Commit Graph

29288 Commits

Author SHA1 Message Date
60c9addf79 - improve select grouped prefix/suffix from recent patch
- added select similar direction (Y axis)
2012-04-30 08:24:44 +00:00
238af29b39 Adding Hungarian language. 2012-04-30 07:43:04 +00:00
cf0a7e2a4d Sequencer Preview Area:
* Fixed missing update, when changing render resolution.
2012-04-29 22:25:31 +00:00
502e594abb Fixed UI bug in distance, chroma, and difference nodes that caused the threshold to be limited by the falloff value. These should be independent. Cleaned up how falloff works in keying nodes. 2012-04-29 20:07:29 +00:00
f7ec94cbc6 Add per-brush weight field.
Patch from Jaggz H, thanks!

[#31096] Weight-painting: Brush-specific weights
http://projects.blender.org/tracker/?func=detail&atid=127&aid=31096&group_id=9

Each brush's weight can now be set individually, can also enable
unified setting (same as size and strength have.)

Added readfile code to the patch: subversion bumped to 1, brushes get
default weight of 0.5, unified weight enabled by default and value
from old vgroup_weight field.
2012-04-29 20:04:25 +00:00
44d81faa43 patch [#30821] Wiki Quick Hack: Text editor duplicate line
from Justin Dailey (dail)

made this Ctrl+D, to replace Delete.
2012-04-29 18:53:43 +00:00
daae72e17b patch [#30834] Quick Hack: Select similar for bones in edit mode
from Felix Schlitter (dalai) 

made some changes to select length measurement.
2012-04-29 18:23:33 +00:00
1b47e2678e style cleanup: missed these from previous cleanup 2012-04-29 17:55:54 +00:00
343edf2722 style cleanup: function calls & whitespace. 2012-04-29 17:11:40 +00:00
70f1279eab Add convex hull operator (bmesh operator and wm operator.)
Image-heavy user documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/Convex_Hull

Thanks to Campbell for providing code review:
http://codereview.appspot.com/6114060
2012-04-29 16:09:40 +00:00
650edc90b1 Add GHASH_ITER macro 2012-04-29 16:09:28 +00:00
e701f9b670 style cleanup: whitespace / commas 2012-04-29 15:47:02 +00:00
038c12895f Bugfix [#28826] Show Hidden button in Dopesheet and Graph Editor doesn't quite
work

Show Hidden was handled by the same filtering function as Only Selected, but the
filters were being tested incorrectly (or to be precise, only Only Selected was
being considered).

This meant that it was only possible to show F-Curves belonging to hidden data
if that data happened to be selected first.
2012-04-29 15:05:19 +00:00
22de538eb1 Cycles: missed merging this file from tomato branch, for normal output in node. 2012-04-29 14:23:50 +00:00
bdd014bbd4 Bugfix [#31128] Vertex Slide can't be aborted with ESC key 2012-04-29 13:58:43 +00:00
d30ee954f8 Remove variables tagged as unused. Easier to synchronize with current patches and makes
patches easier to read when variables are creating or e-using, but not un-commenting.
2012-04-29 13:45:31 +00:00
38c2d34d47 Bugfix [#31029] Select all in view3D don't update the graph editor immediately
One-liner fix. The code was assuming that editor.refresh() would do a
editor.redraw() too (like for Dopesheet), but that wasn't the case.
2012-04-29 13:24:10 +00:00
d3d93ee4a2 Code cleanups - whitespace 2012-04-29 13:20:28 +00:00
40489e378d quiet unused warnings 2012-04-29 13:19:22 +00:00
d47528b2f4 Pose armature cleanup: remove old commented code replaced by use of new generic pchan_to_pose_mat().
After two months, think we can get rid of it, it’s in svn anyway if we ever need it!
2012-04-29 13:18:59 +00:00
04d8ef3c47 wireframe option to crase edges at the hub, much nicer subsurf 2012-04-29 12:33:56 +00:00
c27c87dde4 Camera tracking: backport refactoring made in local branches with masking and dopesheet view into trunk
Mostly related on changes in poll functions for tracking operators and some changes
to how interface is initializing for different view types.
2012-04-29 12:32:26 +00:00
41a5e731a2 bmesh: new wireframe tool
- makes wireframe from faces.
- options similar to inset (even offset, relative scale)
- copies face settings and loops (uvs, vcolors)
- optionally replaces the existing geometry.
2012-04-29 10:44:00 +00:00
3d1349609c - Tag unused variables
- Use (void) instead () for function declarations without arguments
2012-04-29 09:34:51 +00:00
8bf8a128c2 Smoke: Support for moving obstacles. (Merge from Smoke2 branch)
Sponsored by the Blender Development Fund.
http://www.blender.org/blenderorg/blender-foundation/development-fund/

