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2013-04-26Fix a few more cases where an operator should not show in the search menu.Brecht Van Lommel
2013-04-26Fix #35080: freestyle Fill Range by Selection operator giving error when invokedBrecht Van Lommel
without a linestyle.
2013-04-25Fix [#34545] Render layer name is unwantedly translated in composite node editorBastien Montagne
Some enums' items actually are generated from data (like the render layers of compo nodes), so they should not be translated. Added a PROP_ENUM_NO_TRANSLATE new RNA flag to tag those enums (only found those for nodes, but may be more of them around). Also fix similar issue in main list of render layers (Py UI code! :P ).
2013-04-25minor fixes for freestyleSv. Lockal
- update copying code for linestyles to copy gaps - update copying code for freestyle line modifiers to copy mapping flags and seeds - fix drawing code for Material modifiers after a recent refactoring
2013-04-25Bugfix [#35075] Physics Panel of Particles Fluid is TruncatedJoshua Leung
Some RNA Properties were not updated in UI scripts after a recent refactoring there removing "use_" prefix from some of the boolean properties (strangely though, while every other property attached to SPHFluidSettings.flag has gone from "use_factor_blah" to "factor_blah", use_factor_density still keeps the old prefix).
2013-04-24use more rna-constant name for bevel clamping.Campbell Barton
2013-04-24Fix bug #34611: bevel overlap limitHoward Trickey
The previous fix limited overlap, but is sometimes too conservative, and artists want way to turn off the limiting, so added 'Allow Overlap' option to modifier.
2013-04-23Fix #35058: Mesh > Edge/Face > Bevel would do vertex bevel if that was used inBrecht Van Lommel
the operator the previous time. However for these menus it makes more sense to always use edge/face bevel and to leave vertex bevel for Mesh > Vertex > Bevel.
2013-04-23Fix missing feature: fit mask stencil to aspect.Antony Riakiotakis
2013-04-23rna attribute consistency edits, use common prefix for booleans.Campbell Barton
2013-04-23Allow hiding separate hiding of overlays on stroke.Antony Riakiotakis
2013-04-23Overlay refactor:Antony Riakiotakis
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
2013-04-22Nicer registration mechanism for node categories. The lists of node ↵Lukas Toenne
categories and items are now stored in a dictionary with an identifier key, so they can be registered and unregistered individually. The Add menu is now persistent and gets extended with a draw function for each of the registered node category lists. This allows pynodes to define their own list of node categories and items and register it at runtime without interfering with the standard nodes.
2013-04-22Fix #34350: Maya Keyboard map preset problemsSergey Sharybin
Two main things: - Made a python operator for selection in a viewport which will de-select everything if nothing is under the mouse. To do so needed to modify VIEW3D_OT_select, so invoke sets mouse location which is later used by exec function. This way it's possible to select stuff from python defined operator. Not best-ever solution since ideally exec() shall not do OpenGL stuff, but we've got this issue in some other operators. We'll solve this later. - Used a keymap from Gianmichele Mariani as a reference, updated his keymap to latest changes in operators. We shall match Maya keymap much better now, thanks for the keymap dude!
2013-04-22Fix #35054: adjust tooltip for Render Border option in 3D view panel to sayBrecht Van Lommel
it has an effect outside of the camera view.
2013-04-22Footage information panelSergey Sharybin
Displays such information as current frame dimension, frame number within image sequence/movie and in case of image sequence input displays current file name of a frame. Not entirely happy with such approach, but was requested a lot by artists.
2013-04-21Add Select More (ctrl np+) and Select Less (ctrl np-) to UV editorSv. Lockal
These tools allow to extend or shrink uv selection like in edit mode, but also take selection mode, sync mode and sticky mode into account.
2013-04-21Fix for add nodes search box showing nasty "UUUUUUUU"-like entries with some ↵Bastien Montagne
python builds... Workaround for an issue with python: strings generated by py scripts should also exist in python as long as they are used in C. Else C code may access freed memory. Simply store the generated list of items in the class, for now. :/
2013-04-20code cleanup: minor improvements to scripts.Campbell Barton
- make wm-property operators use INTERNAL option. - make console use str.expandtabs() rather then replacing tab->spaces.
