Commit Graph

33653 Commits

Author SHA1 Message Date
Campbell Barton 47e313ec0c cmake option to build without iksolver 2012-08-18 13:36:29 +00:00
Campbell Barton 9e742ffc2b style cleanup: also correct some doxy comments 2012-08-18 13:07:48 +00:00
Campbell Barton 626e6cf99e skip allocating texture coords for the displace modifier when they are unused. 2012-08-18 11:48:35 +00:00
Joshua Leung 7e2f557dba Typo fix: BKE_sequwnce_get_by_name -> BKE_sequence_get_by_name 2012-08-18 05:49:55 +00:00
Joshua Leung 016b0d1e3f Bone color groups now get synced too when syncing bone <-> animdata stuff
For now, the notifiers on bone group color setting won't trigger the necessary
color syncing, so it will be necessary to select another bone/object before the
view responds properly.
2012-08-18 05:43:06 +00:00
Joshua Leung aa8eda372c Selecting nodes (and making one active) sets active F-Curve too now 2012-08-18 05:26:40 +00:00
Joshua Leung cc1a89faee Bugfix [#27652] Selecting a bone doesn't update Driver Properties panel
More specifically, selecting bones didn't update the active F-Curve/Groups. This
meant that when editing drivers, it was often easy to accidentally edit the
drivers for the wrong bone.
2012-08-18 05:14:21 +00:00
Joshua Leung 246c86c926 Silencing compiler warnings 2012-08-18 04:50:20 +00:00
Joshua Leung 654f6c4c4f Bugfix [#32331] Graph editor zoom to selected includes coordinate origin if more
than one curve is displayed

The range calculation used to use a fixed 0-1 range whenever it couldn't find
any values for a particular F-Curve. However, this was then taken by the
aggregation calculation to be used as just another value, leading to problems if
only vertices of a very high-value curve are selected to be included.