Remarks:
The original code was not designed to support moving obstacles so I had to introduce some velocity constraints into the code to prevent smoke from exploding. If this causes problems with "fire" emulation, please let me know.
2012-04-28 21:46:43 +00:00
4465d2f419 bmesh api functions, not used yet:
BM_iter_elem_count_flag()
  BM_iter_mesh_count_flag()
2012-04-28 18:39:37 +00:00
f88cfd9168 Code and style cleanup in own modules in BKE and also mball module
- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks)
- Make functions which are used by mball.c only static and remove their prototypes
  from public header file.

Further cleanup is coming.
2012-04-28 16:49:00 +00:00
e2c453b5f9 style cleanup: editors / mesh & object 2012-04-28 15:42:27 +00:00
ef054e165c style cleanup: format 'for' loop macros the same as for loops, some renaming to BLI_array macros. 2012-04-28 15:14:16 +00:00
887d1533f8 Correction to recent commmit related on splitting audio channels: descriptions shouldn't end with dot. 2012-04-28 15:05:35 +00:00
51a4188105 Camera tracking: support of tripod motion solving
Expose option into interface to use modal solver which currently
supports only tripod motion.

This solver requires two tracks at least to reconstruct motion.
Using more tracks aren't improving solution in general, just adds
instability into solution and slows down things a lot.

Refirement of camera intrinsics was disabled due to it's not only
refines camera intrinsics but also adjusts camera position which
isn't necessary here

To use this solver just activate "Tripod Motion" checkbox in
solver panel.

Merged from tomato: svn merge ^/branches/soc-2011-tomato -r45622:45624 -r46036:46037

P.S. Quite experimental yet, requires more checking and probably
tweaks to prevent camera jumps when tracks apperars/disappears
from the screen.
2012-04-28 14:54:45 +00:00
ef3acaedc1 Audio:
* Fix for [#31099] Audio in Meta-Strips Plays Beyond Strip Cut
* Adding a split files option to the mixdown operator which then renders each channel into a separate file
2012-04-28 13:16:29 +00:00
c91fd5a0bf code cleanup: remove editmesh code left hanging around thats already been ported to bmesh, also remove main editmesh header. 2012-04-28 12:23:05 +00:00
4dd552fef9 patch [#31104] Correct comment for mul_qt_v3
from Bill Currie (taniwha)
2012-04-28 11:45:28 +00:00
9caab2e265 code cleanup: replace some long ELEM7 checks with macro OB_TYPE_SUPPORT_EDITMODE() 2012-04-28 10:33:32 +00:00
a434572654 Camera tracking: if there's no image for current frame display default grid
and allow to interact with tracks for operators which doesn't require image.

Merged from tomato branch: svn merge ^/branches/soc-2011-tomato -r45624:45625
2012-04-28 10:09:58 +00:00
54911f52d8 Fix #31117: Segfault when removing Meshdeform Modifier 2012-04-28 09:32:55 +00:00
5a860b840d Fix: #31095: Incorrect clamping of labels for multibyte languages 2012-04-28 09:21:16 +00:00
07b2241fb1 Cycles: merging features from tomato branch.
=== BVH build time optimizations ===

* BVH building was multithreaded. Not all building is multithreaded, packing
  and the initial bounding/splitting is still single threaded, but recursive
  splitting is, which was the main bottleneck.

* Object splitting now uses binning rather than sorting of all elements, using
  code from the Embree raytracer from Intel.
  http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/

* Other small changes to avoid allocations, pack memory more tightly, avoid
  some unnecessary operations, ...

