Commit Graph

48067 Commits

Author SHA1 Message Date
Campbell Barton 278ff15c7f BLI_array: add permute utility function 2015-04-28 04:12:48 +10:00
Bastien Montagne 6ada7a1a0b Usual UI messages fixes... 2015-04-27 20:10:32 +02:00
Campbell Barton 920fa0f963 Fix double-free on copied Text compiled py-code 2015-04-28 01:18:50 +10:00
Campbell Barton 84db9fdf4d Fix T44464: Viewport mipmaps no longer toggle off 2015-04-28 01:18:50 +10:00
Campbell Barton 8d8d1939fa Cleanup: use bool for mipmap args 2015-04-28 01:18:50 +10:00
Campbell Barton c760c0dbb3 Cleanup: use mul_v3_mat3_m4v3 2015-04-28 01:18:50 +10:00
Dalai Felinto 4a80c4fade Multi-View: Code cleanup
I finally put the time into understanding what was going on here.
Basically RE_AcquireResultImage() produces RenderResults without
RenderViews. That will be fine for now since I'm planning to refactor
RenderResult soon.
2015-04-27 12:10:35 -03:00
Dalai Felinto f809eef968 Muti-View: viewport crashes when empty is active camera - reported over IRC by Campbell Barton 2015-04-27 10:41:40 -03:00
Dalai Felinto b315fcb7ed Fix T44514 Crash under cycles rendering using F12, based on patch from Gaia Clary 2015-04-27 10:41:40 -03:00
Campbell Barton e1ed47eb5b Fix T44512: Cycles fails normal bake /w scale flip 2015-04-27 22:46:15 +10:00
Campbell Barton 9dadc8f599 Math Lib: add mul_v3_mat3_m4v3 2015-04-27 21:52:42 +10:00
Campbell Barton 3f80accfb3 Fix T44011: Ruler/Knife/Loop-cut fail in quad-view
This is a kind of sloppy-focus,
resolving long standing bug with loop-cut/knife/ruler /w quad-view.

Where activating a tool would lock onto one of quad-views,
especially problematic when activating from the toolbar or menus.
2015-04-27 19:17:07 +10:00
Campbell Barton 5df939fd15 Py API: expose operator runtime flags
eg from operator invoke/execute:
    self.options.is_grab_cursor
2015-04-27 19:00:10 +10:00
Campbell Barton 5e1eb8cdcf Cleanup: rename GRAB_POINTER -> GRAB_CURSOR
Term pointer is overloaded already.
2015-04-27 18:58:53 +10:00
Campbell Barton ddb5f96295 Sculpt: symmetrize was leaving edge-tags dirty
This is used for the edge-queue
2015-04-27 03:35:16 +10:00
Campbell Barton 24448e11fb Correct own error in recent sculpt changes
mixed up squared nonsquared length, also remove invalid verify check.
2015-04-27 03:34:13 +10:00
Julian Eisel cf366c8b66 UI: 'View Online Manual' Shortcut
D1031, implement proposal T37478 to give easy access to the online manual.

Use Alt+F1 while hovering over a button/setting.
2015-04-27 01:35:24 +10:00
Porteries Tristan 5efbd2a407 BGE : addObject in python without reference object.
Making the reference argument optional for the addObject function.
```
scene.addObject("Cube")
```

This allows to keep the rotation, scale and position of the original object.
To avoid layer problems with lights if the reference arguments is None, the new object have the same layer than the active layers in scene.

Reviewers: lordloki, moguri, hg1, sybren

Reviewed By: hg1, sybren

Subscribers: agoose77

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1222
2015-04-26 16:29:58 +02:00
Campbell Barton 3524676036 BMesh: increase subdiv smooth strength
Now 1.0 gives near spherical output
2015-04-26 21:26:45 +10:00
Campbell Barton 2069187a1b Cleanup: bmesh subdivide
var names were a bit cryptic, set return arg last.
2015-04-26 20:34:03 +10:00
Campbell Barton 2374cb380b BMesh: subdiv smooth, use simpler even calculation
Was checking all vertices adjacent faces,
now just compare the difference between normal angles.

Also default to inverse-square for loopcut-subdiv falloff.
2015-04-26 19:20:34 +10:00
Campbell Barton e1ca127419 Cleanup: subdivide smooth vertex placement 2015-04-26 19:12:20 +10:00
Campbell Barton 6e02f1da74 BMesh: use inverse-square falloff /w smooth-subdiv
Resolves ugly artifacts with multi-cut.
2015-04-26 18:35:42 +10:00
Campbell Barton c2f7cffd56 Add inverse-square falloff to bmesh, mask & compo. 2015-04-26 18:31:54 +10:00
Campbell Barton d33314393e BMesh: use const for API calls 2015-04-26 17:19:51 +10:00
Campbell Barton 12e7c7f674 BMesh: BM_ELEM_CD_GET_VOID_P cast removed const 2015-04-26 17:19:51 +10:00
Campbell Barton 3917e9f1f2 Macro GENERIC_TYPE_ANY map many types to one value 2015-04-26 17:19:51 +10:00
Campbell Barton 01dda9a434 correct own error in recent ngon creation edit 2015-04-25 21:16:58 +10:00
Campbell Barton 9eb191083a Fix neg-scaled project-paint in perspective mode 2015-04-25 20:47:19 +10:00
Campbell Barton 89f5a09ab4 Cleanup: use 8 space indent for multi-line args 2015-04-25 20:15:20 +10:00
Campbell Barton a7381cca34 BMesh: simplify BM_face_create_ngon
Was doing quite a lot of unnecessary steps.
Now construct the sorted verts, edges /w error checking, in a single loop.
2015-04-25 17:26:22 +10:00
Julian Eisel a4203814d1 UI: Panel drag-collapse
D1233, Adds a way to quickly open/close multiple panels by holding LMB and dragging over the desired panels,
Suggested by @maxon