2013-04-20code cleanup: simplify python rigidbody operators.Campbell Barton
2013-04-19uv project from camera now sets defaults so the image maps to the camera bounds,Campbell Barton
also rename newly added `Mesh Debug` -> `Mesh Analysis`
2013-04-18add display mode for sharp edges.Campbell Barton
2013-04-18add mesh distort display mode (highlights distorted faces)Campbell Barton
2013-04-17display options to help with 3d printing.Campbell Barton
editmesh debug info, - overhang (with axis angle options) - wall thickness (with min/max distance) - self-intersections. access below 'Mesh Display' panel.
2013-04-16Fix some names, and move overlay flag to overlay_flags.Antony Riakiotakis
2013-04-16Option to hide overlay during a stroke. To enable, press the brush iconAntony Riakiotakis
next to the overlay alpha.
2013-04-15add back attribution field from script.Campbell Barton
2013-04-14Shader nodes / order:Thomas Dinges
* Have all "Info" nodes next to each other. * Moved "Material Output" to the top. * Have all light shaders (Emission, Background, AO) next to each other.
2013-04-14Code cleanup:Thomas Dinges
* Remove obsolete comment from layout file.
2013-04-14Code cleanup / Layout script:Thomas Dinges
* Never ever use something like "rowsub" as variable.
2013-04-14make buttons for edge/face area, length, angles etc. more compact.Campbell Barton
2013-04-14remove checks for 'context.scene' when checking if freestyle is enabled.Campbell Barton
2013-04-14show weight-display options in editmode.Campbell Barton
2013-04-14Mesh Drawing:Campbell Barton
Option to draw mesh vertex-weights in editmode, available from the 'Mesh Display' panel. TODO: get this to work when modifiers are applied in solid mode (texface-solidmode is working).
2013-04-13Node UI:Thomas Dinges
* Now that the toolbar is useful, add menu entry into the "View" menu.
2013-04-13Node categories / Add menu:Thomas Dinges
* Fix for Subsurface Scattering node.
2013-04-13Replacing the node Add menu and making the toolbar usefulLukas Toenne
As some people have already noticed, the "Add" menu for nodes is a bit messy since pynodes merge. The reason for this is that the order of nodes in submenus (categories) was previously defined by the order in which all nodes are registered (at the bottom of blenkernel/intern/node.c). For the dynamic registration of node types now possible this system of defining node order along with registration is no longer viable: while it would still sort of work for C nodes, it is completely meaningless for dynamic (python) nodes, which are basically registered automatically in whatever order modules and addons are loaded, with the added complexity of unloading and reloading. To fix this problem and add a bunch of desirable features this commit replaces the C menu with a python implementation. The new menu does not rely on any particular order of types in the node registry, but instead uses a simple explicit list of all the available nodes, grouped by categories (in scripts/nodeitems_builtins.py). There are a number of additional features that become possible with this implementation: 1) Node Toolbar can be populated! The list of nodes is used to create 2 UI items for each node: 1 entry in a submenu of "Add" menu and 1 item in a node toolbar panel with basically the same functionality. Clicking a button in the toolbar will add a new node of this type, just like selecting an item in the menu. The toolbar has the advantage of having collapsible panels for each category, so users can decide if they don't need certain nodes categories and have the rest more easily accessible. 2) Each node item is a true operator call. The old Add menu is a pretty old piece of C code which doesn't even use proper operator buttons. Now there is a generic node_add operator which can be used very flexibly for adding any of the available nodes. 3) Node Items support additional settings. Each "NodeItem" consists of the basic node type plus an optional list of initial settings that shall be applied to a new instance. This gives additional flexibility for creating variants of the same node or for defining preferred initial settings. E.g. it has been requested to disable previews for all nodes except inputs, this would be simple change in the py code and much less intrusive than in C. 4) Node items can be generated with a function. A callback can be used in any category instead of the fixed list, which generates a set of items based on the context (much like dynamic enum items in bpy.props). Originally this was implemented for group nodes, because these nodes only make sense when linked to a node tree from the library data. This principle could come in handy for a number of other nodes, e.g. Image nodes could provide a similar list of node variants based on images in the library - no need to first add node, then select an image. WARNING: pynodes scripters will have to rework their "draw_add_menu" callback in node tree types, this has been removed now! It was already pretty redundant, since one can add draw functions to the Add menu just like for any other menu. In the future i'd like to improve the categories system further so scripters can use it for custom node systems too, for now just make a draw callback and attach it to the Add menu.
