aa8eda372c
Selecting nodes (and making one active) sets active F-Curve too now
2012-08-18 05:26:40 +00:00
cc1a89faee
Bugfix [ #27652 ] Selecting a bone doesn't update Driver Properties panel
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More specifically, selecting bones didn't update the active F-Curve/Groups. This
meant that when editing drivers, it was often easy to accidentally edit the
drivers for the wrong bone.
2012-08-18 05:14:21 +00:00
246c86c926
Silencing compiler warnings
2012-08-18 04:50:20 +00:00
654f6c4c4f
Bugfix [ #32331 ] Graph editor zoom to selected includes coordinate origin if more
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than one curve is displayed
The range calculation used to use a fixed 0-1 range whenever it couldn't find
any values for a particular F-Curve. However, this was then taken by the
aggregation calculation to be used as just another value, leading to problems if
only vertices of a very high-value curve are selected to be included.
Modified the range calculation to ensure that suitable vertices were found
before trying to take the range values returned.
2012-08-18 04:39:15 +00:00
8995554105
Fix for some typos/spelling mistakes
2012-08-18 03:55:19 +00:00
a6d1b955ab
Moving more duplicate code from GPU_create_gl_tex_compressed() and BL_Texture::InitGLCompressedTex() into GPU_Upload_dxt_texture(). This reduces code duplication and ensures that both paths are using the same settings.
2012-08-18 03:32:28 +00:00
0fee1a3c0b
Suport function for Collada exporter: after a generated image was stored to disk, the new filetype was not always recognized.
2012-08-17 23:29:39 +00:00
e9caa21830
fix own error in recent smoothview cleanup, also correct some cross references in bmesh docs.
2012-08-17 14:43:20 +00:00
2845816863
HDR color picking was not working for node space
2012-08-17 13:00:11 +00:00
6547b1e770
Documentation of the Bokeh image operation :)
2012-08-17 12:53:04 +00:00
1465b06fad
code cleanup:
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- pass wire color to camera draw_viewport_object_reconstruction() rather then getting the theme color directly.
this makes a change where selection color wont be used for unselected cameras (which IMHO is better, drawing selected wire color on nonselected cameras was confusing).
- use rgb_uchar_to_float()
2012-08-17 12:32:13 +00:00
dac761057d
fix for crash showing tooltip for NODE_OT_add_search()
2012-08-17 11:31:54 +00:00
219fb7ad79
more draw code cleanup: was making wrong guess about wire color for empty-image draw types. also pass wire color to the metaball.
2012-08-16 18:37:30 +00:00
54196f0e94
change to draw extra wire (draw_wire_extra)
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- was changing color and changing glDepthMask even when the object type didnt support wire drawing and no wire would draw.
- was setting the color when no wire would draw.
2012-08-16 17:42:06 +00:00
009b212300
re-work mesh drawing a little since we know the wire color some checks can be avoided.
2012-08-16 17:23:47 +00:00
723408cb9b
fix for odd bug/drawing glitch where loose mesh edges would draw with the wrong wire color.
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This was because the draw code was ignoring the wire color and incorrectly try to figure it out again.
2012-08-16 16:32:50 +00:00
e71d3ee394
use filtersize of 1.0 for distort and uv - compositor nodes.
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Experimenting here and 0.765625f is too sharp, but 1.0 wont blur with 0 distorted pixels but gives nice interpolation otherwise.
2012-08-16 16:07:00 +00:00
81dd80f1d3
support fro HDR color picking (values over 1.0) when color picking in the image editor or node space.
2012-08-16 14:47:14 +00:00
6fb4bbdbd9
compositor bokeh blur - only use the variable size operation when the size socket is connected.
2012-08-16 13:15:13 +00:00
efa09a2b3d
fix memory leak in compositor WorkScheduler::initialize()
2012-08-16 12:47:03 +00:00
3bc16fd60d
compositor: replace C++ new/delete with guardedalloc.
2012-08-16 12:32:48 +00:00
883e9df1cc
fix for bug reading past the buffer bounds for the inpaint node.
2012-08-16 12:13:01 +00:00
add9aea573
compositor - EWA filter was blurring too much by default, this caused the displace node to blur the image when no displacement was applied, making images fuzzy, the original C code has an interpolation option.
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Added this option back and use for displace and UV composite nodes.
