Commit Graph

1066 Commits

Author SHA1 Message Date
66a2b84897 Merged changes in the trunk up to revision 54992.
Resolved conflicts:
release/scripts/startup/bl_ui/space_view3d.py
2013-03-03 15:07:49 +00:00
39b9d925ee Renamed FreestyleLineSet.use to .show_render.
Based on review comment from Campbell.
2013-03-02 23:30:23 +00:00
08f737c3b9 Fix #34390: quicktime video codec menu showing blank. It's a small miracle
that this code worked at all at some point.
2013-02-28 15:33:29 +00:00
5be99abb85 Some minor UI messages fixes. 2013-02-25 19:16:04 +00:00
d120ec146d Merged changes in the trunk up to revision 54802. 2013-02-24 03:39:20 +00:00
b00c3b801b new weight paint draw option to display unweighted vertices with the option to check on the active group or all groups.
notes:
- vertices with zero weights are considered the same as vertices outside of a group.
- currently these show black but this can be made a theme color.
- multi-paint overrides this option (noted in description)
2013-02-22 04:09:04 +00:00
20220d47e3 Dependency Graph: some refactoring which should have no user visible impact
besides performance in some cases.

* DAG_scene_sort is now removed and replaced by DAG_relations_tag_update in
  most cases. This will clear the dependency graph, and only rebuild it right
  before it's needed again when the scene is re-evaluated.

  This is done because DAG_scene_sort is slow when called many times from
  python operators. Further the scene argument is not needed because most
  operations can potentially affect more than the current scene.

* DAG_scene_relations_update will now rebuild the dependency graph if it's not
  there yet, and DAG_scene_relations_rebuild will force a rebuild for the rare
  cases that need it.

* Remove various places where ob->recalc was set manually. This should go
  through DAG_id_tag_update() in nearly all cases instead since this is now
  a fast operation. Also removed DAG_ids_flush_update that goes along with
  such manual tagging of ob->recalc.
2013-02-21 19:33:04 +00:00
ebc456fbb5 Increase maximum render resolution from 10000 to 65536. 2013-02-21 18:07:56 +00:00
127c2bbf86 Code cleanup:
* Remove some old RNA code for physics engines other than Bullet.
2013-02-21 17:52:07 +00:00
92436c94d3 Merged changes in the trunk up to revision 54594. 2013-02-16 18:38:03 +00:00
d9cc542728 Adding a missing end paren to the Use Material Caching tooltip. 2013-02-16 06:08:07 +00:00
86793fec42 fix [#34198] Scene unit size and dyntopo detail size
there were 2 bugs here.
- int buttons scaling values on input but not on display.
- pixel distances were using PROP_DISTANCE subtype - which isn't correct.

added assert incase PROP_INT values have PROP_DISTANCE subtype applied in future.
2013-02-12 05:09:35 +00:00
ac9ec06ec1 Merged changes in the trunk up to revision 54421.
Conflicts resolved:
release/datafiles/startup.blend
release/scripts/startup/bl_ui/properties_render.py
source/blender/SConscript
source/blender/blenloader/intern/readfile.c
2013-02-10 10:17:59 +00:00
4c3d5a4294 add RNA_define_animate_sdna() so animation can be easily disabled when defining many properties - currently use to disable animating brushes and toolsettings. 2013-02-05 14:25:22 +00:00
2cfe44cc94 Bug fix #34090
Animation of render output size is not supported, not for render borders either.
This commit makes the border rna properties disable animation support.
2013-02-03 10:26:51 +00:00
7834f72282 More UI messages tweaks and fixes. Please do not use points inside tooltips, unless they are absolutely mandatory (they are ugly, as we do not have final points!). 2013-01-29 08:01:50 +00:00
fe26492538 Merged changes in the trunk up to revision 54171. 2013-01-29 03:42:19 +00:00
cf9e619889 Skeleton Sketching bugfixes/tweaks
* Disabling Skeleton Sketching now refreshes the view properly, so that strokes
don't linger on even after being disabled
* Added the delete operator to the panel
2013-01-29 03:04:24 +00:00
d6b166d1a1 Bugfix [#34012] Skeleton Sketching settings unclear
Although the bug report here wasn't exactly clear about what exactly was wrong,
it soon became apparent that the UI stuff here was in need of some love.

Changes:
* Ported over missing tooltips from 2.49 (i.e. most of them)
* Fixed a few incorrect tooltips (mostly the subdivision length settings)
* Made the autonaming and number/side settings slightly clearer - number/side
are used to replace placeholders in the names of template bones (&N and &S
respectively) when autonaming is disabled. When it is enabled, these values are
determined automatically.
2013-01-29 02:00:33 +00:00
Dalai Felinto
0976a780eb BGE UI: removing "use_occlusion_culling" from the ui
(and marking rna as deprecated)

I talked with Benoit Bolsee and Mitchell Stokes and they both agreed that
the feature should be removed.

In case someone was actually using it the rna is still available. But next
release we remove both the rna, the DNA and the flag in the code.

