Commit Graph

1923 Commits

Author SHA1 Message Date
12e47d0536 Blender Internal: Fix texture influence panel not showing Displace/Warp sliders for volume materials. 2014-05-23 01:49:58 +09:00
628353835c Fix T40267: Addon's bug tracker urls not respected 2014-05-21 12:18:25 +10:00
875aff2a9a Fix T39897: shape keys created while the Relative checkbox is unchecked start out with frame=0
So! First, frame for absolute shape keys: never allow a new key to have the same pos as an
existing one (this does not make sense). This way, the two workflows are possible (create
all keys and then animate ctime, or animate ctime and then create keys where you need them).

Also, fixed UIList for shapekeys, the "absolute" test was wrong, and better to show frame
value, even though not editable, than nothing in case of absolute keys.

And finally, add getter to RNA 'frame' readonly value, so that we output real frame values,
and not dummy internal ones (which are /100) in our API.
2014-05-18 22:05:21 +02:00
9127b8f2a3 Fix T40246: Speaker Object is missing from Tabs > 'Create' tab in the Toolbar. 2014-05-18 09:55:47 +02:00
ef2ba65b32 Text 3D: remove hardcoded keymaps from menu 2014-05-17 20:01:10 +10:00
5473c5fcc3 FCurve: use submenus rather then popups from menus 2014-05-14 14:01:36 +10:00
3583366266 Show the "Maximum Draw Type" for empties and cameras in case they work
as duplicators.

This property was always hidden in the UI for empties and cameras. It
doesn't make sense for the objects themselves (they are wires-only), but
also gets inherited by duplis. Now show it greyed out if not used, but
make it available for duplicators.
2014-05-13 08:55:36 +02:00
e21d410804 Remove 'Autosmooth' settings from Item 3DView panel.
Not that happy with this, but this Item panel is a bit stupid, and we could add more
useful settings as well. So better get a design decision first, here.
2014-05-08 09:18:19 +02:00
e393dde435 Modifier UI: More space for Displace modifier texture ID.
Was really cluttered sometimes: http://www.pasteall.org/pic/70876
Reshuffled layout a bit to avoid this now.
2014-05-06 15:02:46 +02:00
f5d9f45a6f Freestyle: Revised a UI text for better understandability in the Outliner. 2014-05-05 19:54:55 +09:00
b7f085d9c1 Patch D246: Texture Marks for freestyle strokes, written and contributed by Paolo Acampora.
Reviewers: brecht, kjym3, #freestyle

Reviewed By: brecht, kjym3

Differential Revision: https://developer.blender.org/D246
2014-05-03 18:54:59 +09:00
e2288255fb Fix T39987: The new "redirect to bone constraints" button at the object constaints tab is wrong in bone edit mode
In edit mode, do as with usual objects - show object constraints!
2014-05-01 21:24:30 +02:00
b245d3577a View2d: bring back 2.4x option to lock time for 2d views 2014-05-01 14:49:47 +10:00
fc59160074 3D Text: edit menu was hidden 2014-04-30 00:53:07 +10:00
a3a3141f53 NLA Editor: Make Single User for NLA Strips
This operator is used to make sure that if/when you have multiple strips
using the same action, if you select these and run this operator, each
strip will be given its own copy of the action. This is useful if you
decide later that you want to start using an existing action as a base.

NOTE: This does not recursively go inside meta's, so care is still advised
in that case.
2014-04-29 01:59:42 +12:00
68c3b6350a NLA Editor: Duplicate/Duplicate Linked
This commit changes the default strip duplication behaviour (Shift-D) so that it will
create a copy of whatever action it uses. Previously, it was very hard, if not impossible
in some cases to create a new copy of an action to start working on in the NLA.

If you want the old behaviour, you'll need to use ALt-D (Linked Duplicates).

(Note: Although the new Shift-D may not be so optimal in all cases, I've decided to go
with this version since it aligns better with the way this works for objects. Doing the
opposite for NLA would just have added to the confusion)
2014-04-29 01:59:41 +12:00
e44018220a Oops! Typo in previous commit 2014-04-28 19:37:29 +12:00
b40b6bd48d NLA Editor: Added an operator to set preview range based on the extents of selected strips
This brings it more in line with the other anim editors, and makes like a little
bit easier for animators working on games or looping anims.
2014-04-28 19:34:02 +12:00
a8eb95c4e9 Fix T39597: Missing entries in VSE Preview menu
This adds some view ratios in the video sequencer menu, based (copied) on the UV/Image Editor. It also fixes the inverted ratio issue reported in the same task.

