Age | Commit message (Collapse) | Author |
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Removed all references of deprecated texture shader. Also deleted
several lines of dead code.
Since texture_shader.py no longer does what it was supposed to do,
the file itself was removed.
Patch reviewed by Tamito Kajiyama (kjym3).
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Differential Revision: https://developer.blender.org/D1003
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Calling ensure_lookup_table for each face is stupid! :/
(Noted by Sergey - thx)
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Another script that was missing the lookup_table call.
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The cleanups in 08a2101 forgot to modify the UI code which was using these values.
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default again
This commit modifies the "New Action" operator to always stash the old action
before it creates a new one. As a result, the old active action will now have
a proper user of sorts after the new one is created, preventing previously
created actions from being lost.
Now that the New operator does this, it can be used for the Action Editor header AND
NLA Editor (Animation Data Panel -> Active Action) again. The "stash and create"
operator is somewhat redundant at this point as a result.
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and create new" operator
In constrast to the old "new" operator, this operator will stash the existing action
in the stack to prevent it from being lost. This situation isn't totally ideal yet,
since the NLA Editor still calls the old method.
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I'm still not sure which version is better, but I suspect that with the labels,
this might help users figure this out more than if they were just unlabelled
icon buttons...
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This operator (the snowflake icon, beside the pushdown button on the Action Editor
header) adds the currently active action to the NLA stack in a muted track, then
creates + loads a new action ready to be populated with new keyframes.
Since the NLA is being used to hang on to all the actions here, no actions are
getting lost.
Usage Notes (there will be some additional tweaks to make this nicer):
* To preview different actions that have been "stashed", simply click the "Solo"
toggle for the track containing the action in question. Playing back the NLA will
now show the stashed track
* To edit a previously stashed action - simply enter tweakmode on it in the NLA
while the "Solo" toggle is enabled.
Todo:
* Add some more operators here to polish up the Action <-> NLA bridge to make the
layered and stash workflows smoother. Examples include some tools to easily
switch between the different actions layers in the stack, as well as making it
easier to get out of tweakmode (and sync up the action lengths)
* Review and cleanup the behaviour of the "new" operator here to avoid the old
problems that users were running into
* After the next release - Implement the full Action Libraries functionality, with
ways to bridge the stashed strips over to a full-blown library.
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the NLA Stack
This commit exposes the "Push Down" button/functionality found in the NLA Editor
to the Action Editor, so that actions can be added NLA Stack from here too. The
main point of this for now is to make the whole layered-animation workflow nicer
more efficient, but not requiring the second editor be visible in common cases.
It also conveniently sets things up for the next few changes (already hinted at
here)...
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and relabeling some parts
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loading 'readline' module could crash blender if 'libedit' was already linked (via LLVM).
Workaround the problem for now since we don't even need readline,
a _real_ fix likely involves changing how LLVM or Python are built.
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OpenGL is detected:
Hoping to decrease the frequency of by far one of the most frequent bug
reports by windows users.
There is some reorganization of the GHOST API to allow easy addition of
further OpenGL options in the future. The change is not propagated too
deep to keep the size of the patch managable. We might reorganize things
here later.
For OpenGL we do two checks here:
One is a combination of GDI generic renderer or vendor microsoft
corporation and OpenGL version 1.1. This means the system does not
use GPU acceleration at all. We warn user to install a graphics
driver and of cases where this might happen (remote connection, using
blender through virtual machine)
The other one just checks if OpenGL version is less than 1.4 (we can
easily change that in the future of course) and warns that it is
deprecated.
Both cases will still let blender startup correctly but users should now
have a clear idea of the system being unsupported.
A user preference flag is provided to turn the warning off.
Now stop posting those bug reports without installing a driver first -
please?
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Inset has been missing from the toolbar for a long time, even though it's a fundamental mesh tool. It now lives, happily, alongside Extrude.
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refactoring.
Use a new menu instead of old enum key.
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Cherrypicking c31d921 onto 117edbb
Conflicts:
release/scripts/startup/bl_ui/properties_game.py
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Patch by Gottfried Hofmann.
Differential Revision: https://developer.blender.org/D1103
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Adds bpy.app.sdl to expose SDL version information.
When SDL is not available on a Linux system, certain Blender features
are silently disabled (like joystick support in the BGE). This change
is the first step towards making it more obvious why something isn't
working.
SDL information is exposed to Python via bpy.app.sdl, in the same way
as OCIO and OIIO information is exposed.
Generated system-info.txt contains SDL loading method (linked or
dynamically loaded by Blender) and SDL version number.
Reviewed by: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D1112
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scrollbars.
But again, what we really need to fix is UI saving for that temp area...
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Disabling did nothing
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Not totally happy with this, but it's better than nothing for until
we've got real outlier detection. Also made it more cleat how exactly
filtering happens, so users don't expect something the operator is not
intended to do.
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Could connect a pair of verts previously,
now connect all vertices along the path, running a second time closes the loop.
Can also be used for without faces to connect edges between selected points.
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Many users have been requesting a way to remove unused datablocks from the file/session
"without closing and reopening" Blender (or at least that's the impression I'm getting).
This commit adds a new operator (exposed as the "Purge All" button in the header of
the "Orphaned Datablocks" mode in the Outliner, which seems to be the logical
place for this) for doing so. It does so by wrapping up the save and "revert"
(i.e. reload the saved file from disk, without needing to quit Blender) operators
along with a confirmation prompt for good measure.
