Commit Graph

49781 Commits

Author SHA1 Message Date
c2d0832c6e UV Editor: Add filter option to control what is visible when Draw Other Objects is enabled
Previously the editor will always try to only show UV faces with the same exact active
image or image texture, which is quite difficult to control on a production shaders, where
each material can have multiple objects assigned.

The idea of this commit is to bring option which allows to easily control what to display
when "Draw Other Objects" is enabled, so currently we can have old behavior ("Same Image")
or tell editor to show everything ("All"). In the future we can extend it with such filters
as "Same Material" and things like that.

Hopefully this will help @eyecandy's workflow of texturing.
2016-10-17 14:28:16 +02:00
7f19c4fdf9 Fix T49738: Hair Add Brush doesn't work
the issue was caused by wrong default value for brush particle count
which was clamped on display from 0 to 1. This is technically a regression
but how to port this to 2.78a?
2016-10-17 12:38:54 +02:00
2a6ec00b9b Fix T49746: crash loading user preferences with missing operators. 2016-10-16 21:24:42 +02:00
Julian Eisel
2a53e0975c More fixes for keyframe theme options
Couple of issues here:
* Missing initialization for 3D view keyframe options for "Reset to Default Theme"
* Alpha values not reset correctly on "Reset to Default Theme"
* Alpha values of timeline keyframe options not reset correctly for old files
Also corrected old version patches even though they're overridden later, to avoid more issues in case people copy this code.

Corrections to d7af7a1e04 and 8d573aa0ec
2016-10-16 21:08:34 +02:00
Chase Willden
ad393e1e75 Fix assert in the wrong place, should be moved earlier to do anything.
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2304
2016-10-16 16:02:31 +02:00
Julian Eisel
d59079c5e1 Cleanup: Unused parameters in Outliner
These were only passed to own recursion calls.
2016-10-16 15:19:18 +02:00
Julian Eisel
b659cb8dbc Fix missing outliner redraw when adding VSE strip
Needed for outliner "Sequence" display mode.
2016-10-16 14:39:06 +02:00
05c727bb00 Prevent crash after OpenGL rendering animation to images. 2016-10-14 18:46:28 +02:00
8e80d2741d Fix T49571: 2d stabilize keys not visible in the Graph Editor and Dope Sheet 2016-10-14 17:22:57 +02:00
3055ae5092 Fix T49657: Audio backend "Jack" should be named "JACK". 2016-10-14 13:22:22 +02:00
49c2dbc5db Fix T49601: Material menu length problem.
Regression from rB69b66d549bcc8, was supposed to be non-functionnal
change, so not sure why search menu was reduced here? For now, restore
to 2.77 width.
2016-10-14 10:29:51 +02:00
dc60fdd671 Fix T49646: Switching from large to small image can get stuck zoom at max zoom distance.
Allow for zooming in at max zoom distance.

Reviewed By: Severin

Differential Revision: https://developer.blender.org/D2291
2016-10-14 01:07:18 +02:00
625b504b23 Fix T49534: 2.78 Wrong texture scaling in material viewport
Seems to be a bug in original implementation of a830280: code was always
using tangent space instead of UV map because it had the same name. Now
prefer UVMap over tangent because this is how Cycles works. At least it's
closer to.

Not sure it the save+reload issue is still relevant after this fix, that
needs to be double-checked.

Thanks @dfelinto for looking into the report and simplifying the case.

Should be included into 2.78a.
2016-10-13 18:35:11 +02:00
78817ae95c Prevent problems when appending scene with referenced proxy
Such a "referenced proxy" could be a proxy that is used in a constraint on
another object. Brings back part of 1cdc54dc7d but without the
memory leak.
2016-10-13 17:06:24 +02:00
6027550e83 Usual UI/i18n tweaks & fixes. 2016-10-13 16:20:51 +02:00
6917de6919 Fix: Grease Pencil palettes were missing a RNA path callback 2016-10-14 01:19:30 +13:00
5c651554e2 Proxy appending: re-establish link to proxies when they are made local
This allows appending of an entire scene from another blend file into this one,
even when that blend file contains proxified armatures.