Reviewers: #video_sequencer, #user_interface, schlaile

Reviewed By: schlaile

CC: jta, dingto, sergey, schlaile

Differential Revision: https://developer.blender.org/D447
2014-04-27 22:59:30 +02:00
f3798fa45e Revert the testing sculpt openmp thread control and limit for OSX to physical threads as in 2.70a tag 2014-04-27 18:39:03 +02:00
c26105278f Fix T34993: "Jump to Next Keyframe" shortcut not related to the timeline viewable keyframes
Made the timeline option to only show keyframes from selected channels/data be a
per-scene setting instead of the per-timeline option it was previously. This makes
it easier for animators working on rigs with multiple bones (especially during the
polishing phase), since now the timeline and jump to keyframe operators use the same
setting to decide which subset of keyframes they need to consider.

By default, this option is enabled by default.

TODO: Extend this to the keyframe status shading on the active object name in the 3D view?
2014-04-27 21:59:17 +12:00
18060d8632 Fix T39895: Displaying the armature layers popup in edit mode always fails.
In fact, armature layers operators (set layers, and show all) were kind of messy and broken
in Edit mode (Select layers had two different operators for Pose and Edit modes, both
using the same funcs that could only work in Pose mode, Show All was supposed to be
used in both modes but again, its exec code could only work in Pose one).

Fixed that by:
* Using only one op for each task, for both modes (with adapted poll func).
* Replacing 'object from context' access by an helper that returns the right Armature
object in both Edit and Pose modes.
2014-04-25 17:22:49 +02:00
a15be34389 Code cleanup: unused python vars & imports
Use frosted rather then pyflakes
2014-04-25 05:36:16 +10:00
258a9b5fc1 Fix T39867: Hotkey is not displayed in the node editor's menu.
Making both keymap and menu values the same, and adding a (debug only) check in
IDP_EqualsProperties_ex() warning when comparing two floats with nearly the same value.
2014-04-24 16:48:43 +02:00
ece64c7ffd Freestyle: minor UI improvements.
* The button icon for jumping to the Render Layers tab of the Properties context is
now RENDERLAYERS.  Previous icon BUTS was too general.

* Thickness position options are grayed out if not applicable.  These options are applied
only when plain chaining is used with the Same Object option enabled.
2014-04-24 23:45:28 +09:00
fc28732ba6 Blender Internal: Add material property "Cast" which can disable both ray and buffer shadows.
Also refactor:
- Material property UI related to shadows
- Preparation of OR-ed mode flags (ma->mode_l) of render materials

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D313
2014-04-23 15:03:34 +09:00
5a3fbc8af7 Freestyle: minor changes to the UI layout of line style options.
Toggle buttons are now placed to the left of those labels separating sets of line style
options, so as to save some space (in line with the new UI elements added in the
commit f60a66f417).
2014-04-18 15:11:20 +09:00
f60a66f417 Freestyle: New options for sorting to arrange the stacking order of lines.
Line styles now have a set of new options for rearranging the stacking order of lines.
This gives artists more control to determine which lines should be drawn on top of others.
Two available sort keys are the distance from camera and curvilinear 2D length.
Since the distance of a line from camera may vary over vertices, another option called
integration type is used to compute the sort key for a line from the values computed at
individual vertices.  Available integration types are MEAN, MIN, MAX, FIRST and LAST
(see the tool tips for more detail).
2014-04-18 15:02:45 +09:00
419f7750db Fix T39771: Armature Tools and Options Panel appears in other TABs. 2014-04-17 14:51:39 +02:00
ed2ddc9f70 Support multiple distortion models, including a new division model
This commit makes it so CameraIntrinsics is no longer hardcoded
to use the traditional polynomial radial distortion model. Currently
the distortion code has generic logic which is shared between
different distortion models, but had no other models until now.

This moves everything specific to the polynomial radial distortion
to a subclass PolynomialDistortionCameraIntrinsics(), and adds a
new division distortion model suitable for cameras such as the
GoPro which have much stronger distortion due to their fisheye lens.

This also cleans up the internal API of CameraIntrinsics to make
it easier to understand and reduces old C-style code.

New distortion model is available in the Lens panel of MCE.

- Polynomial is the old well-known model
- Division is the new one which s intended to deal better with huge
  distortion.

Coefficients of this model works independent from each other
and for division model one probably want to have positive values
to have a barrel distortion.
2014-04-17 17:28:41 +06:00
7d45ddae33 Add Edge sharp/smooth to 3DView shading panel, as well as new Vert sharp/smooth. 2014-04-16 15:26:48 +02:00
18e4224142 Split Normals I (1/5): basis for split normals (nearly nothing user-visible here):
* Add a new calcLoopNormals function to DerivedMesh struct, and implement it for CDDM and CCGDM (subsurf).
  EditDerivedBMesh (edit mode DM) only gets a dummy one in this commit.
* Add a tessellated version of CD_LOOPNORMAL layer (CD_TESSLOOPNORMAL), with relevant code to handle it
  (tessellation, rna access, etc.).
* Change auto_smooth options of Mesh (angle now in radian internaly, and toggle is now used to enable/disable
  split normals in DM creation process). Note BI render code is not touched here, hence its behavior regarding
  this option is now incoherent, will be addressed in a separate commit.