These optimizations do not work yet when Spatial Splits are enabled, for that
more work is needed. There's also other optimizations still needed, in
particular for the case of many low poly objects, the packing step and node
memory allocation.

BVH raytracing time should remain about the same, but BVH build time should be
significantly reduced, test here show speedup of about 5x to 10x on a dual core
and 5x to 25x on an 8-core machine, depending on the scene.

=== Threads ===

Centralized task scheduler for multithreading, which is basically the
CPU device threading code wrapped into something reusable.

Basic idea is that there is a single TaskScheduler that keeps a pool of threads,
one for each core. Other places in the code can then create a TaskPool that they
can drop Tasks in to be executed by the scheduler, and wait for them to complete
or cancel them early.

=== Normal ====

Added a Normal output to the texture coordinate node. This currently
gives the object space normal, which is the same under object animation.

In the future this might become a "generated" normal so it's also stable for
deforming objects, but for now it's already useful for non-deforming objects.

=== Render Layers ===

Per render layer Samples control, leaving it to 0 will use the common scene
setting.

Environment pass will now render environment even if film is set to transparent.

Exclude Layers" added. Scene layers (all object that influence the render,
directly or indirectly) are shared between all render layers. However sometimes
it's useful to leave out some object influence for a particular render layer.
That's what this option allows you to do.

=== Filter Glossy ===

When using a value higher than 0.0, this will blur glossy reflections after
blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good
starting value to tweak.

Some light paths have a low probability of being found while contributing much
light to the pixel. As a result these light paths will be found in some pixels
and not in others, causing fireflies. An example of such a difficult path might
be a small light that is causing a small specular highlight on a sharp glossy
material, which we are seeing through a rough glossy material. With path tracing
it is difficult to find the specular highlight, but if we increase the roughness
on the material the highlight gets bigger and softer, and so easier to find.

Often this blurring will be hardly noticeable, because we are seeing it through
a blurry material anyway, but there are also cases where this will lead to a
loss of detail in lighting.
2012-04-28 08:53:59 +00:00
3cceab304a Style cleanup in own compositor nodes 2012-04-28 08:43:24 +00:00
950ed69297 code cleanup:
- replace inline face UV center calc.
- use const float[3] for mesh and uv functions.
- remove unused define
2012-04-28 08:29:20 +00:00
0281ff408d Plugin system:
* Remove RNA, Operator and UI for Texture and Sequence plugins.
Since 2.5x no effort has been done to bring that back, so there is simply no reason in keeping that code and the UI for that ;-)
* Low Level code still exists and is unchanged.
2012-04-28 08:27:09 +00:00
f8f7523fb2 fix memory leak in BM_face_copy()
note that this doesnt run when duplicating faces normally, only way to cause this bug I could find was to knife cut a 33+ sided ngon with multi-res applied.

also small improvement not to grow the array but allocate at once if needed.
2012-04-28 07:43:21 +00:00
3553bf6db0 fix for incorrect selection check in opencollada integration. 2012-04-28 07:02:44 +00:00
f1d680d4b5 fix for crash when multires subdividing a mesh with no faces (new bug in bmesh grr!) 2012-04-28 07:00:53 +00:00
d95887d756 Release Cycles for 2.64 begins.
* BCon1: Alpha.
2012-04-28 06:40:12 +00:00
b340f930ec style cleanup: changes to brace placement / newlines - for/while/if/switch 2012-04-28 06:31:57 +00:00
dc313ff00d add back lasso tool in the UV editor (Ctrl+LMB / Ctrl+Shift+LMB) 2012-04-28 01:59:21 +00:00
dbe68289f4 fix for select flushing in UV-sync-selection mode (regression from 2.62), both border select and circle select failed in edge and vertex mode (though de-selecting worked ok). 2012-04-27 12:44:32 +00:00
5d6f746c87 Patch by Jose Geraldo Brito
Tracker 31061
It cures the stiff quad option and does not seem to harm.
Nowever the stiff quads behave strange in a ngom mesh. 
I can imagine that other parts in the sofybody module may be broken by the ngon structure. Well ngons and softbodies are not relly friends:
negon wants less edges softbodies would work better if more structural edges were possible
2012-04-27 11:49:09 +00:00