This replaces the approach from commit 1cdc54dc7d.

Thanks @sergey for the help.
2016-10-13 14:10:46 +02:00
918e6cf4c9 Fix T49635: column_flow Layout - last column is too small.
Column flow layout was abuse ui_item_fit in a weird way, which was
broken for last column items.

Now rather use own code, which basically spread available width as
equally as possible between all columns.
2016-10-13 10:23:24 +02:00
786c0966ec Cleanup: UI layout: remove unsed and confusing parameter.
Things are complicated enough like that, no need to add useless noise on
top of it!
2016-10-13 10:23:24 +02:00
Dalai Felinto
8d573aa0ec wrong alpha set for timeline theme (fixup for rBf329ebe3) 2016-10-13 00:28:07 +00:00
2d03edb458 Fix T49631: radial control operators not using DPI properly. 2016-10-12 20:21:39 +02:00
5f16382195 Fix T49636: material draw mode crash with displacement and missing group input node. 2016-10-12 16:52:42 +02:00
a54242503e FFmpeg: Fix off by one error in number of detected frames in matroska container
Seems to be rounding error. Hopefully new code handles the error fixed back in
SVN revision 28901 and still have proper frame number for Hjalti.

What could possibly go wrong here..
2016-10-12 16:17:43 +02:00
acbbcdfbb8 Fix T49622: Grease pencil not rendering out of VSE 2016-10-12 10:01:30 +02:00
dc95c31372 Fix T49502: file browser on OS X not highlighting external drives. 2016-10-12 00:07:52 +02:00
06215c71c0 Fix T49629: Graph editor normalize function doesn't work on f-curves with a constant key value
Technically it is a regression in behavior and should be 2.78a.
2016-10-11 17:08:00 +02:00
17603b9f01 Fix objects added via py being on the wrong layer when viewport is decoupled from scene 2016-10-11 15:35:14 +02:00
5322ff3b48 Make console message more clear for --scene argument 2016-10-11 14:48:15 +02:00
4370f8ffbd Fix T49623: Immediately crash trying to render attached file in Cycles
Original fix in this area was not really complete (but was the safest at
the release time). Now all the crazy configurations of slots going out
of sync should be handled here.
2016-10-11 11:55:11 +02:00
cf449d377b OpenGL animation: Fix stupid mistake form previous commit
Flagging of pool to cancel was done in the wrong place, making last
frames missing in the final video.
2016-10-10 15:52:10 +02:00
f36543c5f5 Fix viewport camera gets out of sync in certain cases
It was possible to have two viewports opened and start using Ctrl-0
to make different objects an active camera for the viewport. This
worked fine for viewports which had decoupled camera from the scene,
but if viewport was locked to scene camera it was possible to run into
situation when two different viewports are locked to scene camera but
had different v3d->camera pointers.
2016-10-10 15:05:05 +02:00
54dad5c49f OpenGL render: Fix missing file output after pressing Esc
Apparently, the whole G.is_break is not used by OpenGL render, meaning
this flag will not be clear before running the operator. This was
causing missing file output after pressing Esc once for the rest of
Blender session.
2016-10-10 12:51:01 +02:00
109192b360 OpenGL: remove GLSL support query (it's always supported) 2016-10-10 01:28:30 -04:00
ba5e2270f9 remove call to GLSL support query (it's always supported)
Reworked logic in the one place that still called this. Deleted the "GLSL not supported" fallback.

