-06-27Bendy Bones Instability Fix - Second AttemptJoshua Leung
So the error seems to be in cubic_tangent_factor_circle_v3(), which was introduced with D2001. I've tweaked the most obvious culprit here - the epsilon factor. It used to be 10^-7, but I've reduced it down to 10^-5 now, and it's looking a lot more stable now :) --------- BTW, about the derivation of the magic 0.390464 factor I briefly subbed back as a workaround for this bug, see: http://www.whizkidtech.redprince.net/bezier/circle/
2016-06-27Bendy Bones: Temporary workaround for instability caused by D2001 when using ↵Joshua Leung
custom handle bones It's probably some numeric precision issue, but until we figure out exactly what's going wrong here, let's just revert back to the hardcoded value that was used here successfully for years without issues.
2016-06-27Fix T48740: User could remap indirect libdata usages from outliner.Bastien Montagne
Remapping indirect usage of IDs is forbidden from user space, this is calling for nice nightmare with libraries handling (and undo crash, among other things). Not sure why I was 'laxist' about indirect usage cases detection like that, for now just consider any ID used by another linked datablock as indirect usage case! Also, added some error/warning reports to Outliner's remap code.
2016-06-27FCurve Auto Colours: "XYZ to RGB" works for Quaternions too nowJoshua Leung
The "W" channel will get a yellowish colour (i.e. a blend between the X/R and Y/G axis colours), while the XYZ will behave as they do for other transforms.