Commit Graph

41622 Commits

Author SHA1 Message Date
c11afb4a81 patch [#37231] Bone fill sets bone to connected, even if neither of its points is at the tail point of points it's connecting.
from Henrik Aarnio (hjaarnio)
2013-10-28 23:45:36 +00:00
f0780904bc correct error in recent commit. 2013-10-28 23:35:25 +00:00
4ab478ffe1 Make it possible to track specified clip
Added a property to track_marker operator to be
able to render clip which name was passed to the
operator instead of clip from current clip editor
context.

Very much useful for automatic tests.
2013-10-28 21:49:49 +00:00
421346cefe Fix compile error using Visual Studio 2012. 2013-10-28 19:43:53 +00:00
e667f12783 Fix #37221: Multilayer EXR inputs generate pink frame/last displayed frame when using an image sequence offset
generally speaking, if multilayer image fails to load for current
frame doesn't mean anything bad. It might be used to make it so
image sequence is being alpha-overed somewhere in the middle of
scene time.

Made it so if the whole file fails to load, image node will
deliver black transparent color, the same what happens for
regular (non-multilayer images).

Also needed to tweak code in load_multilayer_sequwnce to make
sure no cached frames are pointing to a freed memory.
2013-10-28 12:16:17 +00:00
3264461598 move bmesh array lookup data and utility functions from editmesh into bmesh,
since enough bmesh operations can also take advantage of direct index lookups on verts/edges/faces.

developers note:
- EDBM_index_arrays_init/ensure/free -> BM_mesh_elem_table_ensure/init/free
- EDBM_vert/edge/face_at_index -> BM_vert/edge/face_at_index
- EDBM_uv_element_map_create/free -> BM_uv_element_map_create/free
- ED_uv_element_get -> BM_uv_element_get
2013-10-28 02:05:33 +00:00
0773fd7b78 fix for decimator editing the data it loops over in an unsupported way. 2013-10-28 01:58:05 +00:00
7be81ffaf5 Expose MVertSkin customdata layer in Python. This allows scripts to change parameters which are used by the skin modifier (such as radius) 2013-10-27 12:16:45 +00:00
dee671276d rename BM_vert_at_index -> BM_vert_at_index_find (since this searches the mempool).
needed for other changes - coming.
2013-10-27 10:01:35 +00:00
aed672ac1e Border select for sculpting, using B shortcut, warmup for more advanced
masking, like lasso selection.
2013-10-27 03:31:19 +00:00
01da2c0e53 fix [#37195] particles crash with viewport render 2013-10-26 22:38:12 +00:00
9f32e83175 Weighted tracks
Added a weight slider to track which defines
how much particular track affects in a final
reconstruction. This weight is for sure
animateable.

Currently it affects on BA step only which in
most cases will work just fine.

The usecase of this slider is to have it set
to 1.0 most of the time where the track is
good, but blend it's weight down to 0 when
tracker looses the track. This will prevent
camera from jump.

Tutorial is to be done by Sebastian.
2013-10-26 13:22:38 +00:00
4a15df1571 remove null checks for macro definitions, if these fail then something is broken elsewhere, better not fail silently. 2013-10-26 08:01:33 +00:00
a4203573cb fix for metaball editmode duplicate with PET 2013-10-26 06:48:56 +00:00
3c1dce0d9b fix for BM_faces_join_pair() making the assumption that only the 2 faces use an edge, face winding could be flipped incorrectly.
also remove search for shared edges - all callers pass the edge in.
2013-10-26 05:05:37 +00:00
ff7dbdbaee rename give_cursor to ED_view3d_cursor3d_get 2013-10-26 04:07:18 +00:00
b461cc9cd4 code cleanup: merge doxygen comments into C source. 2013-10-26 03:56:32 +00:00
7f9cdae280 fix for outline width theme option being ignored for non mesh object types. 2013-10-26 02:14:07 +00:00
48c1e0c0fc spelling: use American spelling for canceled 2013-10-26 01:06:19 +00:00
2b2c03aa7c fix for UI glitch with HSVCUBE color picker, color was noticeably not very smooth or aligned.
- HSV values need to be shifted.
- drawing the quads wasnt aligned well to colors.
2013-10-25 23:50:55 +00:00
bb66da5e02 holding ctrl now snaps the hue for color wheel and hsvcube.
this makes it easy to set primary colors without using RGB sliders.
2013-10-25 23:05:34 +00:00
a304b5a988 correct typo 2013-10-25 22:12:05 +00:00
2a387436bb code cleanup: use bool for shift arg, order args more consistently between functions. 2013-10-25 22:09:31 +00:00
b7f0a1fabe Updating tooltip for Fill Holes "Sides" option.
This makes the tooltip much more descriptive to tell the user what the setting does. Suggestion by Thomas Beck and bcon13.
2013-10-25 14:12:22 +00:00
692693b92f Remove duplicate cmake enries in game engine and compositor 2013-10-25 11:00:16 +00:00
03aa664b23 replace snap values with enum and bool depending on use (it wasn't clear which was used when both were int's).
Ctrl+Shift now snaps normal button to 15deg increments.
2013-10-25 07:47:08 +00:00
d859bcf3ad patch [#37197] angle snapping for NORMAL button
from Philipp Oeser (lichtwerk) with minor edits.
2013-10-25 06:59:57 +00:00
5b6e6b7285 code cleanup and add mball select similar into the menu 2013-10-25 06:22:15 +00:00
93edbf3510 add check for cmake that source files are not included multiple times 2013-10-25 06:21:38 +00:00
4aa02d8038 patch [#37188] Remove filename entry specified twice
from Lawrence D'Oliveiro (ldo)
2013-10-25 05:21:17 +00:00
d78899dafb patch [#30689] select similar for metaballs
from Cyrille Ruggero (kalado) with some edits.
2013-10-25 05:17:55 +00:00
4514eeaa8e drawobject: Fix sphere bounds drawing
Would draw ellipsoid instead, which is not so useful and wrong when 
used for rigid body collision shape visualization.