(equivalent to rB78abbdf26451 on blender2.8 branch)
2016-10-10 01:28:02 -04:00
1fad269d07 Fix T49609: Point density textures: vertex colors are not properly averaged in BI
Nice to have in 2.78a, though not a regression.
2016-10-09 13:17:09 +02:00
c275870673 Ammend to rB00dc0666b3fe: forgot to fix boid->ground of first particle.
This code is confusing, such dirty details should not sneak out of
particles' own private code. :(
2016-10-08 19:13:50 +02:00
00dc0666b3 Fix T49608: runtime-only particle's boid->ground Object pointer was left dangling to invalid value in read code... 2016-10-08 15:20:43 +02:00
74e0f900c5 Fix a few compile errors with C++11 on macOS. 2016-10-08 15:03:53 +02:00
0fe7446a30 BLI_task: fix case were some pool could work in more threads than allowed.
We were checking for number of tasks from given pool already active, and
then atomically increasing it if allowed - this is not correct, number
could be increased by another thread between check and atomic op!

Atomic primitives are nice, but you must be very careful with *how* you
use them... Now we atomically increase counter, check result, and if we
end up over max value, abort and decrease counter again.

Spotted by Sergey, thanks!
2016-10-08 14:51:33 +02:00
0a2a006775 Collision: skip expensive BVH update if the collider doesn't move.
Since the collision modifier cannot be disabled, it causes a constant
hit on the viewport animation playback FPS. Most of this overhead can
be automatically removed in the case when the collider is static.

The updates are only skipped when the collider was stationary during
the preceding update as well, so the state is stored in a field.
Knowing that the collider is static can also be used to disable similar
BVH updates for substeps in the actual cloth simulation code.

Differential Revision: https://developer.blender.org/D2277
2016-10-07 21:47:00 +03:00
8e586c594f OpenGL render: Limit number of scheduled frames for write
Previously if the rendering is much faster than saving (for example,
when transcoding stuff via VSE) it was possible to have 100s of frames
in memory.

This isn't ideal because of limited amount of RAM, so need to have
some sort of limit. This is exactly what is implemented in this commit.
2016-10-07 17:46:13 +02:00
ae2471b850 OpenGL render: Fix non-deterministic order of frame writes for movies
By the design of task scheduler it was possible that tasks from somewhere
in the middle of scheduled list will be handled first.

For example, one thread might be iterating over the scheduled list and
ignore tasks because there is other thread is working on task from the
same pool. However, if that other thread finishes task before iteration
is over current thread will pick up task from somewhere in in the middle
of the list.

This isn't a problem in general case, but for movie rendering we do need
to have strict order of frames.
2016-10-07 17:12:27 +02:00
09b9e462b9 OpenGL: Don't write frames when rendering was canceled 2016-10-07 16:51:19 +02:00
c67a8acc72 Cleanup: Use more clear name for where allocation is coming from 2016-10-07 16:06:24 +02:00
33297db9de OpenGL: Do not schedule new frames for write if error happens
Also do not attempt to write any already scheduled frames.
2016-10-07 16:05:51 +02:00
90f5e61b72 Proxied → Proxified 2016-10-07 13:33:43 +02:00
1cdc54dc7d Re-establish link to proxies when they are made local after appending.
This allows appending of an entire scene from another blend file into
this one, even when that blend file contains proxified armatures.

Since the proxified object needs to be linked (not local), this will
only work when the "Localize all" checkbox is disabled. The appended
proxy object should also not be referenced from anything in a library
(for example in a constraint). Referencing it from the appended data
should be fine.

Fixes T49495.
2016-10-07 13:08:50 +02:00
0f88a3546c Datablock management: remove 'proxy_from' pointer from 'is ID used' checks.
Pretty much same reason as for the 'from' pointer of shapekeys - runtime
data creating loops and 'ghost' dependencies between datablocks.

We need to handle them in cases like remapping, but whall not take them
into account to check dependencies between datablocks... :/
2016-10-07 10:20:40 +02:00
e7981a3e93 Fix T49595: bpy - negative skin_vertices radius crashes Blender
This is unsigned value (negative radius does not have much sense anyway!).
2016-10-07 10:19:22 +02:00
Julian Eisel
ec6b593072 Fix wrong separator line width after drawing vec icon
Was visible in Dynamic Context Menu add-on.
2016-10-06 22:45:12 +02:00