Commit Graph

2200 Commits

Author SHA1 Message Date
c36f20a7d2 style cleanup 2013-03-08 04:00:06 +00:00
f840ac9801 Weight Painting: Added userpref for zero_weight color. 2013-03-05 20:30:38 +00:00
9b5edeb881 code cleanup: view3d_clipping_test was making a vector copy for no reason. 2013-03-04 07:15:09 +00:00
66a2b84897 Merged changes in the trunk up to revision 54992.
Resolved conflicts:
release/scripts/startup/bl_ui/space_view3d.py
2013-03-03 15:07:49 +00:00
28444a4831 UI/DPI: user preferences window size now takes into account DPI, otherwise the
buttons don't fit properly.
2013-02-28 16:37:19 +00:00
4f4e45540d fix for harmless glitch rotating the camera in camera mode, having the center point so close to the viewpoint caused the helper line to erratically move about because of float precision. 2013-02-28 11:29:27 +00:00
e8d42ab48e Properly prefixing name of exproted armature API 2013-02-27 23:56:51 +00:00
d120ec146d Merged changes in the trunk up to revision 54802. 2013-02-24 03:39:20 +00:00
a9e25ac433 Toggle-Drag UI Feature
Dragging on toggle buttons can now be used to press multiple buttons at once, especially useful for layer and outliner buttons.


notes:
- automatically enabled for all toggle buttons
  (may change this if it becomes a problem).
- only buttons of the same type are pressed
  (helps avoid annoyances eg; dragging past layer buttons onto other 3d header buttons and pressing by accident).
- automatic axis locking - dragging will lock to X/Y depending on the initial drag direction,
  makes swipe motions work better, especially with the outliner.


implementation details:
- may re-implement as a region handler (currently its a modal operator).
- checking buttons in-between cursor motion events could be more efficient (but currently works ok).
- button execution needs to be improved
  (currently executing a button thats not under the mouse needed a workaround for passing uiHandleButtonData),
  requires further changes to UI code, will do next.
2013-02-22 05:56:20 +00:00
2c084e280d code cleanup: remove unused arg 2013-02-22 00:51:58 +00:00
13670e1e06 code cleanup: pass mval to ED_view3d_cursor3d_position() rather then event x/y 2013-02-21 17:11:38 +00:00
e3b2df5806 Fix #34315: memory leak cancelling move to layer operator, after change to make
it not execute immediately when opening the popup.
2013-02-19 13:37:48 +00:00
9ab3d4ff1e fix [#34303] Rotation fcurves don't work with transforming with individual centers 2013-02-18 16:35:13 +00:00
d7058f12e5 Make list_id mandatory when using default UI_UL_list class for a template_list. 2013-02-18 14:03:26 +00:00
d45612aa41 fix [#34279] Python console: Selected region is not highlighted when using white background color 2013-02-18 02:36:36 +00:00
92436c94d3 Merged changes in the trunk up to revision 54594. 2013-02-16 18:38:03 +00:00
7dbce1930a Reports #34042 and #33749
Tweak for new option for Relative Bone parenting
(which transforms child object based on rest pose, so you can change bones 
in editmode to define pivot)

In the original commit it was made default, but that was too invisble for
users. Now it's an option in the Make Parent menu to choose. Communicates
a new feature better.
2013-02-12 14:42:46 +00:00
3a192ca359 patch [#33697] Apply transformation added to metaballs.
from Jesse Werner (vidjogamer), with own addition of RNA function, scale and rotation support.
2013-02-11 10:56:21 +00:00
ac9ec06ec1 Merged changes in the trunk up to revision 54421.
Conflicts resolved:
release/datafiles/startup.blend
release/scripts/startup/bl_ui/properties_render.py
source/blender/SConscript
source/blender/blenloader/intern/readfile.c
2013-02-10 10:17:59 +00:00
07a3ebbd38 fix for annoyance where header menus would get scroller arrows added because it would be clamped within the screen a few pixels.
This was caused from using theme shadow setting to clip the popups and a hard-coded value to translate the popup within screen bounds - these values should be the same.
2013-02-07 02:03:31 +00:00
134c656878 New matcap collection for default in release. It's now 24 images, ordered
from regular diffuse to more shiny, stone, wax, eflective, glass and two non-realistic ones.

