Commit Graph

2659 Commits

Author SHA1 Message Date
1d45242208 Get rid of the BRUSH_FIXED_TEX flag, use mapping modes instead. Version
patched all previous texture paint brushes to use tiled mapping since
mappping is now shared between 2d and 3d painting.
2013-01-16 14:36:13 +00:00
c997f69bf9 UI / Scene Context:
* Made Color Management and Audio panel closed by default to save space. 
* Added COMPAT_ENGINES to color management panel.
2013-01-16 13:59:19 +00:00
cb8158cce6 Unification of brush code
* rename sculpt_brush_texture_settings to brush_texture_settings
* Expose texture scale and offset in texture paint mode
* Introduce still inactive mapping mode for texture paint, tiled and
view aligned only. Projective paint uses only tiled, while 2d paint can
use both. Commit will come that will use both appropriately for both
modes, omitting fixed brush flag (which is tiled with another name)
2013-01-16 12:57:35 +00:00
97d62f0183 style cleanup 2013-01-15 23:15:32 +00:00
51f36ac80a Added new function 'Remove Selection from All Vertex Groups' to the Vertex Group Special functions popup 2013-01-15 16:07:43 +00:00
4f7465cac1 Minor UI message fix (from [#33101] Minor interface typo in User Preferences > Themes > Add Preset, patch by gdh, on IRC). 2013-01-15 08:19:30 +00:00
8496a5a501 replace vertex slide with the transform operator. (MESH_OT_vert_slide -> TRANSFORM_OT_vert_slide) 2013-01-15 03:48:13 +00:00
608f6eccce simplify WM_MT_context_menu_enum(), use expanded enum property. 2013-01-13 16:25:46 +00:00
4f2a65d34c remove TRANSFORM_OT_snap_type, use WM_OT_context_menu_enum instead.
add Ctrl+Shift+Tab shortcut for selecting snap type to the UV editor too.

also added icon drawing to WM_OT_context_menu_enum() so it gets the icons from the enum to draw them in the menu.
2013-01-13 16:18:35 +00:00
c36ae09d57 remove 2.57-windows workaround for WM_OT_copy_prev_settings 2013-01-13 04:26:02 +00:00
5e6917a18e patch [#33738] Extend Selection option unified and added to few operators
from Sebastian Nell (codemanx), with minor edits
2013-01-12 10:48:10 +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
d2f9b8a2c0 Fix [#33825] Menu list widget does not work on UV and Vertex Colors
Own stupid mistake in recent UI list refactor - those two lists are a good example where a non-void 'id' is necessary, as they use the same class in the same window... Else, the same object is shared by the two, which can't work! :)
2013-01-10 18:54:01 +00:00
70a59a3262 Depsgraph hack feature - experimental
Many depsgraph failures are because some data in the graph is being
recalculated too early (or not at all).

Since we better support animators with working renders, here's a hack to
allow manual additional updates on frame changes.

In Property Editor, Object, Panel "Relations Extra" you now have two
buttons:
- Extra Object Update
- Extra Data Update

This will do an extra update of object and/or its data ONLY on frame changes.
Update happens as last.

Tested on files collected in Wiki todo, several cases now work OK, especially
the lags on updates.
2013-01-10 18:20:29 +00:00
860d42b9a3 Fix #33816: property not found: World.use_textures
Issue was caused bu svn rev53355 and now logic seems to mimic
behavior before that change.
2013-01-10 10:10:34 +00:00
ceb9701507 don't store bevel weights or edge crease customdata layers in editmode unless they are needed.
configurable in 'Geometry Data' panel, will be added when running crease edges transform for example.
2013-01-10 04:43:31 +00:00
25cc959a9c fix [#33646] Deleting edge loops creates holes in uv map 2013-01-08 17:53:38 +00:00
4ed46b4043 Make "Clone" option in project paint options more clear name 2013-01-08 13:58:01 +00:00
1524b1f11d fix own error in recent update to follow active quads [#33783] Unwrap with Follow Active Quad fails 2013-01-08 12:10:53 +00:00
d72a90349a Eyecandy feature: background gradient for 3D viewport. Enable in user preferences under themes->3D view->Theme Gradient Color. This is only used when use render only is not ticked and for now it may interfere with grid lines. Will investigate how to adjust contrast.
Tidying up of options after advisory session on irc: Move all RNA code
in Themes.

Changes after merging trunk's commit that renders sky
2013-01-06 16:45:10 +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
ab913fe15d add length average option to 'Follow Active Quads' unwrap, gives nicer results. 2013-01-04 07:57:33 +00:00
1e762a29ee change bpy.app.build_options from frozen set to PyStructSequence_Field, mathes similar members of bpy.app and less error prone (typos won't fail silently). 2013-01-04 04:43:49 +00:00
84f229536a fix [#33715] Dirty Vertex Colors display problem since 2.65a 2013-01-03 07:01:41 +00:00
ab9915ba8d revert 53478, it looks this is still useful for a couple of use cases in non-projective texture painting such as stamping a static texture and using image space size in pixels. 2013-01-02 20:51:47 +00:00
ea2224e28d changes needed for EDL import to work again.
- add sequence.update(data=False) function.
- made some sequence vars editable.
- correct some comments.

