This patch creates an interface for selection mechanisms in opengl. This
makes it possible to switch between occlusion query based or select
rendermode based selection transparently.
This is really useful on graphics drivers that do not accelerate the
select rendermode path (some ATI cards are notorious for this, and the
new path is used by default there), since occlusion queries are always
hardware accelerated due to their use in games.
The option can be found under system - selection. Auto just enables
occlusion queries for ATI users while the rest of the options enforce
one of the two methods always.
There is just one known change, previous code enforced nearest bone to
always get selected, even when mouse selecting near the same position, I
couldn't replicate the behaviour though.
patch by me with edits and review by Campbell.
Thanks!
Yep, at last it's here!
There are a few minor issues remaining but development can go on in
master after discussion at blender institute.
For full list of features see:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting
Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
Issue here is that we force mirroring even if original armature is not
mirrored.
We could be smart and store only unselected mirrored bones here (since
those will get restored from transdata), however not all properties were
getting stored and restored; rolling bones still suffered from the bug
for instance.
To fix this we need to restore all properties that armature mirroring
overrides. Transdata obviously does not offer a lot of space here, so I
used TransInfo->customdata to store an array of initial parameters of
the mirrored bones.
Handle vectors for the initial location were only stored when the handles are actually
selected for transform. When only the master vertex is moved this can still affect
the handles though, since they are constraint to one side of the master vertex.
Now the handle data is stored regardless of whether handles are included in the transform,
so on cancel their location is reset correctly as well.
Turned out there was still quite a few cases were indices were set dirty,
but elem_index_dirty was not tagged accordingly (mostly for BM_LOOP,
but a few others as well). So probably this crash was not the only one
hidden here.
Hopefully all possible cases were catched this time!
Sculpt mode drawing fails after deleting a subsurf modifier
in sculpt mode and undoing.
This was quite difficult to spot. Main cause was that mesh data was not
synchronized properly between undo and sculpt code because we generated
a pbvh on derivedmesh invalidation without really refreshing the rest of
the data. This could result in undo and drawing operating on different
data.
To solve this and avoid bad level calls I had to move quite some code
around. Crazyspace is now moved to blenkernel, as did some sculpt calls
that make sure sculpt data are properly refreshed.
Since autosnap was being applied during the flushing step for various practical reasons,
it wasn't possible to restore keyframes and handles to their original values, as these
would always get overwritten before getting a chance to be written back to the keyframes.
This commit cleans up and fixes some problems related to how the auto-snapping
behaviour in the animation editors works, resolving the issues mentioned in T39819.
1) "Nearest Frame" no longer snaps to the nearest second when time is displayed in seconds.
Instead, there is now also a "Nearest Second" option, so that either can be used
as needed instead of only when a certain time display is used.
2) A similar change has been made for "Time Step" - This is now "Frame Step" and "Second Step"
respectively.
Notes:
* Removed the unneeded getAnimEdit_DrawTime()
* Time Step/Frame Step don't work for Graph Editor yet (and seem to not have worked at all)
* NLA Editor also seems to be showing some weirdness now. Will be checked on.
* Cancelling nearest-second snapping doesn't work nicely, due to another bug with GraphEdit transforms.
This reverts commit 6cc5bdc99e.
Revent this for 2.70a, it changes behavior too much without allowing
keyframe handles to be scaled some alternative way.
Summary:
The title actually says it all, it's just possible to
have independent free handles for mask splines. Also
it's now possible to have aligned handles displayed
as independent handles.
Required changes in quite a few places, but they're
rather straightforward.
From user perspective there's one really visible change
which is removed Handle Type menu from the panel. With
asymmetric handles it's not clear which handle type to
display there. So now the only way to change handle type
is via V-key menu.
Rewrote normal evaluation function to make it deal
with new type of handles we support. Now it works in
the following way:
- Offset the original spline by maximal weight
- Calculate vector between corresponding U positions
on offset and original spline
- Normalize this vector.
Seems to be giving more adequate results and doesn't
tend to self-intersect as much as old behavior used to,
There're still some changes which needed to be done, but
which are planned for further patch:
- Support colors and handle size via themes.
- Make handles color-coded, just the same as done for
regular bezier splines in 3D viewport.
Additional changes to make roto workflow even better:
- Use circles to draw handles
- Support AA for handles
- Change click-create-drag to change curvature of the
spline instead of adjusting point position.
Reviewers: campbellbarton
CC: sebastian_k, hype, cronk
Differential Revision: http://developer.blender.org/D121
Transform operators for nodes were not taking parent nodes (frames) into
account. Now use the nodeToView/nodeFromView functions to apply
transforms in local node space.
There were 3 bugs with both data types
- using freed memory while sorting.
- sorting failed in some situations.
- scaling allowed multiple items to be on the same frame.
Replace this with a simple sort + de-duplicate, taking selection into account.