Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2015-04-21Improved Alembic archive examination tool for cache libraries.Lukas Tönne
A new panel is added for showing the structure and contents of archives of a cache library (instead of simply dumping on the terminal). The archive structure is stored in a lightweight tree structure, mirroring the hierarchy of objects and properties in Alembic. These object/property nodes can be expanded individually for easier navigation through the archive.
2015-04-21Use a dedicated panel for cache library UI instead of appending to theLukas Tönne
duplication UI.
2015-04-20Merge branch 'master' into alembicBastien Montagne
2015-04-20I18n: Add Vietnamese language.Bastien Montagne
2015-04-20Merge branch 'master' into alembicLukas Tönne
2015-04-20Fix: "show_points" setting for Grease Pencil drawing didn't workJoshua Leung
As reported by zeffi, the "show_points" option was not working in master. It probably broke recently, after some changes meant that the point sizes weren't geting set prior to drawing these points anymore. Since this was originally added as a debugging tool (though it is now somewhat redundant due to the stroke editing functionality, which uses/exposes the same points), this option wasn't really that important. I have decided to add back a toggle for this to the UI though, since it can be used for some interesting effects...
2015-04-18BGE: New Draw debug shadow box for sun lampPorteries Tristan
New Check option "Show Shadow Box" in shadow panel of sun lamp to get feedback about which objects project shadows. Minor tweaks by Campbell Barton and Jorge Bernal Reviewers: moguri, sybren, kupoman, dfelinto, lordloki, campbellbarton Reviewed By: lordloki, campbellbarton Subscribers: sergey, lordloki Projects: #game_engine Differential Revision: https://developer.blender.org/D1149
2015-04-17"Deflector" force modifier for cache simulation.Lukas Tönne
This works like the existing effectors when using "surface" mode: It selects the closest point on the mesh surface and creates a force based on distance and falloff. Unlike the old effectors it also supports signed distance, based on the surface normal, which gives more control over the allowable distance of strands to the mesh surface.
2015-04-16New cache modifier type for creating force fields on duplis of theLukas Tönne
cached group itself. This allows using the dupli group objects themselves as force fields, in particular for collision objects in strand simulation. Without this feature only the original objects of are recognized by the effectors system, and even if duplis worked properly their settings would not be accessible due to linking and dupli group hiding. The cache modifier circumvents this issue by providing a new force field system, separate from the current effectors.
2015-04-16Fix T44406: the Hebrew font causes trouble.Bastien Montagne
Looks like the droidsans hebrew font we used back in the days had some kerning bug or so... Updated with latest version from Debian Testing repo, works nice now.
2015-04-16RNA: avoid past tense in property namesCampbell Barton
2015-04-16Partial fix for T44404: freestyle crashes blender.Tamito Kajiyama
Logical predicates AndUP1D and OrUP1D were instantiated even with an empty list of unary 1D predicates, causing an exception in the constructors of the logical predicate classes. This is a regression made in b408d8af31c9fba5898e353c97f95f7ce8dc19c1.
2015-04-15Object and particle system selection in the cache hair sim modifier.Lukas Tönne
Before this the hair sim would be applied indiscriminately to all the strands in the cache data. Now an object/psys combination from the dupli cache must be selected. Note that this is not the actual target of the hair simulation, which still operates on the cache overrides instead. The Object/Psys only functions as a selectable key, if no matching data is found in the cache no hairsim will be applied.
2015-04-15RNA: use lock_ prefix for booleansCampbell Barton
2015-04-14Merge branch 'master' into alembicLukas Tönne
Conflicts: source/blender/blenkernel/intern/object_dupli.c source/blenderplayer/bad_level_call_stubs/stubs.c
2015-04-14Add flag that prevents editing of markers. Can be located in markerAntony Riakiotakis
menu. When active, all editing operators for markers will not fire up.
2015-04-14NLA: The "filter by name" functionality now works with NLA strips tooJoshua Leung
2015-04-14NLA: Shift-Tab toggles tweakmode AND makes that track soloJoshua Leung
To help make it more convenient to edit stashed actions, Shift-Tab (i.e. holding down the Shift key, which "tabbing" into tweakmode as usual to edit the action referenced by the active NLA strip) now flags the NLA Track that the strip occupies as being "solo" too. This allows you to use the NLA to select a stashed action, then Shift-Tab to start editing it without any other actions in the NLA stack interfering. Like the "Next/Previous Layer" tools in the Action Editor, this is designed to help with checking on stashed actions.