I did a simple benchmark with tons of cubes, and the DBVT culling (use_occlusion_culling=True)
always perform better than when it's off. Even when no occluder objects are in the scene.
2013-01-27 19:57:47 +00:00
Dalai Felinto
236bc27484 Operators name "cleanup"
The operator names all show up in the Search button. As such is nicer if they
can all have the main words capitalized.

e.g. "Snap strips" should be "Snap Strips"
     "Copy to clipboard" should be "Copy to Clipboard"

This was done with a mix of bash tools, regex, and manual work because I'm too rushed into regex :)

+ fix bge stereo eye separation tooltip
2013-01-27 07:23:58 +00:00
556912792a Merged changes in the trunk up to revision 54110.
Conflicts resolved:
source/blender/blenfont/SConscript
source/blender/blenkernel/intern/subsurf_ccg.c
source/blender/makesdna/intern/makesdna.c
source/blender/makesrna/intern/rna_scene.c
2013-01-26 23:49:13 +00:00
c84383301c Fix [#34005] blender will close immediately in debug mode on deleting objects
Was silly mistake from rigidbody merge, base was used after it's been
freed.

Now don't free base in BKE_scene_base_remove() and rename it to
BKE_scene_base_unlink().
2013-01-26 17:38:45 +00:00
27601aaf01 rigidbody: Add DNA/RNA/BKE infrastructure for the rigid body sim
This is just the basic structure, the simulation isn't hooked up yet.

Scenes get a pointer to a rigid body world that holds rigid body objects.
Objects get a pointer to a rigdid body object.

Both rigid body world and objects aren't used directly in the simulation
and only hold information to create the actual physics objects.

Physics objects are created when rigid body objects are validated.
In order to keep blender and bullet objects in sync care has to be taken
to either call appropriate set functions or flag objects for validation.

Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23 05:56:22 +00:00
3406bafc59 comments for RNA_def_property_ui_range() and clamp some out-of-range values. 2013-01-22 11:23:05 +00:00
043e1536e5 add rna paths to toolsettings and its substructs, useful for python scripting. 2013-01-22 03:11:11 +00:00
94ae0232b0 Merged changes in the trunk up to revision 53729.
Conflicts resolved:
release/datafiles/startup.blend
source/blender/blenloader/intern/readfile.c
2013-01-12 02:02:53 +00:00
4d7583b66f code cleanup: warnings, also add check in crash handler that a wmWindowManager is present. 2013-01-11 03:21:24 +00:00
feccbaabbd Merged changes in the trunk up to revision 53584.
Conflicts resolved:
release/scripts/startup/bl_ui/properties_render.py
source/blender/blenloader/intern/readfile.c
source/blender/editors/interface/interface_templates.c
source/blender/makesrna/RNA_enum_types.h

Also made additional code updates for:
r53355 UIList - Python-extendable list of UI items
r53460 Alpha premul pipeline cleanup
2013-01-05 22:24:05 +00:00
7139a08566 Some UI message fixes... 2013-01-02 16:56:36 +00:00
ec1681fae7 style cleanup 2013-01-02 01:49:07 +00:00
ab156fba3b rename image paint_image_2d to lowercase (as we have for view2d). 2013-01-02 01:36:36 +00:00
Alex Fraser
5e0e62f040 Patch [#29035] Vertex colour baking
There is a new option in the Bake panel to enable baking to vertex colors. Unlike regular baking, this mode does not require a UV map or image to bake to, however the object must have a vertex color layer.

Thanks to:
 - AutoCRC for funding
 - Brech van Lommel and Dalai Felinto for their initial advice on how to implement it
 - Campbell Barton for helping to make this feature work with modifiers and bmesh
2013-01-02 00:05:30 +00:00
f54b6eee45 More wrong "in degrees" busted out of tips! 2012-12-31 15:54:44 +00:00
08cea96ab0 Alpha premul pipeline cleanup
This assumptions are now made:
- Internally float buffers are always linear alpha-premul colors
- Readers should worry about delivering float buffers with that
  assumptions.
- There's an input image setting to say whether it's stored with
  straight/premul alpha on the disk.
- Byte buffers are now assumed have straight alpha, readers should
  deliver straight alpha.

Some implementation details:

- Removed scene's color unpremultiply setting, which was very
  much confusing and was wrong for default settings.
  Now all renderers assumes to deliver premultiplied alpha.

- IMB_buffer_byte_from_float will now linearize alpha when
  converting from buffer.

- Sequencer's effects were changed to assume bytes have got
  straight alpha. Most of effects will work with bytes still,
  however for glow it was more tricky to avoid data loss, so
  there's a commented out glow implementation which converts
  byte buffer to floats first, operates on floats and returns
  bytes back. It's slower and not sure if it should actually
  be used -- who're using glow on alpha anyway?

- Sequencer modifiers should also be working nice with straight
  bytes now.

- GLSL preview will predivide float textures to make nice shading,
  shading with byte textures worked nice (GLSL was assuming straight
  alpha).