2013-04-12Paint refactoring commit, non-disruptive (in theory :p)Antony Riakiotakis
* Fix precision overflow issue with overlay previews, * Expose alpha mask mapping to UI (still not functional but coming soon). * More overlay refactoring: Overlay now does minimal checking for texture refresh. Instead, we now have invalidation flags to set an aspect of the brush overlay as invalid. This is necessary because this way we will be able to separate and preview different brush attributes on the overlays, using different textures: These attributes/aspects are: Primary texture (main texture for sculpt, vertex, imapaint) Secondary texture (mask/alpha texture for imapaint) Cursor texture (cursor texture. It involves brush strength and curves) Modified the relevant RNA property update functions and C update callback functions to call the relevant cursor invalidation functions instead of checking every frame for multiple properties. Properties that affect this are: Image changes, if image is used by current brush, Texture slot changes, similarly Curve changes, Object mode change invalidates the cursor Paint tool change invalidates the cursor. These changes give slightly more invalidation cases than simply comparing the relevant properties each frame, but these do not occur in performance critical moments and it's a much more elegant system than adding more variables to check per frame each time we add something on the system.
2013-04-12Image draw method optionSergey Sharybin
This option replaces previously added GPU limit option, which became tricky to follow after GLSL display space conversion. There're 4 modes available: - AUTO which will try to guess which mode is best to use. Currently It'll try using GLSL and if it fails, will fallback to 2D textures. Probably it'll make sense checking on whether 2D textures works well but currently such behavior shall be sufficient. Later we could make this method smarter (for example don't try to use GLSL on certain GPU or so). - GLSL will currently behave the same way as AUTO, but it is intended to always try using GLSL (unless it can not be used because of existing limitation of dither and RGB curves). - 2D Textures will use CPU-based color space conversion and use OGL 2D Texture to display the image. Image will be displayed in tiles, so there shall be no big GPU memory consumption. - DrawPixels will straightly fallback to glDrawPixels without trying to use any fancy GPU stuff. Hopefully this will also fix #34943: Blender crashes when resizing the Compositing Screen Window
2013-04-12add render slot cycle forward/backwards menu items.Campbell Barton
2013-04-11Hide preview for nodes created with Setup Tracking SceneSergey Sharybin
2013-04-11Setup tracking scene shall work with Cycles nowSergey Sharybin
2013-04-11Added circle selection menu entry for lattice, pose and armature.Konrad Kleine
2013-04-11Fix for Setup Tracking Scene operatorSergey Sharybin
- Ported to new node add operator - Alpha mode shall be set to Transparent
2013-04-11fix [#34805] Bake action ignores parent motionCampbell Barton
in fact this is more feature request. add an option to bake a parented objects animation, then clear the parent and apply the action.
2013-04-11* Better tooltip for WM_OT_properties_context_change. Thomas Dinges
2013-04-11Added to the Freestyle panel in the Render buttons a button to switch to the ↵Tamito Kajiyama
Render Layers context.
2013-04-10Add a gui control for setting omp threads in fluidsJens Verwiebe
2013-04-10Code cleanup. Thomas Dinges
2013-04-10Fix for [#34934] Freestyle options are in wrong tab.Tamito Kajiyama
Added a label to guide users to line style settings in the Render Layers context (in line with the similar labels found in the Cloth and Soft Body modifier panels), so that Freestyle options per render layer can be more easily found.