The menu now shows it in 3 rows. I made the previews a bit smaller, 96 pixels,
like the brushes for painting. 

Thanks everyone for submitting pics! I updated the credit file too, but name
from one person is missing still, will be added next.
2013-02-05 16:16:07 +00:00
8f038c2410 enable continuous grab for sliders, initially this was disabled because we didnt support un-grabbing at the new slider location. 2013-01-29 23:33:58 +00:00
fe26492538 Merged changes in the trunk up to revision 54171. 2013-01-29 03:42:19 +00:00
5ac4b38a20 Cycles: preview rendering support for world/material/lamp.
Patch by Sergey, .blend by Thomas and some further tweaks by me.

Still to solve later: allow external engines to specify own preview .blend, for
now the code here is doing too much magic hacking on the preview scene still.
2013-01-28 17:37:51 +00:00
556912792a Merged changes in the trunk up to revision 54110.
Conflicts resolved:
source/blender/blenfont/SConscript
source/blender/blenkernel/intern/subsurf_ccg.c
source/blender/makesdna/intern/makesdna.c
source/blender/makesrna/intern/rna_scene.c
2013-01-26 23:49:13 +00:00
47c96081d0 rigidbody: Add rigid body constraints
Constraints connect two rigid bodies.
Depending on which constraint is used different degrees of freedom
are limited, e.g. a hinge constraint only allows the objects to rotate
around a common axis.

Constraints are implemented as individual objects and bahave similar to
rigid bodies in terms of adding/removing/validating.

The position and orientation of the constraint object is the pivot point
of the constraint.

Constraints have their own group in the rigid body world.

To make connecting rigid bodies easier, there is a "Connect" operator that
creates an empty objects with a rigid body constraint connecting the selected
objects to active.

Currently the following constraints are implemented:
* Fixed
* Point
* Hinge
* Slider
* Piston
* Generic

Note: constraint limits aren't animatable yet).
2013-01-23 05:56:56 +00:00
2d8637946b rigidbody: Add rigid body simulation
Add operators to add/remove rigid body world and objects.
Add UI scripts.

The rigid body simulation works on scene level and overrides the
position/orientation of rigid bodies when active.
It does not deform meshes or generate data so there is no modifier.

Usage:
* Add rigid body world in the scene tab
* Create a group
* Add objects to the group
* Assign group to the rigid body world
* Play animation
For convenience the rigid body tools operators in the tools panel of the 3d view
will add a world, group and add objects to the group automatically so you only have
to press one button to add/remove rigid bodies to the simulation.

Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23 05:56:44 +00:00
e11d22a6b7 Matcap support in 3D Viewport.
Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport

Implementation notes:

- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
  (It's mostly intended to aid modeling/sculpt)

- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
  won't affect rendering or materials.

- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender. 
  It doesn't take memory or cpu time, until you use it.

- Brush Icons and Matcaps use same code now, and only get generated/allocated on
  actually using it (instead of on startup).

- The current set might get new or different images still, based on user feedback.

- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get 
  freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.

- Loading own matcap image files will be added later. That needs design and code work 
  to get it stable and memory-friendly.

- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
  Material previews, which has its limits... especially for textured previews the
  normal-mapped matcap won't look good.
2013-01-22 11:18:41 +00:00
1e3a2931ac fix [#33889] Unexpected weights after parenting with Empty Groups
out of range dvert's are now cleared before adding new-empty groups.
2013-01-22 10:51:57 +00:00
9051868564 patch [#33923] Patch for Node Theme Colors
from Gavin Howard (gdh)
2013-01-19 04:20:53 +00:00
b27854bd47 use booleans for bmesh api. 2013-01-14 16:42:43 +00:00
023e7f489c fix for building with cycles. 2013-01-13 16:42:02 +00:00
af5d994b15 add new vertex slide transform operator, different from the existing vertex slide tool based on user feedback.
- no 2-step select edge, then slide.  Instead you can slide and select the edge at the same time.
- ability to slide multiple verts at one.

supports proportional option for vertex slide and flipping, both matching edge slide functionality.
2013-01-13 14:08:53 +00:00
3225131223 speedup for EDBM_uv_vert_map_create(), reduce customdata lookups. also remove redundant check for hidden faces. 2013-01-12 20:01:09 +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
9a4a5fa2b4 Usability fix:
Blender's data link button (typically with menu and searching options)
now has a X icon to clear its contents. 