also rename rna function sequence.getStripElem() --> strip_elem_from_frame()
2013-01-02 16:15:45 +00:00
dadb1ccd92 Fix [#33189] AFTER 2.65 - Units in doc strings in ocean modifier.
Also:
* Fixes a (op prop) bug which prevented, once you had baked and freed ocean once, to bake again.
* Fixed infinite values of acumulated foam when baking with foam_fade values above 1.0, now simply clipping accumulated foam value to 1.0, as already done for the "instantaneaous" foam value returned by BKE_ocean_jminus_to_foam().
* Added missing RNA descriptions.
* Made foam_fade unanimatable!
* Added in UI some missing properties that are imho useful: random seed, size (kindof 'surface scaling'), and foam_fade (baking only).
* Removed custom lerp() func from bke's ocean.c, BLI's interpf does exactly the same thing (the first two args are just in reversed order). Note: this could most certainly be done in other parts of the code, bpy's mathutils for e.g. has its own linear interpolation code for vectors and matrices :/).
* Did some general code cleanup (mostly line length and no C++ -> C comments)...
2013-01-02 16:03:58 +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
e4f65749f9 remove vertex selection check for weight paint mode so you can paint through the mesh.
also made the wire draw without depth masking when the depth check is off, similar to mesh editmode drawing, nice hint about whats going on.
2013-01-01 11:47:47 +00:00
b79ec3ac2e UI cleanup: fixed texture is a 2d image painting option, hide in 3D viewport toolbar 2013-01-01 11:46:12 +00:00
4e1da54b5e add back initial autocomplete support.
- This doesnt use python as 2.4x did, instead it just autocompletes based on the text files unique identifiers so its useful for any language.
- key is same as console (Ctrl+Space)
2012-12-31 15:11:36 +00:00
44632295b3 Some minor cleanup in camera's FOV angle props (mostly use DEG2RAD macro, and remove reference to degrees in tips - user is free to use radians if he prefers!). 2012-12-31 14:52:55 +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
21d79cf769 Add UI and keybindings for dynamic-topology sculpt mode
* New topology panel in 3D view toolbar with the enable/disable button
  for dynamic topology and other controls

* Ctrl+DKEY to toggle dynamic topology

* Shift+DKEY to show a radial control for detail size
2012-12-30 18:31:17 +00:00
33955940e4 add templates menu for OSL, use preprocessor directive color for decorators in python. 2012-12-30 01:39:55 +00:00
79c2571e56 user-preferences for addons. currently unused, example & docs still to come. 2012-12-29 10:24:42 +00:00
Lukas Toenne
ed713803f5 Fix for the NODE_OT_add_node operator. The way python classes were subclassed does not work with the registration mechanism. Combined both node_add and node_add_move operators into a single general operator with a flag. When use_transform is set, the operator will start transform on the new nodes after inserting. 2012-12-29 08:46:27 +00:00
c587c985e8 Fix [#33424] Inadequate bake action.
bake_action tries to make kind of a 'visual keying'... On one side, this is rather stupid when you keep constraints (in this case, keying actual loc/rot/scale transforms, i.e. matrix_basis, is enough, doing more would lead to unexpected behavior with some constraints). On the other one, making a good visual keying of bones is *really* tricky, so now using the new object's convert_space() func to compute that (when the user chooses to remove the constraints).

Incidentally, this greatly simplifies the code of bake_action!
2012-12-28 13:34:19 +00:00
d984c46701 remove type checks on drawing uiList's,
if the list is given the wrong item then the script needs to be fixed, better not fail silently.

left in checks as commented out asserts.
2012-12-28 10:45:59 +00:00
7504cf34b4 This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!

This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!

To make all this work, other changes were also necessary:

* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.

* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.

* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.

* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
  Note: not sure whether we should add that one to all UILayout's prop funcs?

Note: will update addons using template list asap.
2012-12-28 09:20:16 +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
388c08c88b User Interface / Preferences:
* Added a new "Text Style" area into the theme section, with settings to control font kerning, shadow size, color and offset.
2012-12-24 00:29:24 +00:00
c4a165f168 Adding Scale Visual keying (and de-duplicated part of the code returning visual values to key). 2012-12-23 10:51:48 +00:00
0ac66ada2d initial support for 'occlude background geometry' in weight paint mode.
Only support mouse vertex select at the moment.
2012-12-23 01:54:11 +00:00
40449b1994 Merged changes in the trunk up to revision 53280. 2012-12-23 00:23:11 +00:00
a735a2370b Weight gradient tool for weight paint mode
- blends from current weight into alpha zero.
- uses brush alpha & curve.
- respects weight paint vertex/face select modes.
- updates realtime.


Access With
- Alt+LMB (linear gradient)
- Ctrl+Alt+LMB (radial gradient)


note:
- WM_gesture_straightline_* are used but not well suited to this task, may end up replacing with own modal operator.
- Key handling works but needs to be done better.
2012-12-22 08:19:27 +00:00
8062bcd16f Text Editor: Gray out the Register check unless the file has .py extension. (feature lost since July) 2012-12-22 05:04:30 +00:00
0ae16da000 rename rna prop _parenting -> _parent 2012-12-21 12:17:30 +00:00
915f78af92 Armature bone feature:
New Bone option: "Relative Parenting". 

This makes Child-Objects of Bones transform similar to how deformations 
of bones are calculated. Allows to move bones in editmode to set pivot.

The option is in Bone Panel, with clear label. 
It is ON now by default when you add new bones

Requested by Kjartan, our famous robot designer :) For "hard body rigs" it's
very useful.
2012-12-21 12:07:28 +00:00
566d350369 UI todo:
- Recoded soft shadow drawing for menus, giving better predictable results
  (and round off nicer on top side, was looking bad still)
- Brought it under DPI control
- Added Theme setting to control size and strength for it.

Max size 24 pix:
http://wiki.blender.org/index.php/File:MenuShadow.png
2012-12-20 16:50:39 +00:00