Commit Graph

1613 Commits

Author SHA1 Message Date
643d709d14 Merging r58073 through r58111 from trunk into soc-2013-depsgraph_mt 2013-07-09 08:44:06 +00:00
b2b6d56443 move keymap ui into modules, its not loaded on startup anymore. 2013-07-08 22:57:51 +00:00
8097e9d235 Merging r57989 through r58072 from trunk into soc-2013-depsgraph_mt 2013-07-08 11:29:08 +00:00
8a388a7bef fix [#36043] Missing Tooltip for Excluded Paths field of Auto Run Python Scripts in User Preferences -> File
also select more/less were flipped for mesh menu compared to everywhere else.
2013-07-08 07:40:32 +00:00
2c87b88180 re-arrange space_userpref_keymap, no need to use a subclass here, just import the module and call draw_keymaps().
- making this change now because some addons developers are interested in showing keymap UI in their addons prefs and using the class involved making a fake class instance which isnt needed.
2013-07-08 07:25:33 +00:00
1268eda19b Fix #35994: shape key mirror without topology did not properly work after
doing mirror with topology.
2013-07-04 11:37:32 +00:00
5f8d67b055 Merging r57962 through r57988 from trunk into soc-2013-depsgraph_mt 2013-07-04 09:23:21 +00:00
75aed60ed8 remove checks for active object in the weight panel, this is incorrect for weight transfer and we better rely on operators poll functions. 2013-07-03 21:07:41 +00:00
bce00b605c Weight Paint: Enable Transfer Weights tool for Obejcts with no Vertex Groups 2013-07-03 15:57:30 +00:00
311d4e15ec Merging r57897 through r57924 from trunk into soc-2013-depsgraph_mt 2013-07-02 06:40:05 +00:00
b96aa8800e bump up openmp limit for release,
also remove 'Vertex ' prefix for items in the vertex menu.
2013-07-02 04:34:39 +00:00
4f3f95751a Bugfix [#35936] Can't create new vertex group when using Ctrl G menu
This was caused by r.57812

There were two problems here:
  1) vertex_group_vert_select_unlocked_poll()  had faulty logic which meant that
it always failed when there were no vgroups present yet - the final return
always just fell through
  2) Since the "Assign to New Groups" option was actually implemented using the
same operator as "Assign to Active Group" (just with an extra parameter set), if
the active group was locked, it was not possible to "Assign to New Group" (even
though a new group would not be locked).
2013-07-01 13:02:53 +00:00
16efede680 Merging r57816 through r57896 from trunk into soc-2013-depsgraph_mt 2013-07-01 09:07:21 +00:00
77e0709e48 Fix #35551: the topology mirror setting affected shape key and vertex group but
this was confusing as there was no setting visible for it. Now these menus
contain an entry to mirror without and with topology mirror.
2013-06-28 17:13:09 +00:00
e5ff9cced4 weight Paint: moved Auto Normalize and Multipaint options below Blend selector 2013-06-28 17:10:25 +00:00
ee85587a43 Blender 2.68 Release maintenance:
* Update readme and release-log links to 2.68.
2013-06-27 11:30:53 +00:00
f7216eda79 Merging r57729 through r57815 from trunk into soc-2013-depsgraph_mt 2013-06-27 09:07:19 +00:00
3ff36f928c 3d text tool - 'insert lorem' was crashing, also add this to the text menu. 2013-06-27 04:18:01 +00:00
2085a42e52 pep8 cleanup 2013-06-27 03:05:19 +00:00
47cfdc4494 Fixed operator call (due to renamed operator parameter) 2013-06-25 22:58:45 +00:00
c4e88dd908 Experimental feature to lock the interface while rendering
Added function called WM_set_locked_interface which does
two things:

- Prevents event queue from being handled, so no operators
  or values are even possible to run or change. This prevents
  any kind of "destructive" action performed from user while
  rendering.

- Locks interface refresh for regions which does have lock
  set to truth in their template. Currently it's just a 3D
  viewport, but in the future more regions could be considered
  unsafe, or we could want to lock different parts of
  interface when doing different jobs.