Caveats:
* Ultimately, we still cannot really cleanly delete any datablocks from the current
session outright without reloading the file/data at some point. Thus, we do need
to reload the file again before it can be used.
* This does mean that this operation is irreversible. Notably, Undo history is lost
is doing this operation. Hence the warnings... (Then again, undo/redo actually
reloads the entire scene DB from memory, so it's not anything uncommon ;)
Other Notes:
* The addition of this operator brings this mode more into line with being a kind of
"Trashcan" place, with this new operator being the manual "Empty Trash" button.
If the "Orphaned Datablocks" name is too obscure, maybe we could rename this
mode to "Trash" or something similar?
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Turned out that I misinterpreted the feature request, plus there are some
minor issues with the commit that would need to be corrected.
After all, I decided to just remove it again as it seems to not be really
useful for the users.
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The translation and rotation locks subpanel was not used by dynamic physics type to avoid inestability in the application of forces and/or torques. Therefore it is better to remove it from UI (for dynamics) to avoid misunderstandings.
Reviewers: moguri, dfelinto, campbellbarton
Reviewed By: campbellbarton
Subscribers: panzergame
Differential Revision: https://developer.blender.org/D1090
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set as focused
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This commit introduces a few ready made effects for the 3D viewport
and OpenGL rendering.
Included effects are Depth of Field, accessible from camera view
and screen space ambient occlusion. Those effects can be turned on and
tweaked from the shading panel in the 3D viewport.
Off screen rendering will use the settings of the current camera.
WIP documentation can be found here:
http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing
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This feature has been totally broken for a long time. It was added
originally because negative frames were not supported.
Giving simulations (cloth and others) time to settle before animation
starts needs to be solved in a much better and more generic way.
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D1069 by @sebastian_k
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layer(s) only
As brought up in T43595, the Grease Pencil layers list could sometimes end up
taking up too much space when there are no layers. Another issue raised there
was that the up/down buttons are redundant when there is only a single layer.
This commit makes some changes to get these a bit more compact for the case where
you have an empty GPencil datablock left over from previous work.
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Was printing full traceback, harmless but verbose.
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Reported by maxon through IRC, thanks.
Invalid (inexistant) bookmarks would not be selectable, hence not removable.
First, made invalid bookmarks grayed out in lists, so that user knows when there are some.
Then, added a new 'cleanup' operator that removes all invalid bookmarks.
This solution may not be completely satisfaying, but should do the work for now.
I do not want to add back those ugly 'X' delete buttons for each entry in list,
so better solution would be to make UIList able to select several items at once...
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structs to paint struct (might be useful for vertex paint too in the
future)
Cavity masking now has a curve control. The control will set the amount
of masking for positive cavity ("pointness") or negative cavity
("cavity") with x axis being the amount of cavity and 0.0 = full cavity,
1.0 = full pointness, 0.5 = no cavity and the y axis being the amount of
alpha.
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Not really a bug, more like a silly typo.
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Bookmarks are now editable (i.e. you can rename them, and reorder them).
They are also listed in regular UILists, so you can filter/sort them as usual too.
Also, FileBrowser 'T' side area is changed to something similar to 3DView one,
in this case because we need op panel to remain at the bottom, and later because
we'll more than likely need tabs here!
Thanks to Campbell and Sergey for reviews.
Differential Revision: https://developer.blender.org/D1093
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Title says it all, options can be found in the options panel,
A slider controls the amount of cavity masking that is applied while
it's also possible to invert the mask and paint outside or inside
cavities.
Again we might greatly benefit from caching of the cavity result, but
that should only affect startup time for the stroke.
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D1066 by @gregzaal
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The term auto-view on its own isn't very meaningful
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Auto View automatically adjusts the view based on selection, so that the view is
always focused on the current selection.
A checkbox in the header is used to access it and it works for the following
selection methods: Toggle All, Border, Circle, Lasso, Left, Right, More, Less,
Linked, Column (so all except of single selection, in which this can be a bit
annoying)
Reviewed by @Aligorith (thanks for that :) )
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timeline.
When enabled, ipo, dopesheet, NLA, timeline, clip and sequence editors
will follow the current frame during animation. When the cursor reaches
the end of the screen, then the next range of frames of the same width
is displayed.
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Nothing much to say here, basic tool to make normals point toward a target,
or to make them point 'outward' as if object was a spheroid (useful for game bushes etc.).
Also, forgot a big thank you to Campbell for the extensive review work he has done on this project!
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This is the core code for it, tools (datatransfer and modifier) will come in next commits).
RNA api is already there, though.
See the code for details, but basically, we define, for each 'smooth fan'
(which is a set of adjacent loops around a same vertex that are smooth, i.e. have a single same normal),
a 'loop normal space' (or lnor space), using auto-computed normal and relevant edges, and store
custom normal as two angular factors inside that space. This allows to have custom normals
'following' deformations of the geometry, and to only save two shorts per loop in new clnor CDLayer.
Normal manipulation (editing, mixing, interpolating, etc.) shall always happen with plain 3D vectors normals,
and be converted back into storage format at the end.
Clnor computation has also been threaded (at least for Mesh case, not for BMesh), since the process can
be rather heavy with high poly meshes.
Also, bumping subversion, and fix mess in 2.70 versioning code.
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