Commit Graph

394 Commits

Author SHA1 Message Date
37cd3368da Minor: Other UI strings typos and tweaks. Also updated french po & mo 2011-09-24 09:57:47 +00:00
38132d68d6 fix script error and quiet warnings about "." description ending. 2011-09-23 13:31:48 +00:00
a13f94865a svn merge ^/trunk/blender -r40371:40372 2011-09-23 05:59:37 +00:00
7126a4699e svn merge ^/trunk/blender -r40367:40368 --- raddish weight paint merge 2011-09-22 16:09:27 +00:00
14475d07cd svn merge -r40295:40367 ^/trunk/blender 2011-09-21 17:15:54 +00:00
Dalai Felinto
b263aefb0e TexFace to Material Settings big patch
Summary:
========
The idea here is to move the texface options into the material panel.
For images with the change please visit:
http://code.blender.org/index.php/2011/09/bge-material-texface-changes

1 - Some of the legacy problems 2.49 and 2.5x has with the texface system:
==========================================================================
1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can
select a face to be more than one mode.
1.2) Sort only works for blend Alpha yet it's an option regardless of the
Transparency Blend you pick.
1.3) Shared doesn't affect anything in BGE.
1.4) ObColor only works for Text objects (old bitmap texts) when using Texture
Face Materials. (not address yet, I so far ignored obcolor)

2 - Notes:
============
2.1) Now "Use Face Textures" in material Option panel will work in Multitexture
even if there is no texture channel.

2.2) In FaceTexture mode it will use TexFace all the time, even if you don't
check the "Use Texture Face" option in the UI. It's a matter of decision, since
the code for either way is there. I decided by the solution that makes the
creation of a material fast - in this mode the user doesn't need to mess with
textures or this "Use Texture Face" option at all. I'm not strong in my opinion
here. But I think if we don't have this then what is the point of the Texture
Face mode?

2.3) I kept references for tface only when we need the image, UV or the tiling
setting. It should help later when/if we split the Image and UV layers from the
tface struct  (Campbell and Brecht proposal).

3 - Changes in a Nutshell:
==========================
3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set.

3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …).

3.3) New options in the Material Panel
* Shadeless option in the Material panel is now supported for all three Shading modes.
* Physics is now toggleable, this is the old Collision option.
* Two Side (on) is now called Back Culling (off).
* Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid).
* Shadow, Billboard and Halo are grouped in the “Face Orientation” property.
* "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually).
* The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties.

4 - Acknowledgment:
==================
Mike Pan for the design discussions, and testing along the whole development process.
Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that.
Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems).
Blender artists that gave feedback and helped testing the patch.

Patch review and original documentation can be found here:
http://wiki.blender.org/index.php/User:Dfelinto/TexFace
http://codereview.appspot.com/4289041/
2011-09-19 19:55:59 +00:00
2cbf475fb2 Merged 40338-40364 2011-09-19 15:36:30 +00:00
1794767171 /blender/makesrna: Removed final points in UI strings and messages.
Plus a few splits of very long lines…
2011-09-19 13:23:58 +00:00
73863a1da5 Split do_weight_paint_vertex() to isolate the simple case.
Added a tool-tip to the "fix deforms" op.

Removed code markers:
"Radish"
2011-09-18 17:10:28 +00:00
a9c99f58f4 Changed the branch code markers to say "Radish" in response to a review.
They weren't & aren't meant to show ownership, they just help me navigate my related code.
2011-09-18 03:49:00 +00:00
96ada15d79 svn merge -r40197:40311 ^/trunk/blender 2011-09-18 02:35:26 +00:00
1ff373ef5b svn merge -r40166:40279 ^/trunk/blender 2011-09-17 04:59:14 +00:00
0d355a8a2c replace BLI_strncpy with BLI_strncpy_utf8 where input isnt ensured to be valid.
also replace strcpy's which copy using "" with str[0]='\0'
2011-09-15 12:26:48 +00:00
a31869f267 some picky rna/variable renaming:
Mesh.wp_vert_sel --> use_paint_mask_vertex
2011-09-14 08:45:12 +00:00
b62b9f16b8 ability to create polygons and loops from python (low level mesh creation access, not nice api but functional).
updated:
  mesh.from_pydata(vert, edge, polys)
... so it can take polygons rather then faces, this is much better suited for scripter access.
2011-09-01 09:11:00 +00:00
4593e2e410 rna polygon access to loop vertex indicies. 2011-08-31 11:21:54 +00:00
03d9428141 initial support for rna wrapping polygons, no loop support though. 2011-08-31 05:13:21 +00:00
ff7bde2a2f brought back some unused variables removed from previous commit, commented out, in case need their values later 2011-08-28 21:20:10 +00:00
9749a68f20 fix crash when exporting .obj and no materials; added rna access 'append' for material so import obj script doesn't fail 2011-08-26 14:36:30 +00:00
fe98769877 Cleaned up unused variables 2011-08-25 16:47:47 +00:00
5f75407e22 change TODO -> BMESH_TODO if only on bmesh branch 2011-08-07 12:45:55 +00:00
566d936179 'Fix Deforms' op added to weight paint tools to smooth (remove/reduce) spiking caused by bones by altering vgroup weights
--it's still really simplistic (and slow!) so don't try fixing an entire mesh! xD
Also, don't use it on a mesh with a mirror modifier yet, just noticed that it does both vertices instead of one.

Minor UI text update for Vertex Masking
2011-07-29 17:36:49 +00:00
2dc6b8f835 svn merge -r37700:37800 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-07-25 14:34:36 +00:00
fb3783bd13 Added vertex masking support for the weight paint vgroup functions including:
Normalize, Normalize All, Invert, Clean, and Levels.

