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2016-04-12Removed most partical-related code from UI scripts.Lukas Tönne
There are a lot of cases here where deciding for removal is a bit tricky. Many features have options for "use_particles" and similar settings. Only features which actually store a particle object reference or work on actual particle data have been removed.
2016-03-24Color sources for point density textures based on mesh verticesLukas Tönne
This patch adds support for coloring point density textures based on several mesh vertex attributes. * Vertex Color: Use a vertex color layer for coloring the point density texture * Vertex Weight: Use a weights from a vertex group as intensity values. (for Blender Render engine the additional color band is used) * Vertex Normals: Use object-space vertex normals as RGB values. The vertex color source enum is stored separately from the particle color source, to avoid invalid values when switching. Note that vertex colors are technically "corner colors" (MLoop), so each vertex can have as many colors as faces it is part of. For the purpose of point density the mloop colors are simply averaged, which is physically plausible because corners can be viewed as multiple points in the same location.
2016-01-31Cleanup: pep8Campbell Barton
2015-05-28Fix T44872Antony Riakiotakis
All musgrave tupes use intensity, never hide it.
2015-04-14Cleanup: don't use single sets for comparisonsCampbell Barton
2015-02-11Fix T43621: Layout only using 65% of available widthJulian Eisel
Not really a bug, more like a silly typo.
2015-01-29cleanup: pep8Campbell Barton
also remove empty class parenthesis
2015-01-28cleanup: py importsCampbell Barton
2015-01-20New texture influence option for particle kink amplitude (as opposed toLukas Tönne
frequency).
2015-01-20Renaming "Kink" texture influence to "Kink Frequency" to be moreLukas Tönne
specific.
2015-01-20Support for various data properties of the hair grid in the voxelLukas Tönne
texture.
2015-01-20New voxel texture mode "Hair", for displaying the internal hair volumeLukas Tönne
structure as a texture. This is mostly a debugging feature that may be removed again later.
2014-10-17Cleanup, since we don't put Cycles compat into regular bl_ui files. ;)Bastien Montagne
2014-10-17Different fix for T42262, we don't put Cycles compat into regular bl_ui files.Thomas Dinges
2014-10-17Fix T42262: Ocean texture options cannot be edited while in CyclesBastien Montagne
2014-07-22Cleanup: pep8 & redundant varsCampbell Barton
2014-06-19Enable texture preview even when Cycles is activeSergey Sharybin
2014-05-22Blender Internal: Fix texture influence panel not showing Displace/Warp ↵IRIE Shinsuke
sliders for volume materials.
2014-05-03Patch D246: Texture Marks for freestyle strokes, written and contributed by ↵Tamito Kajiyama
Paolo Acampora. Reviewers: brecht, kjym3, #freestyle Reviewed By: brecht, kjym3 Differential Revision: https://developer.blender.org/D246
2014-01-23Fix T36165: blender internal HDR textures with negative values got clamped.Brecht Van Lommel
For example for vector displacement, you may have an EXR texture that has negative colors values. Blender clamps these by default, now the Colors panel for textures has a Clamp option to disable this clamping. This option affects all texture types and is enabled by default, you need to disable it if you want negative values to have an influence. Patch by Fredrik Hansson with modifications by me.
2013-11-23Add ctrl-click rename to most lists in Blender UI and templates/examples.Bastien Montagne
Notes: * Did not touch to addons, that's up to the authors. ;) * Did not removed any "name" field below lists. We might want to do this in some cases (less UI clutter), but probably not always, so will let maintainers of the related areas decide here.
2013-09-29minor edit on r60413, convert to a bool.Campbell Barton
2013-09-28Properties Editor / UI:Thomas Dinges
* Fix a py error in the "Image Sampling" panel, tex.image can be NULL.
2013-08-24Followup to r59434 : py UI scripts edits.Bastien Montagne
Notes: * Made those edits by full checking of py files, so I should have spoted most needed edits, yet it remains quite probable I missed a few ones, we'll fix if/when someone notice it... * Also made some cleanup "on the road"!
2013-05-17This commit addresses the somewhat weak handling of stackless textures in ↵Bastien Montagne
Blender with default (BI) renderer. To do so, it's defining an "other" texture context, and when in this one, it switches to using the "new shading" texture handling already known with Cycles engine. So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures... I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene). This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles). Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too. Thanks to Brecht for reviewing.
2013-03-04Fix for image transparency backwards compatibility. Now the texture ↵Brecht Van Lommel
datablock has a Use Alpha option again. This makes the case where you enabled Premultiply on the image and disabled Use Alpha on the texture work again. That's mostly useful when you have a straight alpha image file which has no useful RGB colors in zero alpha regions (e.g. renders). Then sometimes you don't want to use the alpha for the texture stack mixing, but you still want to multiply it into the RGB channels to avoid a blocky transition into zero alpha regions. This also removes the version patch that copied image datablocks because it's not reliable and might be causing bug #34434. This does mean we are no longer backwards compatible for cases where two different texture datablocks with Use Alpha enabled and disabled where using the same image.