2015-04-14Cleanup: don't use single sets for comparisonsCampbell Barton
2015-04-13Cleanup: do not use _reportf() when not doing any string formating!Bastien Montagne
Also usual minor i18n messages stuff...
2015-04-13Workaround T44351: Scopes make editmesh lagCampbell Barton
Scopes are very heavy to calculate and editmesh uv's can cause the image view to redraw. Best just disable scopes in this case.
2015-04-13New operator for action and graph editor that centers around currentAntony Riakiotakis
scene frame, bound to numberpad zero.
2015-04-13Py API: default arg for location_3d_to_region_2dCampbell Barton
This function could return None for points behind the view, note this in the doc-string and add an optional fallback argument.
2015-04-12making add>lamp its own menu so it can be extended by addonsInes Almeida
2015-04-10Move clean operator from action/ipo editors to the delete menu, now thatAntony Riakiotakis
O key is bound to proportional editing.
2015-04-10Explicit flags for toggling motion (from simulation) and child strandsLukas Tönne
in both display and render of caches.
2015-04-10Goal springs for cached strand simulation.Lukas Tönne
In addition to the original particle hair sim settings the parameters for strand sim have a curve to define the strength of goal springs along strands. This useful because currently there is no way to override the weights of strands. This would require a new particle edit mode that can work with non-particle data in a sane way ...
2015-04-10missed last commitCampbell Barton
2015-04-10rename _ipo -> _fcurveCampbell Barton
2015-04-09Disable the UI for drawing objects of cache libraries.Lukas Tönne
This takes an arbitrarily large amount of space in the UI and does currently not have a good purpose. Eventually this information could be displayed in a dedicated part of the UI, with proper scrolling.
2015-04-09Separate proportional editing options for graph and action editor.Antony Riakiotakis
2015-04-09Error in own last commitCampbell Barton
2015-04-09UI: Extend preset menuCampbell Barton
- allow for preset menu to change operator defaults. - allow preset menu to select own kinds of file extensions.
2015-04-08Freestyle: Fix for AndBP1D and OrBP1D not working due to typos.Tamito Kajiyama
Problem report by Folkert de Vries (flokkievids) through personal communications. Thanks!
2015-04-07Proportional editing support for the action editor.Antony Riakiotakis
There are a few things here which are not so nice: * Position of proportional edit circle is not centered on data (difficult to predict positions here since those are completely custom, will probably be positioned at center of area later instead) * Result is flushed to curve handles only at the end of the transform, so if people have the graph editor open they will see handles lagging behind.
2015-04-07Revert Sticky Keys (and everything related to that)Julian Eisel
Our current keymap doesn't give us enough room to make such changes in the event system. To fix small issues caused by this, we would need to do drastic changes in Blender's keymaps and internal handling. It was worth a try, but it didn't work. I can write down a more descriptive statement in a few days, but for now I need a break of this stuff.
2015-04-06UI i18n cleanup...Bastien Montagne
And some general style cleanup as well (line length...).
2015-04-06Multi-View and Stereo 3DDalai Felinto
Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06Only show image slot-name in render viewCampbell Barton
2015-04-04WIP: Added dedicated operator for unlinking actions from the Action Editor ↵Joshua Leung
(NLA buttons support to come) After looking into this more carefully, I've found that we do in fact need a dedicate operator to add some custom logic when trying to unlink an action from the editor/datablocks. Specifically, this new operator does the following: 1) When in Tweak Mode, it shouldn't be possible to unlink the active action, or else, everything turns to custard. 2) If the Action doesn't have any other users, the user should at least get a warning that it is going to get lost. 3) We need a convenient way to exit Tweak Mode from the Action Editor 4) If none of the above apply, we can just unlink normally This commit implements this for the Action Editor, with stubs for the NLA Editor too. Those will be fixed next.