- Blender Internal will set alpha=1 to the whole sky. The same
  happens in Cycles and there's no way to avoid this -- sky is
  neither straight nor premul and doesn't fit color pipeline well.

- Straight alpha mode for render result was also eliminated.

- Conversion to correct alpha need to be done before linearizing
  float buffer.

- TIFF will now load and save files with proper alpha mode setting
  in file meta data header.

- Remove Use Alpha from texture mapping and replaced with image
  datablock setting.

  Behaves much more predictable and clear from code point of view
  and solves possible regressions when non-premultiplied images were
  used as textures with ignoring alpha channel.
2012-12-31 13:52:13 +00:00
97c6a55c39 Fix #33706: issue in cycles motion blur rendering after hair commit, my fault
for not finding it in review.

Also removed the hard limits on motion blur shutter time, soft limits are still
the same but it can be useful to set things lower/higher in some cases.
2012-12-31 13:07:06 +00:00
857df8065f style cleanup 2012-12-28 14:19:05 +00:00
ec4fc2e132 Usual minor UI messages tweaks... 2012-12-24 17:40:47 +00:00
2fe36c0139 Separate image input and sequencer's color spaces in the UI
This two things were using the same DNA and RNA structures because
internally they're completely the same. However, that was confusing
from the interface point of view.

Now it should be much more clear what's going on there.
2012-12-24 15:51:27 +00:00
a1c9241797 BGE: "Fix" for issue [#33663] "Objects Share Materials / Textures When Grouped In SingleTexture / MultiTexture Mode" reported by Josiah Lane (solarlune).
This commit adds a UI option in the Render properties to enable the new material caching in the converter. This caching can cause problems with Singletexture and Multitexture materials when texface is being used to handle materials. By default this option is enabled and users with broken games have two options:

  1) Fix up their materials so they are properly using textures
  2) Disable the material caching and take a speed hit during conversion time

Regardless of the setting, caching is always enabled for GLSL materials.
2012-12-24 03:13:53 +00:00
851cb9b345 Added support of J2K codec for Jpeg2000 writing
This codec is absolutely needed to generate DCP using OpenDCP,
before that external application to convert JP2 to J2K was used
which slowed down export a lot.

New codec is exposed to image format settings panel and called
Codec. Default one is JP2 which creates files with .jp2 extension,
new one is called J2K which creates with .j2c extension.

Other changes:
- Fixed avi jpeg warning which was treating as error here.
- Made it so extension is detecting from ImageFormatData instead
  of image file type, which makes it possible to have different
  extension for the same file type depending on it's settings.

  IRIS format should still be changed (depending on number of
  channels it'll be .bw, .rgb or .rgba extension)

- Default image format settings would be set from image buffer
  when re-saving it. Makes it possible to easily open .j2c file
  and save it using J2K codec (without this change it'll save as
  .jp2 using JP2 codec)
2012-12-23 13:57:09 +00:00
40449b1994 Merged changes in the trunk up to revision 53280. 2012-12-23 00:23:11 +00:00
a462d69bbf Another big patch set by Bastien Montagne, thanks a lot!
* Made Freestyle optional (turned on by default).

* Fix for missing bpath.c updates in the previous merge of trunk changes.
2012-12-20 07:57:26 +00:00
3bc3e178b3 style cleanup 2012-12-20 00:29:31 +00:00
cdb6aad54c Multires baker: renamed Number of Rays to Samples after discussion with Brecht 2012-12-19 12:30:39 +00:00
bfde24a368 Fixing some messed up comments from r53146 and changing a C++ style comment in C code to a C style comment (from r53152). 2012-12-19 02:15:33 +00:00
d433cd65f7 Merged changes in the trunk up to revision 53146.
Conflicts resolved:
release/datafiles/startup.blend
source/blender/blenkernel/CMakeLists.txt
source/blender/blenlib/intern/bpath.c
source/blender/blenloader/intern/readfile.c
2012-12-19 01:49:58 +00:00
0ddc77f913 code cleanup: warnings 2012-12-19 01:48:54 +00:00
f10dea7e3b BGE: Removing the VBO raster_storage option from the UI. 2012-12-18 21:19:15 +00:00
ef0473994b BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include:
* Cleaning up the conversion code to avoid a per-face material conversion. Materials are now stored in buckets and only converted if a new material is found. This replaces some of Campbell's earlier work on the subject. His work wasn't as thorough, but it was much safer for a release.
  * Shaders are only compiled for LibLoaded materials once. Before they could be compiled twice, which could really slow things down.
  * Refactoring the rasterizer code to use a strategy design pattern to handle different geometry rendering methods such as immediate mode, vertex arrays and vertex buffer objects. VBOs are added, but they will be disabled in a following commit since they are still slower than vertex arrays with display lists. However, VBOs are still useful for mobile, so it's good to keep them around.
  * Better multi-uv support. The BGE should now be able to handle more than two UV layers, which should help it better match the viewport.
2012-12-18 20:56:25 +00:00