2013-02-08Fix uilists showing data names translated (reported on bf-translations ML by ↵Bastien Montagne
Satoshi Yamasaki aka yamyam, thanks!).
2013-01-22Game Engine UI: Image Sampling Texture Panel cleanupDalai Felinto
removing non-GE supported features. The idea of splitting the draw() function comes from Campbell Barton. Review from him as well. The main reason for not implement this in properties_games.py is to make sure the panel is in the same order for both BI and BGE engines.
2013-01-16Unification of brush codeAntony Riakiotakis
* 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)
2013-01-10Fix #33816: property not found: World.use_texturesSergey Sharybin
Issue was caused bu svn rev53355 and now logic seems to mimic behavior before that change.
2012-12-31Alpha premul pipeline cleanupSergey Sharybin
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.
2012-12-28remove type checks on drawing uiList's,Campbell Barton
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.
2012-12-28This commit frees list ui items from their dependencies to Panel, and hence ↵Bastien Montagne
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.
2012-10-21Texture UI:Thomas Dinges
* Use the full space for the Texture ID Block.
2012-10-10Google Summer of Code project: "Smoke Simulator Improvements & Fire".Daniel Genrich
Documentation & Test blend files: ------------------ http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements Credits: ------------------ Miika Hamalainen (MiikaH): Student / Main programmer Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch Google: For Google Summer of Code 2012
2012-10-08style cleanup: pep8Campbell Barton
2012-07-29style cleanupCampbell Barton
2012-07-29User Interface Scripts:Thomas Dinges
* Code cleanup, removed unneeded code. * Style cleanup, don't break lines to early (unless marked as pep8-80 or pep8-120 compliant) * Keep 1 line after layout declaration empty.
2012-06-21Fix [#31714] Pinning object context causes texture list to disappearBastien Montagne
Problem was py code of main texture panel was not doing any check on the pinned id, assuming it managed the textures itself - but this is not the case of the Object datablock... All work actually done by Sergey, was just missing the Lamp specific case. Checked both in code and with tests, quite sure all cases are now correctly handled!
2012-05-23Finish changes in up/down arrows for menusSergey Sharybin
Restored single triangle for special menus, which still isn't perfect but probably makes more sense. Added drawflag bit flags to button, which is currently used to declare, that button need to have up/down arrows. This is needed because it's tricky to distinguish if button should have such arrows. For example, ID search buttons is a simple block button which doesn't directly mean it'll have pop-up menu and not all buttons which cases pop-up menu to display need to have such arrows. So currently only ID selector button is forcing up/down arrows to be displayed, all the rest buttons now behaves in the same way as it used to be before.
2012-05-22Long old UI annoyance:Ton Roosendaal
The up/down triangle icon for menus was not drawing when a menu had an icon; even though space was reserved there. Note: this can only work now with removing the ugly "down triangle" icon from buttons like next to the Material list box (button pops up menu with tools). Looks nicer this way anyway.
2012-05-15Code/UI cleanup: improvements for sculpt brush texture settings.Nicholas Bishop
Settings are shown in both the View3D toolbar and texture properties panel; code is now in shared sculpt_brush_texture_settings() function in properties_paint_common.py. Also added a few new properties to the SculptCapabilities RNA to replace "X in {Y, Z}" tests in the Python code.
2012-04-04replace relative imports with absolute imports so scritps can be executed ↵Campbell Barton
directly (live editing).
2012-02-08Correct mathutils documentation, also correct some python spelling errors ↵Campbell Barton
and add makefile target `check_spelling`
2012-01-18picky cleanup to use of bpy.typesCampbell Barton
2011-12-15Bicubic bump map filtering.Antony Riakiotakis
This commit introduces bicubic bump map capabilities for the viewport for OpenGL 3.0+ capable GPUs. To use the functionality change the bump mapping method to "best quality" Previous "best quality" setting becomes "medium quality" now. For non OpenGL 3.0 GPUs this becomes the same as "medium quality" Also: * added tooltip descriptions to the bump method settings. * modified the shader to ommit extraneous matrix multiplications for matrices already provided by OpenGL. Bicubic shader by Morten Mikkelsen. Thanks a lot! Oh...and FIRST!
2011-12-06remove invalid NULL checks from own recent commit and minor pep8 edits.Campbell Barton
2011-12-04Fix [#29502] Brush texture Preview panel doesnt show Alpha checkboxThomas Dinges
* Added to the py UI file, it would require some deeper changes to have it in the c Template, can be done later. * Fixed a typo.
2011-11-23Patch #29336: renaming UV (Texture) Layer to UV Map in the user interface,Brecht Van Lommel
by Gaia Clary. Rationale: the name was confusing and not always used consistently, and this map itself is not something that can be layered, rather the map can be used as texture coordinates in some layered setup. The original intent was to indicate this contained more than just UV's, but the game engine settings have already been moved out, and apparently users didn't really get this from the name anyway.
2011-11-13pep8 editsCampbell Barton