2015-04-03Update keyconfigs for stickiesJulian Eisel
Change are needed to avoid conflicts due to rB53a3850a8a05249942a0c4
2015-04-03Sticky Keys backendJulian Eisel
Design task: T42339 Differential Revision: D840 Initial implementation proposal: T41867 Short description: With this we can distinguish between holding and tabbing a key. Useful is this if we want to assign to operators to a single shortcut. If two operators are assigned to one shortcut, we call this a sticky key. More info is accessible through the design task and the diff. A few people that were involved with this: * Sean Olson for stressing me with this burden ;) - It is his enthusiasm that pushed me forward to get this done * Campbell and Antony for the code and design review * Ton for the design review * All the other people that gave feedback on the patch and helped to make this possible A big "Thank You" for you all!
2015-04-03Added the major parameters for the hair simulation.Lukas Tönne
This is basically copied from existing cloth sim settings, with a good deal of cleanup and sanitization. Unlike cloth parameters, the damping values are described as relative to their associated stiffness values for springs. This is much easier to use in practice and less prone to lead to unstable simulations. Damping simply works best when the force is in the same order of magnitude as the stiffness, so having a relative factor requires much less adjustment on the user side.
2015-04-03Action Editor: Move up/down buttons to be before the datablock selectorJoshua Leung
It turned out that the constantly changing width of the datablock selector made it a pain to use these to quickly toggle between different actions, as the buttons would keep jumping around, thus leading to errors when quickly toggling between actions. This way doesn't look quite as great, but should be more usable.
2015-04-03Action Editor: Go to Next/Previous Animation LayerJoshua Leung
With this feature, it is now possible to quickly switch between different actions stacked/stashed on top of each other in the NLA Stack without having to go to the NLA Editor and doing a tab-select-tab dance, thus saving quite a few clicks. It was specifically designed with Game Animation / Action Library workflows in mind, but also helps layered animation workflows. Usage: Simply click on the up/down arrow buttons (between the action datablock selector and the pushdown/stash buttons) to go to the action in the NLA Track above/below the NLA Strip being whose action is being tweaked in the Action Editor. Notes: - These still work when you're not editing the action used by a NLA Strip. If you're just animating a new action normally, it is possible to use the "down arrow" to temporarily jump down to the previous action without losing the new action you're working on, and then use the "up arrow" to get back to it once you're done checking the other action(s). - If there are multiple actions/strips on the same layer/track, then only the one closest to the current frame will be used.
2015-04-03Added effector weights for cache hair simulation.Lukas Tönne
2015-04-03Fix T44237: translation does not work for input sockets in 'Active node ↵Bastien Montagne
properties' panel.
2015-04-03Fix T44240: Lamp Halo invisible in rendering.Bastien Montagne
Halo is not possible when using 'deep' buffer shadow - reflect that in UI. When not using buffered shadows, switch lamp bufftype to 'regular' on render, as already done with 'halfway' method.
2015-04-02Action Editor: Experimental tweak to ordering of buttonsJoshua Leung
This commit is an experiment exploring the relationship between the action management buttons (i.e. action selector + pushdown/stash, and soon a few others) and the filtering stuff (i.e. summary, only selected, etc.) The old ordering meant that the filtering stuff was consistently in the same place beside the mode selector, meaning that the order was "common stuff, then editor specific stuff", this was not that great on smaller windows, where there important stuff was often out of view. This new order places greater emphasis on the parts which are likely to be more important. It also allows us to have a better hierarchy/flow; this is especially because we'll soon introduce a way to specify which datablock "level" the action comes from, so going from "level -> action -> filters within action" will make more sense.
2015-04-02Expose the Pose Propagate tool a bit more in the UIJoshua Leung
From the various forum threads and the fact that a new addon has cropped up, it appears that it is not that well known that this tool exists, and that it can be used solve a very common problem that animators face. Namely: When you've gone through blocking out your key poses and then realise that you need to adjust parts of the rig which don't change much, this tool solves the problem of needing to go through doing grunt-work to fix all the other keyframes which now need to change as well. So, this tool is now available in the following two places (in addition to the existing Pose -> Propagate menu): * Toolbar - The "Propagate" button will use the default mode (or the last used mode for each subsequent invocation). The arrow-button beside this will allow choosing between the different modes. (NOTE: The UI team may have different thoughts on this, but, let's give this a try for a while first, to see if this sort of thing works) * Alt-P - In Pose Mode, this will now bring up a menu allowing you to choose which mode is used. Since this sort of thing is something that does get run several times in a row when you need it, having this hotkey will make it a bit more convenient.