* Proximity brush color ramp should now work properly with any type of proximity brush.
* Dynamic Paint operators (adding surfaces, baking, etc.) now affect right object even when ui is pinned to a non-selected object.
* Fixed proximity falloff for vertex weight surfaces.
* Fixed possible color issue with low alpha brushes.
* Fixed a compiler warning.
It was a regression introduced in rev36301. Average normal calcilation
used to fail due to triangular faces which are too slight.
Do not use triangles with too small area for average normal calculation.
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.
Patch reviewed here: http://codereview.appspot.com/4631052/
Summary:
* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
correctly, also fixed the use of cached face normal CustomData.
* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
short.
* Changed color buffer setup to not alloc a temporary copy of color
data, just passes the MCol data in directly.
* Changed the GPU buffer pool code to make clearer what operates
specifically on the global pool.
* Lots of refactoring for GPU_drawobject_new; should operate mostly
the same (except got rid of one unecessary allocation), just split
into more functions and without macros now.
* Converted some #defines into enumerations.
* Made some stuff private, pulled out of header file.
* Deleted unused function GPU_buffer_pool_free_unused().
* Removed GPU_interleaved_setup and related #defines. (I think this
was used for editmode VBOs, but those were disabled.)
* Added lots of comments.
* Added a few comments in the code signed `--nicholas' to note places
where I am unsure about design or usage, would be good to address
these better.
* Code formatting changed to be more consistent with the rest of
Blender.
* Renamed some fields and variables to be more consistent with
Blender's naming conventions.
* Renamed some fields and variables to use more descriptive names,
e.g. renamed `redir' to `mat_orig_to_new'.
* Removed print outs with DEBUG_VBO -- don't feel too strongly about
this one, just not used elsewhere in Blender, could be easily added
back if others disagree though.
* Moved the PBVH drawing code down to the bottom of the file, before
was sitting in the middle of the other VBO code
Softbody was still using a flag to determine if it should use the final or
deform derivedmesh, but this wans't exposed in the UI. Others systems use the
collision modifier, now softbody uses it also to get vertices and faces, but
with own collision code.
* Canvas and brush can be now enabled simultaneously. This way it's possible for two canvases to interact.
* Added basic anti-aliasing support for vertex surfaces.
* 3D-view color preview now works even when there's subsurf modifier after Dynamic Paint in modifier stack.
* Added a new brush option to use proximity from object center.
* Default surface frame range now use scene's start and end values.
* Improved ray checks for volume brushes.
* Added new "non-closed" option for volume brushes. This way it's possible to use planar meshes as "volume" brushes with predefined ray direction.
* New carrot branch splash image by CGEffex.
* Improved brush affection code.
* Lots of smaller improvements.
* Fixed: Weight paint didn't work with particles.
* Fixed: Point cache didn't work for non-wave surfaces anymore since last commit.
Reported by David Roy
Patch by Brecht van Lommel
UV import code wasn't taking possible stride into account (always assuming stride==2), thus reading UV coords totally wrong.
The information was written in the temp exr files, but was not read back.
After checking I saw that the pass was not merged back in the rendercore.
After adding this it worked. tested with all FSAA settings.
* Horrors from the ancient world of deprecated code: object animation offset can't really work correctly with particles unless point cache takes full control of particle system timing.
* Disabled the non-working offset control from effecting particles so that for now particles will work consistently and the offset is only applied to the object.
===== Situation before this patch =====
in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function.
With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other.
When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself.
===== Situation after this patch =====
This patch separates the draw functions of the property panel and the node panel.
When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback'
===== Impact =====
==== BKE_node.h ====
add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc.
==== node_buttons.c ====
if the uifuncbut is set, call it. currently calls the uifunc method
==== drawnode.c ====
static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc.
===== Final note =====
! PS. this is not limited to the compositor it also works for Materials and Textures !
! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function !