Age | Commit message (Collapse) | Author |
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Conflicts resolved:
source/blenderplayer/bad_level_call_stubs/SConscript
Partly reverted changes to intern/cycles/blender/addon/ui.py in revision 52899
to make it easier to merge trunk changes.
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Suggested by Sergey Sharybin through a code review of the branch.
The information was mostly recovered from the AUTHORS file [1] of the
stand-alone Freestyle package version 2.2.0.
[1] http://freestyle.cvs.sourceforge.net/viewvc/freestyle/freestyle/AUTHORS.TXT
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Suggested by Sergey Sharybin through a code review of the branch.
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Suggested by Sergey Sharybin through a code review of the branch.
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Identified by Campbell Barton through a code review of the Freestyle branch.
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PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.
=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.
Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].
=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].
The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.
[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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unselected
* Grey out Placeholders and Overwrite for Movie formats.
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Resolved conflicts:
release/datafiles/startup.blend
source/blender/editors/space_nla/nla_buttons.c
Also updated source/blender/blenkernel/intern/linestyle.c as a follow-up of
recent changes for the use of bool.
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from Kevin Mackay (yakca)
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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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* Jittering accounts for zoom
* Smooth stroke accounts for zoom
* Expose smooth stroke in image paint editor.
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percentage.
Problem report by octane98 in the BlenderArtists Freestyle thread in June 2012, thanks a lot!
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This commit introduces an operator in the Add menu - this operator ensures that
all selected objects have AnimData attached to them (even if they don't have any
actions/drivers yet). By doing this, these objects can at least appear in the
NLA Editor, which will allow them to have strips added to them in future without
having to create throwaway actions first (NOTE: there's still some stuff coming
to allow that).
Also, renamed NLA_OT_delete_tracks -> NLA_OT_tracks_delete
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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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there are small details on a larger model.
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The glyphs were derived from Droid Sans Hebrew Regular (Widths and
horizontal positions were changed).
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editor and interactive console
This is a mixed font based on DejaVu Sans Mono and including M+1M
Regular and Wen Quan Yi Micro Hei Mono. Versions and licenses of the
included fonts are as follows:
- DejaVu fonts: version 2.33, Bitstream font license and Arev font license and public domain
- M+ fonts: TESTFLIGHT 54, M+ font license
- Wen Quan Yi Micro Hei fonts: version 0.2.0-beta, GPLv3 with font embedding exception or Apache2.0
The font license docs will be added later.
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We have a glicth with colormanagement's spaces descriptions, though, looks like they are clamped at 64 chars (see raw space), will see that later, if it’s solvable.
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The code in this file is NOT restricted to use in object context only. Renaming
it makes it easier to find this file (taking in account name truncations).
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* The wording on the "Add Constraint" dropdown has been changed so that there is
no ambiguitiy about which tab is currently selected. That is, it now mentions
whether these are object or bone constraints, so that users don't need to try
and look up at the header to check.
* Show the warning about Ob vs Bone constraints when in armature editmode too.
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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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Rendering messages are now translatable.
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User Preferences, Themes, UI: buttons to define own icon image now draws
greyed out, to show the option isn't working yet.
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- add accent_grave.
- strip the search string.
- add numpad numbers (currently these match regular numbers).
also remove unneeded forward declarations in path_util.c
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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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interaction preset and a keymap preset for those migrating from 3dsmax
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This adds border option to compositor, which affects on
a backdrop and viewer nodes, which is useful for faster
previews and tweaks.
Final compositing still happens for the whole frame, but
if it'll be needed it's not so difficult to support it
as well.
To use border there's Ctrl-B shortcut in the compositor
editor, which i used to define region you want to restrict
compositing to. There's also "Viewer Border" option in
the N-panel in case you'll want to disable border
compositing.
Some areas could be cleaned a bit, like ideally it shall
not be viewer image clearing in viewer_border_update RNA
callback, but currently it's not so much clear how to
make it the same fast as simple memset and glue it
somehow to compositor. Will think of nicer solution a
bit later.
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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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F-Curves/Animation as well as Drivers
This is useful for tracking down invalid F-Curves which might need to have their
paths fixed, or perhaps to remove F-Curves for controls which no longer exist in
a new rig.
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modes, so we can show degrees rather than radians. Still refers to the same
DNA variable to keep backwards compatibility.
Patch #33807 by Gottfried Hofmann.
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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.
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The problem was caused by keeping a reference to a Vector object that is
assumed to be unchanged, but actually altered by the geometry modifier.
The same code updates were made to similar code portions to prevent
possible future bugs.
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