Reviewers: campbellbarton

CC: brecht

Differential Revision: https://developer.blender.org/D365
2014-04-13 12:19:00 +02:00
8714ae09f8 Fix T39563: Tiny unit-display problem in constraint panels.
There is no good solution here, since RNA props can only have one type/unit.
Tried to find the less worse one - have different RNA props for same DNA value
(a bit like the angle/length for camera lens).

Also fixed two other issues with Transform conctraint:
* Angle were still in degrees (yes, another backward-compatibility breacking).
* Scale was absolute, unlike loc/rot.

Also cleaned up a bit the code, replaced some magic numbers by proper enums, ...
2014-04-07 12:17:01 +02:00
f38331adef Code cleanup: style 2014-04-03 09:24:09 +11:00
16537a8f89 Sculpt: the thread controls where unintentianlly greyed out along with capabilities.has_gravity condition 2014-04-01 22:52:10 +02:00
420da872a6 Fix T39378: Revert, Recover Last Session and Load Factory Settings have no prompt.
Now they do, to make it harder to accidentally press them and lose work.

Reviewed By: brecht, carter2422

Differential Revision: https://developer.blender.org/D440
2014-04-01 18:00:07 +02:00
d25ba1eccd Changes to openmp threads commit (UI and RNA)
- use same names as render threads
- remove OpenMP from UI
- remove details from tips
2014-04-01 08:30:24 +11:00
262fd0865a Revert using slider for detail size on previous commit, makes changing
detail slightly harder.
2014-03-31 20:01:28 +03:00
fa3d9f4fbd Make dyntopo detail size maximum smaller (more than 40 pixels should not
be needed according to mapping in code) and change the property to
float.
2014-03-31 19:30:51 +03:00
277fb1a31f Sculpt/dyntopo: Make the omp threads configurable to overcome performance issues
- autodetect optimal default, which typically avoids HT threads
- can store setting in .blend per scene
- this does not touch general omp max threads, due i found other areas where the calculations are fitting for huge corecount
- Intel notes, some of the older generation processors with HyperThreading would not provide significant performance boost for FPU intensive applications. On those systems you might want to set OMP_NUM_THREADS = total number of cores (not total number of hardware theads).
2014-03-31 13:51:49 +02:00
2fc7d04804 Add Simple randomize vertex tool
D432 from Walid Shouman with normal & uniform options added.
2014-03-31 14:56:43 +11:00
1af69b6df3 Implement asymmetric and free handles type for masks
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
2014-03-28 17:54:38 +06:00
Lukas Treyer
97cb76a45d Bevel Factor Mapping
Bevel Factor Mapping allows to control the relation between bevel factors
(number between 0 and 1) and the rendered start and end point of a beveled
spline.

There are three options: "Resolution", "Segments", "Spline". "Resolution"
option maps bevel factors as it was done < 2.71, "Spline" and "Segments"
are new.

* "Resolution“: Map the bevel factor to the number of subdivisions of a
  spline (U resolution).
* "Segments“: Map the bevel factor to the length of a segment and to the
  number of subdivisions of a segment.
* "Spline": Map the bevel factor to the length of a spline.

Reviewers: yakca, sergey, campbellbarton

CC: sanne

Differential Revision: https://developer.blender.org/D294
2014-03-28 16:44:33 +06:00
7397ef8666 UI: Fix more double ":" in UI labels 2014-03-27 07:15:08 +04:00
7b644952c1 UI: Dynamic paint labels had a double ":" at the end of some strings like "Vertex Group::" 2014-03-26 23:27:51 +01:00
0adc1ba209 Attempt to fix T39412
do not use different stroke property names for different paint systems.
This was done due to different stroke sets being supported for each
system, but this lead to trouble if we changed the names (due to
different stroke sets being supported) and users created custom keymaps
with the old property name saved.

The first part of this fix addresses master. A similar commit will be
done to soc-2013-paint.
2014-03-27 00:04:59 +02:00
1c22ba1e0e UI naming:
Change topology panel labels to "dyntopo"
2014-03-24 23:17:29 +02:00
7a21330421 Fix T39356: unsatisfied with uv pin unpin button, small bug 2014-03-23 14:30:10 +01:00
4c73001093 Fix T39353: Make Single User menu entries do not work correctly. 2014-03-23 11:33:40 +01:00
97e26494ee Slight cosmetic improvement on UI. Add eyedropper icon to detail sample
operator and move it next to the detail slider
2014-03-23 00:01:46 +02:00