The decision if the panels are opened or closed is made based on the first Panel the user drags over.
If it is closed, all panels he drags over are opened
(including the first one) if it's opened, they get closed (matching existing drag-toggle logic).
2015-04-25 13:11:32 +10:00
Campbell Barton 0221a11c95 Project Paint: save 8 bytes per pixel (re-align) 2015-04-25 12:54:55 +10:00
Campbell Barton 86d3a1f683 Cleanup 2015-04-25 12:29:52 +10:00
Julian Eisel 3bffcc675b Fix T42495: Fullscreen area icon glitch
Tried a couple of things to trigger an update/redraw for the exact right
moment (sending azone update event, timer, delayed redraw, etc) but this
seems to work rock solid without being *that* ugly.
2015-04-25 01:29:53 +02:00
Julian Eisel de8e89d4f5 Fix T44405: Importing keyconfig with changed shortcut in "Screen Global"
causes rapid fullscreen toggeling
2015-04-24 20:08:52 +02:00
Dalai Felinto 7e66f0e9d4 Multi-View: Set Stereo 3D operator support for EXEC calls 2015-04-24 13:07:33 -03:00
Dalai Felinto 27ac96dbae Multi-View: rolls back to a non quadbuffer friendly window if displaymode changes from pageflip to something else
In some cases the graphic card supports quadbuffer, but not the display.
In this case it is nice to go back to a window that does not have
quadbuffer if you change back to anaglyph, interlace, ...

Otherwise you may be stuck with a flickering window
2015-04-24 13:06:49 -03:00
Dalai Felinto fb17a3fb76 Multi-View: Time Sequencial (aka pageflip, aka quadbuffer) stereo support
TODO: I would be nicer if we could set win at file opening to the
current open window, but I'll implement this later.
2015-04-24 12:00:16 -03:00
Inês Almeida 324751259e correcting typos in python api docs 2015-04-24 14:08:31 +01:00
Antonis Ryakiotakis 80d75cb3e4 Add debug option --debug-gpumem to show GPU memory used in status bar.
Only used in ATIs and NVIDIAs. Used extensions are:

https://www.opengl.org/registry/specs/ATI/meminfo.txt
http://developer.download.nvidia.com/opengl/specs/

If you read the documentation, the numbers are not supposed to be exact
and also depend on the time when the call is made. The numbers can also
change quite quickly. It's only meant to give a rough measure of what is
going on.
2015-04-24 14:11:21 +02:00
Howard Trickey c2f861453e Fix T44492: knife tool should cut across a split edge.
Added filter condition in visibility check that prevented
a "butting-up-against" face from obscuring an edge.
2015-04-24 07:29:45 -04:00
Porteries Tristan 546031b694 BGE : fix bugs with physics collision mask/group
Currently there are bugs with physics objects in inactive layers,
character and softbody.
I added a function in CcdPhysicsEnvironement to know if a physics
controller is currently active and for soft body I added the correct function in UpdateCcdPhysicsController to re-add a softbody in the dynamics world.

The bug was introduced in D1243 commit 3d55859

Reviewers: hg1, scorpion81, lordloki, moguri, agoose77, sergof

Reviewed By: sergof

Subscribers: youle, moguri

Differential Revision: https://developer.blender.org/D1253
2015-04-24 11:57:38 +02:00
Antonis Ryakiotakis c884ac28a7 3D Textures:
If we fail allocating a proxy texture don't fail, instead create a
smaller nearest filtered image to display in its place.

This can make viewing slow (it's an extra O^3 operation), but this will
probably help us render the tornado in 3D viewport in gooseberry and
still actually see something - despite the rendering taking longer.
I've added a debug print so we can know when this happens.
2015-04-24 11:35:57 +02:00
Campbell Barton bdf6393c98 Math Lib: pow_i for int power-of 2015-04-24 11:37:48 +10:00
Campbell Barton f829f556b4 Fix project painting on a negative scaled object 2015-04-24 11:04:27 +10:00
Dalai Felinto efe41ae7fd Multiview: Quadbuffer (time sequential) working [debug builds only]
I'll enable this mode in Release builds once I figure out how to best
handle opening files that are saved with the quadbuffer mode.

In fact I think no display mode should be saved/read from a file.

Tested in Linux with NVidia 3D Vision and NVidia 3D Vision Pro with
NVidia Quadro FX 580 and Quadro FX 4600.

(kudos for the Visgraf Lab at IMPA, for having me around with all those
gadgets ;)

Thanks for Cédric Paille (cedricp) for the code snippets and tests -
T44327
2015-04-23 19:50:52 -03:00
Campbell Barton 0217e6517f Cleanup: minor edits 2015-04-24 07:32:43 +10:00
Dalai Felinto 1076adb458 OpenEXR: RenderResult should always have a RenderView 2015-04-23 18:16:55 -03:00
Campbell Barton dc734da46e Cleanup: casts, correct debug ifdefs 2015-04-24 07:08:07 +10:00