Age | Commit message (Collapse) | Author |
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weight transfer and we better rely on operators poll functions.
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this was confusing as there was no setting visible for it. Now these menus
contain an entry to mirror without and with topology mirror.
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then button causing popup)
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- expose unwrap as a menu (rather then a regular button that pops up a menu)
- move 2 extrude buttons into one menu button, also do the same for the mesh menu.
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already implemented, it's in the Appearance panel now. Also added that panel to
the image editor now since it's relevant there too.
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Moved the code after the masking check so we can skip the texture lookup
if the pixel is done, is a bit faster. Also hide the color wheel for these
tools, only did it for 2D paint in previous commit.
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Allow separate control for tex/mask/cursor overlay. This commit implements
separate overlays for mask textures and cursor curves. The user can turn on
and off separate parts of the overlay by using the appropriate widgets.
The cursor overlay widgets are located at the tool selection panel
Also fixed alpha masks not getting correctly masked and mask texture mapping
not having the correct update callback
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- make wm-property operators use INTERNAL option.
- make console use str.expandtabs() rather then replacing tab->spaces.
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next to the overlay alpha.
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* Remove obsolete comment from layout file.
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* Never ever use something like "rowsub" as variable.
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* Pressing x or y to scale overlay immediately presents visual feedback
instead of requiring mouse motion
* Hide the ovelay icon when stencil is active since you can't deactivate
then.
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cleanup.
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* Add a poll function that only activates the operator when a stencil
brush is active
* Change shortcuts to RMouse - translate, Shift - RMouse Scale, Ctrl -
RMouse, rotate. MUCH faster and simpler workflow.
* Change shortcut of colour sampling to S. Sampling is important but not
as important as warranting the Right Mouse button.
* Add a notifier so that toolbar gets updated texture rotation when
rotating the stencil
Also,
* Slight rearrangement of options so that jittering is more accessible
(easily more often used than smooth stroke)
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* Using masking is determined only by the presence of the texture,
remove extraneous DNA flag (might cause issues later but in practice
brush options are not harmful)
* Overlay and angle sliders are active during stencil mapped brushes
* Only draw the overlay if there's a texture.
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sculptification commit. We have a drop menu to select the stroke mode
now. Jitter controls appear under stroke panel under all modes (As they
should! They stroke control options). Also enable jittering for all
modes. I really fail to see why not.
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Also add random mapping to brushes.
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- when running knife project, disable vertex selection since it may select areas between the newly cut regions.
add EDBM_selectmode_disable() function since loopcut does this too.
- (optimization) avoid looping over all geometry when flushing and no selection exists.
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* More duplicate/wrong comments (copy+paste errors)
* Brough Calculate/Clear Motion Path UI for bones more in line with the Object
version
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Developer notes: this commit does painting in sRGB space. Since colours
are stored im byte per component formats, expect this to have the usual
dark fringing issues. Speed wise vertex paint could use some
optimization, for instance we could store the screen space vertex
positions on initialization like we do for texture painting, but this is
for another time. Also noticed that vertex painting suffers from the
subsurf + mirror issue too :/
Apart from that it's quite exciting how easy it is to add support for
texturing now that proper abstractions for texture sampling have been
done :)
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* Support for Rake in projective paint (2D painting will be a separate
commit)
* Support for smooth stroke across all paint systems
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to brush size, and unlock icon to indicate absolute jitter untied to
brush size, in screen pixels. Also relative jitter now has soft UI limit
of 2.0 and a hard limit of 1000 times the size of the brush. Should be
enough for the most vivid imaginations...I hope!
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absolute coordinates. This allows an artist to lower the brush radius
while keeping the spread of the brush constant. A toggle under the
jitter slider provides the option to switch between relative/absolute.
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Fix for keyingsets tips, and make them (and a few others) findable by i18n messages extracting code (for some reasons, their bl_rna.description are void???).
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pressure spacing across all paint systems (was supported only for
texture painting earlier). Also, switch paint code to use the new code
path from now on. No shift-Lclick required anymore.
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- click-drag adds a ruler if there are none.
- pressing enter stores the ruler for re-use when activating again (saves as a grease-pencil layer).
- add to toolbar.
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Adding new file paint_image_proj.c which includes the projective texture painting part of texture
painting, using the stroke system. To access the new code path use Shift-LClick.
The new code path still is problematic with tablet pressure and I will be looking
into ways to unify this across paint systems next.
The old code is still present and can be accessed by regular Lclick as usual.
Also removed 3D (non-projective) painting from 3D viewport.
TODO:
* Add pressure influence code to stroke, remove from every other paint
system code, including texpaint.
* Put UnifiedPaintSettings update in PaintStroke code.
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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.
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to check on the active group or all groups.
notes:
- vertices with zero weights are considered the same as vertices outside of a group.
- currently these show black but this can be made a theme color.
- multi-paint overrides this option (noted in description)
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previously not available anywhere.
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doing anything. Navigating a list of more than 5 elements requires keyboard.
Systematically adding some custom id to template_list using default UI_UL_list class, this one is commoly used more than once in an area, yielding collision issues if they do not have a custom id...
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Also generate rigid body constraint types in py bullet code from RNA enum values (simpler than having to sync the code when something is changed here!).
Side note: RNA API about icons still needs to expose icons for enum values, and conversion funcs between icon_name and icon_value!
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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).
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Based on a script by liero, thanks!
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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)
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rna properties to access the same value.
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its used to draw the interface and by sculpting tool as well.
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patched all previous texture paint brushes to use tiled mapping since
mappping is now shared between 2d and 3d painting.
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