Face mask and vertex select/mask are now mutually exclusive options.

Went ahead and allowed vertex selection support and masking for vertex paint.
2011-07-20 15:56:35 +00:00
2cf7f61918 Made a vertex selection keymap for weight paint so that the
'A' key could override pose mode's select all (like face mask)
Minor note, changed the icon to the vertex selection icon, but it still doesn't force face mask to turn off.

Clipping is still not functional in wp.
And I'll need to hear how the backbuffer select is supposed to work for lasso select since the selection is arbitrary.
2011-07-13 20:45:09 +00:00
9a808e7b8c Lots of incomplete changes:
Weight Paint Vertex Select tweaked to act like edit mode's select and Circle select was added, but clipping is not working properly for either.

Select all was added too, but to the Q key until I look into overriding A's select all bones.

The select vertices checkbox was moved to the header, but it does not force face select mask to turn off yet--and it doesn't have the correct icon.

There will definitely be an update tomorrow to fix the problems with all or most of the issues.
2011-07-12 19:06:06 +00:00
4fa0fcf24f Bringing back statistics draw options:
----------------------------------------------
Based on a patch from howardt, this commit brings
back drawing:

-Edge length
-Face edge angles

and 

-Face area

for the 3d view.
2011-06-24 00:55:14 +00:00
53bf66a579 checks in rna range functions that the max value cant be less than the min.
also fix for invalid rage for FILE_OT_filenum.
2011-06-23 06:13:21 +00:00
7276a940b4 =bmesh= fixed vcol renaming 2011-06-14 23:52:08 +00:00
f122a74b1e svn merge -r37078:37335 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-06-09 15:20:29 +00:00
09e96f6b56 RNA properties - expose values as radians rather then degrees
- sequencer wipe angle
- mesh autosmooth
- bevel modifier angle
- edge split angle
2011-06-09 08:58:27 +00:00
348f947d80 tag unused rna args. 2011-05-31 02:14:25 +00:00
4514be8f4f svn merge -r36672:36725 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-05-17 07:03:12 +00:00
7459133648 Patch [#27344] 300+ New/changed tooltips by Davis Sorenson (dsavi). Thanks a lot!
Reviewed by Tom Musgrove and myself. 

From the patch description:
ValterVB on #blendercoders submitted a long list of missing tooltips in Blender, and I went through the list and added all I knew. After that I crowdsourced the rest by putting a spreadsheet on Google docs and having people fill in the missing ones that I didn't know. So if there's some weird tooltip in there that doesn't make sense, that's why.

Thanks to Wolter, spacetug and others on BlenderArtists for contributing tooltips.
2011-05-15 17:59:48 +00:00
33bfcb26b8 manually copy more changes from trunk. 2011-05-12 09:02:39 +00:00
521d824371 =bmesh=
1. Removed pinning, at least until after trunk
reintegration (it's a usefull feature, but
incomplete).

2. Ripped out the subclassing code I originally
wrote so bmesh would be more usable for modifiers 
(I ended up improving CDDM instead).

3. Inlined some of the macros in bmesh.h, still need to
do the macros in bmesh_operator_api.h.

4. Removed the BMESH_ITER_*** macros (except for BMESH_ITER_INDEX).
   They were too clunkly to be worth it.
2011-05-12 01:55:08 +00:00
5a2a3d7d82 more syncing with trunk, also cleared many warnings with gcc4.6 2011-05-09 04:06:48 +00:00
c98148a963 =bmesh= merge from trunk at r36153 2011-04-15 01:19:13 +00:00
9a997093d7 scon fixes 2011-03-26 00:28:10 +00:00
b8f96b191b "Fix" #26445: edit mode vertex distortion
Discussed with Campbell, it's not actually bug and it's more about limitation
of topology mirror. It will work properly when both sides of mesh have matching
unique topology.
Added note to tooltip, so now unpredictable behaviour shouldn't confuse users
so much.
Also gray out "Topology mirror" when "X Mirror" is disabled.
2011-03-15 09:04:26 +00:00
Nathan Letwory
a47ca06502 doxygen: blender/makesrna tagged. 2011-02-27 20:20:01 +00:00
f01261d040 merge with/from trunk at r35190 2011-02-27 06:19:40 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
5270280a65 Bullet-proofing mesh vertex group RNA wrapping, after double checking
on whether vertexgroup weight animation worked
2011-01-26 22:31:14 +00:00
8227b3d463 remove/comment unused vars
also removed unnecessary NULL checks (where the pointer was used later without checking).
2011-01-13 04:53:55 +00:00
c603fa9f7d revert own recent fix for collection length, this is incorrect, the bug needs to be fixed elsewhere. 2011-01-11 14:39:14 +00:00
5bcee8cd0a remove misc unused vars and correct theme name for face angles. 2011-01-11 07:40:31 +00:00
35e68e9785 - bpy.data.lamps.new() now takes a type argument since lamp type also sets class type this avoids needing to use ugly lamp.type_recast() after changing type.
- default vertex color layer name was UTTex when added from python.
2011-01-11 02:30:01 +00:00
dd69f1968e rna collection sizes for face data layers were invalid.
This meant python could do...
  mesh.uv_textures[0] 
...on a mesh with 1 vertex color layer instead.
2011-01-10 17:46:34 +00:00
ede0d85522 comment/remove various unused vars,
also make rna function for new images require width and hight args.
2011-01-10 03:58:07 +00:00