Before you had to click, delete text, enter.

For example:
- Object Parent
- Modifier objects or vertexgroups

This fix saves each user 100 clicks per day, with 100k users
that's 3 billion clicks per year!
2013-01-09 15:58:34 +00:00
2d526c23dd remove uiPanelClearType(), instead redraw all windows when registering/unregistering. 2013-01-09 13:15:23 +00:00
a2e17ff5ec reduce the alpha of console selection (text was too hard to read) 2013-01-09 10:18:05 +00:00
9b5a2084bc avoid having dangling panel pointers in the interface, unregistering addons could leave the interface pointing to freed memory. 2013-01-09 06:00:33 +00:00
ff6339a979 Make options for background gradient more organized.
This was difficult to do because we group theme colours and display them
together in user preferences. To make the background options more
presentable and keep them grouped and separate, I needed to group the
two gradient colours somehow. I added a separate ThemeSpaceGradient RNA
struct as opposed to ThemeSpaceGeneric. This struct is the same as
ThemeSpaceGeneric but it lacks the window background option (which does
nothing now) and includes the UiGradient struct which now has both
gradient colours. I modified the clear functions to use a new high
colour from the gradient. Now all options appear grouped and any other
editor that may use a gradient for the window background may do so.

Also corrected incorrect MAIN_VERSION_ATLEAST macro, it would not detect
versions correctly
2013-01-07 15:42:42 +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
fa0805e287 Changes for opengl render to reflect new alpha premul pipeline
without hurting quick texture painting

- ED_view3d_draw_offscreen will now output buffer with
  transparent alpha, if sky needed it should be alpha-undered
  later.

- ED_view3d_draw_offscreen_imbuf now accepts alpha mode as an
  argument which could be either R_ADDSKY or R_PREMULALPHA

- OpenGL render and sequencer's opengl preview will now reflect
  scene's Alpha Mode

- Quick Edit will use OpenGL with transparent alpha mode
2013-01-05 15:33:18 +00:00
520ab93465 Fix for theme colors not correctly applied to the user interface.
This commit partly reverts the changes in revision 53197 for
making Freestyle optional.  Specifically #ifdef WITH_FREESTYLE
was removed from source/blender/editors/include/UI_resources.h so
that Freestyle-related theme properties are always defined
regardless of whether Freestyle is enabled or not.  This is in
line with the fact that Freestyle-related DNA components are
always defined no matter how a build is configured.
2013-01-02 01:20:19 +00:00
fc442dbd51 Add DNA/RNA/BKE infrastructure for dynamic-topology sculpt mode
* Add a detail_size field to the Sculpt struct, two new sculpt flags,
  and a Mesh flag for dynamic-topology mode; that's it for file-level
  changes needed by dynamic topology

* Add RNA for the new DNA field and flags

* Add a new icon for dynamic-topology created by Julio Iglesias. TODO:
  update the icon for the new SVG icon format

* Add a SculptSession function for converting from BMesh to Mesh,
  handles reordering mesh elements and setting face shading
2012-12-30 18:27:33 +00:00
e12354c4c5 add syntax highlighting color for symbols 2012-12-30 01:26:31 +00:00
e9c7aaaa3c patch [#33609] Syntax highlighting for OSL in Text Editor
from Patrick Boelens (senshi). with modifications to split it into its own function.

also added C style multi-line comment support /* ... */

I've left out the part of this patch that sets the language in the space, since I think this might be better stored in the text block.

For now it simply uses OSL syntax highlighting when the extension is '.osl'.
2012-12-29 18:25:03 +00:00
8c00c57187 style cleanup: var naming for ui list 2012-12-28 10:32:49 +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
cffd10a7c8 Todo item:
- Drop group into 3d window now puts itself at mouse cursor location.
- Drop objects into 3d window now doesn't move the 3d cursor anymore.

Added new function ED_view3d_cursor3d_position() to handle this,
so the temporarily object-drop operator macro also could go away.
(Which was setting 3d cursor)
2012-12-26 16:24:50 +00:00