  This is needed because 3D viewport could be using or changing
  the same data as renderer currently uses, leading to threading
  conflict.

Notifiers are still allowed to handle, so render progress is
seen on the screen, but would need to doublecheck on this, in
terms some notifiers could be changing the data.

For now interface locking happens for render job only in case
"Lock Interface" checkbox is enabled.

Currently this option would only make rendering thread-safe, but
in the future more benefits are possible to gain from it. Namely,
if we'll make renderer using it's own graph, this option would
allow to free memory used by 3D viewport graph, which would help
keeping memory usage low (or even would allow renderer not to
copy anything in this case).

Initially thought this change will also allow to free DMs used
by viewport, but we couldn't actually do this. This is because
of modifiers which uses other objects (like boolean), They're
in fact using viewport DM. This is bad because of few reasons.

We currently need to have viewport DM when rendering.
And for sure even in background render viewport DMs are being
calculated. This sounds like 2x computing is needed: one is for
viewport DM and one is for RenderDM.

If we'll have local graphs, we'll be able to compute RenderDMs
only and store them in graph. This would require a bit more of
the memory, but would solve current issues with viewport DM
used for modifiers operands while rendering and it should give
quite noticeable speedup.

Other tools like backing would also benefit of this option,
but rather get approval of current way of locking first.
2013-06-25 09:04:42 +00:00
23c053748d add missing notifiers for mask tools, some wouldn't refresh the compositor. 2013-06-23 15:48:00 +00:00
219f3ea85d mask menus were missing from the image editor. 2013-06-23 15:12:26 +00:00
c6adbe794e comment the icon file from the theme buttons since its not working. 2013-06-22 18:08:58 +00:00
c721d82f25 move sort from vert/edge/face into mesh menu only (sorting isn't such a common operation).
correct own recently added assert.
2013-06-20 19:09:18 +00:00
2dc88ca338 support proportional editing with x-mirror enabled. 2013-06-20 18:19:42 +00:00
c00b408052 Snap to Symmetry (editmesh tool)
Update from a script I had in 2.4x, useful if you have mesh data which is _almost_ symmetrical,
there was no good way to automatically make the minor adjustments to make the mesh fully symmetrical.

Options for...
- symmetry-axis.
- blending between the +/- side.
- center mid verts.

Access from Mesh menu.
2013-06-19 21:35:06 +00:00
881dbac5d9 This commit tackles the "context" buttons in Properties header, which were still using "ugly" old UI code.
It removes buttons_header.c file, adds a (small) space_properties.py one, with a PROPERTIES_HT_header class, which simply uses the RNA enum to draw the context buttons.
It also fixes that enum, btw, it always featured all contexts, which means you could (try to!) set through RNA invalid contexts...

Thanks to brecht and dingto for the reviews.
2013-06-19 19:37:17 +00:00
447e9a4cd5 add option to enable auto-execute scripts, but exclude certain directories. 2013-06-18 18:11:52 +00:00
b0872918ea fix [#35771] "Specials" ->"Size Y" doesn't work for Cycles area lamp 2013-06-18 06:23:30 +00:00
e044891d78 Fix #35774 Confusing Text in Texture Paint Panel
A simple copy-paste error.
2013-06-16 14:54:14 +00:00
bac418b691 show dissolve edge/vert/face in the delete menu, irrespective of the current mode. 2013-06-15 13:33:28 +00:00
d958144b65 Removed the Material Boundary option from the edge detection options in
the Parameter Editor mode.  The Material Boundary toggle button takes
effect only in the Python Scripting mode.  Instead the Parameter Editor
mode automatically determines which edge types need to be computed on the
basis of user-specified line selection criteria in terms of edge types.