Modified the range calculation to ensure that suitable vertices were found
before trying to take the range values returned.
2012-08-18 04:39:15 +00:00
Joshua Leung 8995554105 Fix for some typos/spelling mistakes 2012-08-18 03:55:19 +00:00
Mitchell Stokes a6d1b955ab Moving more duplicate code from GPU_create_gl_tex_compressed() and BL_Texture::InitGLCompressedTex() into GPU_Upload_dxt_texture(). This reduces code duplication and ensures that both paths are using the same settings. 2012-08-18 03:32:28 +00:00
Gaia Clary 0fee1a3c0b Suport function for Collada exporter: after a generated image was stored to disk, the new filetype was not always recognized. 2012-08-17 23:29:39 +00:00
Campbell Barton e9caa21830 fix own error in recent smoothview cleanup, also correct some cross references in bmesh docs. 2012-08-17 14:43:20 +00:00
Campbell Barton 2845816863 HDR color picking was not working for node space 2012-08-17 13:00:11 +00:00
Jeroen Bakker 6547b1e770 Documentation of the Bokeh image operation :) 2012-08-17 12:53:04 +00:00
Campbell Barton 1465b06fad code cleanup:
- pass wire color to camera draw_viewport_object_reconstruction() rather then getting the theme color directly.
  this makes a change where selection color wont be used for unselected cameras (which IMHO is better, drawing selected wire color on nonselected cameras was confusing).
- use rgb_uchar_to_float()
2012-08-17 12:32:13 +00:00
Campbell Barton dac761057d fix for crash showing tooltip for NODE_OT_add_search() 2012-08-17 11:31:54 +00:00
Campbell Barton 219fb7ad79 more draw code cleanup: was making wrong guess about wire color for empty-image draw types. also pass wire color to the metaball. 2012-08-16 18:37:30 +00:00
Campbell Barton 54196f0e94 change to draw extra wire (draw_wire_extra)
- was changing color and changing glDepthMask even when the object type didnt support wire drawing and no wire would draw.
- was setting the color when no wire would draw.
2012-08-16 17:42:06 +00:00
Campbell Barton 009b212300 re-work mesh drawing a little since we know the wire color some checks can be avoided. 2012-08-16 17:23:47 +00:00
Campbell Barton 723408cb9b fix for odd bug/drawing glitch where loose mesh edges would draw with the wrong wire color.
This was because the draw code was ignoring the wire color and incorrectly try to figure it out again.
2012-08-16 16:32:50 +00:00
Campbell Barton e71d3ee394 use filtersize of 1.0 for distort and uv - compositor nodes.
Experimenting here and 0.765625f is too sharp, but 1.0 wont blur with 0 distorted pixels but gives nice interpolation otherwise.
2012-08-16 16:07:00 +00:00
Campbell Barton 81dd80f1d3 support fro HDR color picking (values over 1.0) when color picking in the image editor or node space. 2012-08-16 14:47:14 +00:00
Campbell Barton 6fb4bbdbd9 compositor bokeh blur - only use the variable size operation when the size socket is connected. 2012-08-16 13:15:13 +00:00
Campbell Barton efa09a2b3d fix memory leak in compositor WorkScheduler::initialize() 2012-08-16 12:47:03 +00:00
Campbell Barton 3bc16fd60d compositor: replace C++ new/delete with guardedalloc. 2012-08-16 12:32:48 +00:00
Campbell Barton 883e9df1cc fix for bug reading past the buffer bounds for the inpaint node. 2012-08-16 12:13:01 +00:00
Campbell Barton add9aea573 compositor - EWA filter was blurring too much by default, this caused the displace node to blur the image when no displacement was applied, making images fuzzy, the original C code has an interpolation option.
Added this option back and use for displace and UV composite nodes.
2012-08-16 10:13:04 +00:00
Gaia Clary 417e99df22 Collada: fixed export when 'active UV Layer only' was selected 2012-08-15 22:08:22 +00:00
Jeroen Bakker 597e6f9bbc Fix for
* [#32323] regression: Dispertion artifacts with smaller chunksizes
 * [#32125] "Projector" Dispersion not working with ChunkSize < 256
2012-08-15 18:14:34 +00:00
Campbell Barton 86a69c5028 dont re-use previous values for link/append operator, would get mixed up with when accessing from a key shortcut. 2012-08-15 11:53:49 +00:00
Campbell Barton 60915c9099 escape key now quits composite. 2012-08-15 11:31:04 +00:00
Campbell Barton e2cffbe732 rendering now stops the composite job first, then renders. 2012-08-15 10:31:52 +00:00
Campbell Barton 502dfcce5f use job types when checking for jobs in areas of the code that made assumptions about job types (that could be wrong) 2012-08-15 10:23:06 +00:00
Campbell Barton d4a3828630 code cleanup: use TRUE/FALSE for wm jobs 2012-08-15 10:12:41 +00:00
Campbell Barton 15bd03f958 fix for missing change to fluidsim from last commit and name jobs a more useful name - 'wm_job'. 2012-08-15 10:03:29 +00:00
Campbell Barton 97859e8709 add wm job types they are not used yet, so this just defines them for new jobs add add argument to search by job type. 2012-08-15 09:42:06 +00:00
Campbell Barton 27a8487070 style cleanup: pep8 & unfinished comment from own commit. 2012-08-14 18:43:15 +00:00
Campbell Barton 8b941a80c9 patch [#32325] textured solid backface culling option
from Fredrik Hansson (fredrikh)
2012-08-14 18:01:58 +00:00
Lukas Toenne e83ef85576 Python node operator for combined node collapsing and hiding unused sockets. Socket hide flag is added to RNA as well, but can only be set when the socket is not connected, to avoid dangling links in editor drawing. Currently this operator has no default hotkey, but can be called from the Node menu. 2012-08-14 17:56:33 +00:00
Campbell Barton 3220ef9d95 patch [#32327] Uniform displace modifier
from Fredrik Hansson (fredrikh)

With some edits for python UI.
The patch makes the displace modifier treat an empty texture as white.
2012-08-14 17:36:41 +00:00
Campbell Barton 58b5fb7bab fix [#32299] 16bit float texture + 'Quick Edit' gives wrong result 2012-08-14 15:38:10 +00:00
Campbell Barton 9591142294 add variable size option to bokeh blur node, remove f_stop option (it wasnt used), and add blur_max to the interface. 2012-08-14 14:31:39 +00:00
Campbell Barton 59fedc6b7c rename blur Reference to Variable Size, improve tooltip 2012-08-14 12:39:12 +00:00
Campbell Barton 34ebdcacfc fix for recent commit - would crash adding materials on an object without any. 2012-08-14 12:17:06 +00:00
Campbell Barton 53333c78ce use vector for color operation internal storage. 2012-08-14 11:17:06 +00:00
Campbell Barton 9fd6c535ca fix [#32324] regression: node group with missing ID crashes new tile node system.
node groups with no ID now output magenta so it doesnt silently fail.
2012-08-14 11:05:26 +00:00
Campbell Barton f2074949e7 code cleanup: reduce calling sqrt() when distances are only calculated for comparison use dist_squared_to_line_segment_v2(). 2012-08-14 08:44:35 +00:00
Campbell Barton 8d496b3bf2 fix [#32315] Circle select unreliable when in vertex+edge select mode
dist_squared_to_line_segment_v2() was returning the sqrt'd value in some cases.
also use int's for edge_inside_circle() rather then shorts since it was doing int/float/short conversions and we're now using int's for screen vars in more places.
2012-08-14 08:24:49 +00:00
Gaia Clary b2943dad26 improved wording for tooltip 2012-08-13 20:20:49 +00:00