2012-08-16 10:13:04 +00:00
417e99df22
Collada: fixed export when 'active UV Layer only' was selected
2012-08-15 22:08:22 +00:00
597e6f9bbc
Fix for
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* [#32323 ] regression: Dispertion artifacts with smaller chunksizes
* [#32125 ] "Projector" Dispersion not working with ChunkSize < 256
2012-08-15 18:14:34 +00:00
86a69c5028
dont re-use previous values for link/append operator, would get mixed up with when accessing from a key shortcut.
2012-08-15 11:53:49 +00:00
60915c9099
escape key now quits composite.
2012-08-15 11:31:04 +00:00
e2cffbe732
rendering now stops the composite job first, then renders.
2012-08-15 10:31:52 +00:00
502dfcce5f
use job types when checking for jobs in areas of the code that made assumptions about job types (that could be wrong)
2012-08-15 10:23:06 +00:00
d4a3828630
code cleanup: use TRUE/FALSE for wm jobs
2012-08-15 10:12:41 +00:00
15bd03f958
fix for missing change to fluidsim from last commit and name jobs a more useful name - 'wm_job'.
2012-08-15 10:03:29 +00:00
97859e8709
add wm job types they are not used yet, so this just defines them for new jobs add add argument to search by job type.
2012-08-15 09:42:06 +00:00
27a8487070
style cleanup: pep8 & unfinished comment from own commit.
2012-08-14 18:43:15 +00:00
8b941a80c9
patch [ #32325 ] textured solid backface culling option
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from Fredrik Hansson (fredrikh)
2012-08-14 18:01:58 +00:00
Lukas Toenne
e83ef85576
Python node operator for combined node collapsing and hiding unused sockets. Socket hide flag is added to RNA as well, but can only be set when the socket is not connected, to avoid dangling links in editor drawing. Currently this operator has no default hotkey, but can be called from the Node menu.
2012-08-14 17:56:33 +00:00
3220ef9d95
patch [ #32327 ] Uniform displace modifier
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from Fredrik Hansson (fredrikh)
With some edits for python UI.
The patch makes the displace modifier treat an empty texture as white.
2012-08-14 17:36:41 +00:00
58b5fb7bab
fix [ #32299 ] 16bit float texture + 'Quick Edit' gives wrong result
2012-08-14 15:38:10 +00:00
9591142294
add variable size option to bokeh blur node, remove f_stop option (it wasnt used), and add blur_max to the interface.
2012-08-14 14:31:39 +00:00
59fedc6b7c
rename blur Reference to Variable Size, improve tooltip
2012-08-14 12:39:12 +00:00
34ebdcacfc
fix for recent commit - would crash adding materials on an object without any.
2012-08-14 12:17:06 +00:00
53333c78ce
use vector for color operation internal storage.
2012-08-14 11:17:06 +00:00
9fd6c535ca
fix [ #32324 ] regression: node group with missing ID crashes new tile node system.
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node groups with no ID now output magenta so it doesnt silently fail.
2012-08-14 11:05:26 +00:00
f2074949e7
code cleanup: reduce calling sqrt() when distances are only calculated for comparison use dist_squared_to_line_segment_v2().
2012-08-14 08:44:35 +00:00
8d496b3bf2
fix [ #32315 ] Circle select unreliable when in vertex+edge select mode
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dist_squared_to_line_segment_v2() was returning the sqrt'd value in some cases.
also use int's for edge_inside_circle() rather then shorts since it was doing int/float/short conversions and we're now using int's for screen vars in more places.
2012-08-14 08:24:49 +00:00
b2943dad26
improved wording for tooltip
2012-08-13 20:20:49 +00:00
36ad4a1364
Fix for [ #32320 ] "Image browser in UV/image Editor makes Blender crash at exit when .dds image is loaded" reported by Christian Monfort (gulbroz), who also provided the patch to fix the problem. The problem was a double free with some dds buffer data.
2012-08-13 20:16:55 +00:00
c0539d267d
draw ugly red bands on a sequence strip when its data cant be found (mask, clip, scene, sound)
2012-08-13 17:36:29 +00:00
be513d1b15
fix for missing NULL checks when sequence-strip pointers become NULL because of problems with library linking.
2012-08-13 17:25:03 +00:00
7a3b44cf69
style cleanup
2012-08-13 16:03:48 +00:00
ca7d1ec39d
style cleanup: use <pre> for doxygen ascii art
2012-08-13 15:17:15 +00:00