Problem report from Light BWK through personal communications, thanks!
2013-06-13 11:10:18 +00:00
fa51f02be3 minor changes to the script auto-execution based on Brecht's suggestions. 2013-06-12 00:10:56 +00:00
6322f01783 Cycles lamp specials menu now includes separate X/Y size for area lamps
and strength (for the basic default node setup, this can't work with with
arbitrary nodes).
2013-06-10 19:01:40 +00:00
6f2e36f4ee Bugfix [#35643] Animated textures are invisible in Graph Editor if it is not
linked via material

Textures linked to modifiers are now shown in the AnimEditor channel hierarchy
under object level now (i.e. on same level as ob-data, shapekeys, and object's
action). This makes it possible to edit such animation data without having to
ensure that these textures are also linked to the object's material so that they
will appear.

As a side-effect of how this is implemented, if playback is slower on scenes
following this commit, disable the "modifier" filter under the filtering
settings in the relevant animation editor header. In particular, it may be
beneficial to disable this when you've got scenes with meshes that have many
modifiers (but none of these have any linked data with settings which can be
animated), as Blender will still try to go through all those modifiers checking
for anything to show.
2013-06-10 04:39:05 +00:00
0d699fb46a minor edit to previous commit, only show option to reload the file if its been saved. 2013-06-10 02:05:38 +00:00
412c043474 Python script auto-execution changes:
- script execution is off by default

- if a blend file attempts to execute a script
  this shows a message in the header with the action
  that was suppressed (script/driver/game-autostart) and 2 buttons to either reload the file trusted, or to ignore the message.

- the file selector will always default to use the trust setting in the user preferences,
  but reloading an open file will keep using the current setting (whatever was set before or set on the command-line).

- added SCons setting WITH_BF_PYTHON_SECURITY, this sets the default state for the user prefereces not to trust blend files on load.
  ... this option was in CMake before, but always off, now its enabled by default for SCons and CMake, and forced on in CMake for now.
2013-06-10 00:42:16 +00:00
d314600cd2 UI / Freestyle:
* Properties, which depend on an enum should be hidden, not greyed out.
2013-06-08 17:10:17 +00:00
e21db5cd23 UI / Modifiers:
* Skin modifier also wasted quite some space, use dual column layout now.
2013-06-08 16:53:14 +00:00
fe326a8140 UI / Modifiers:
* VERTEX_WEIGHT modifiers had quite a messy UI, improved the grouping of options a bit, so it is easier to scan through.
* Do not use abbreviations like "Rem" or "Dist" in the UI...

* Also small change for BEVEL modifier UI for more efficient space usage.
2013-06-08 16:06:39 +00:00
94e886943b add support for storing text styles in themes.
also reset text styles when resetting to the default theme.
2013-06-07 00:27:21 +00:00
df32165002 code cleanup: use more standard names for userpref ui functions was using context for style vars. 2013-06-06 20:36:28 +00:00
5c0ca6e4bc Fix #35644: lamp specials menu still showed blender internal energy and falloff
distance when cycles was selected as renderer.
2013-06-06 11:18:39 +00:00
5f0731dc8d add option to remove all shape keys at once (access from shape key menu on panel).
Without this there was no easy way to get a WYSIWYG copy of a mesh that had shape keys,
since removing them would adjust the mesh.
2013-06-05 06:34:18 +00:00
6d9fcdf983 Added 'clear active group' to object data properties -> Vertex Groups -> pulldown menu 2013-06-04 22:30:41 +00:00
48fd740096 edit-mesh improvements to select shortest path
- Ctrl+RMB only worked for edges & faces
- Menu item 'Select Shortest Path' only worked for vertices.

Now Ctrl+RMB works for vertices and the menu item works for verts/edges/faces (depending on the current selection).
2013-06-04 01:23:51 +00:00
790e9d9fa0 fix [#35311] Planar Decimate / Limited Dissolve fails to merge some adjacent faces
optionally limit by face flipping, also added support to delimit by material and edge crease.
2013-06-03 05:07:16 +00:00
5506ab080d add vertex slide to mesh edit toolbar. also expose merge as a menu (rather then button causing popup) 2013-06-02 17:32:45 +00:00
a8c55a612b remove duplicate operator,
select-split and unlink-selection did the same thing,
keep select split since it fits closer to mesh editmode and single key access (Ykey).
2013-06-02 00:29:30 +00:00