svn merge -r59887:59888 ^/branches/soc-2013-rigid_body_sim
2013-10-25 02:20:23 +00:00
804643793e Fix for occasional crashes due to numerical instability in Freestyle Perlin noise modifiers with a large 'octaves' value.
Problem report by Light BWK through personal communications, thanks a lot!
2013-10-24 11:41:39 +00:00
Lukas Toenne
268e519b41 Fix #37175, Viewer node issue for newly toggled render passes.
The RenderLayers node would use the "combined" image result for all passes which don't have a valid render result yet. This causes problems when the buffer element size is not actually 4 floats (RGBA) as
with the 3 float normal passes. Also the result is rather meaningless then, so just keep the image buffer at NULL for unavailable passes, which will return plain (0,0,0) color.
2013-10-23 11:58:00 +00:00
0039b44d10 fix for negated normal being used when using individual centers & normal orientation in vertex select mode. 2013-10-23 10:35:49 +00:00
5816aa42bf code cleanup: minor transform refactor
redraw flag were mixing up types - int/char/bool, add enum type to use instead.
2013-10-23 06:48:36 +00:00
c3b746fa7e fix [#37179] All transformation normals drawn when proportional edit, individual origins and normal transform orientation are set
thanks to psy-fi for the initial patch.
2013-10-23 05:33:42 +00:00
292d1f55fd refactor transform.c - minor changes
- use TREDRAW_HARD define
- use apply prefix for transform callbacks.
- make callbacks static.
2013-10-23 03:57:42 +00:00
304a32bf1f style cleanup 2013-10-23 02:52:27 +00:00
8748840564 Fix part 1 of #37177 spikes in sculpting.
Was a typo from refactor to calculate sculpt plane from forward facing
vertices only. The branch of the code that did the calculation would end
up with a nice division by a wrong number.
2013-10-22 23:32:41 +00:00
8bb39a536b Making real need to remove proxies
Otherwise some invalid pointers will be left
which could be harmless if real object stays
local, but crashes when linking them to
another files.

Was discovered here in the studio during
Project Pampa, and the steps to reproduce are:

- Create lib.blend, put armature and cube to it.
  Create a group with them.
- Create scene.blend and link group from lib.blend.
- Make a proxy from armature.
- Make group real.
- Add real objects to a group.
- Create comp.blend and link group from scene.blend.
  This step will creah.
2013-10-22 15:19:37 +00:00
df553892c9 Bugfix: Renaming bones now renames the corresponding F-Curves in actions used by
Action Constraints
2013-10-22 11:36:48 +00:00
4dc9c9639f Ctrl+Alt+SelectMouse now does "Select all keyframes in same channel" in
DopeSheet too

Previously, it only worked in the Graph Editor, though I thought I had
implemented it here too.
2013-10-22 11:12:37 +00:00
d2fe7c38dd Adding comments to clarify each set of modifier mappings for animation editors
selection ops
2013-10-22 09:59:54 +00:00
67e262069a Minor UI messages fixes. 2013-10-22 08:21:00 +00:00
2454793190 DopeSheet Group Select => Bone Select Tweak: Don't change selection status of
bones if "Only Selected" dopesheet filter is enabled.

When this was enabled, it would be too easy to accidentally change the selected
bones, causing the keyframes you were just editing to disappear
2013-10-22 06:24:47 +00:00
c80c1c6f5c add copy_v4_fl4, replace QUATSET macro. 2013-10-22 03:31:21 +00:00
6193963daa style cleanup 2013-10-22 03:03:56 +00:00
cb8d53efcc fix for invalid RNA created for the 3D viewport header (made ID reporting show incorrectly). 2013-10-21 23:46:45 +00:00
7c8c49a34a style cleanup 2013-10-21 23:35:08 +00:00