Age | Commit message (Collapse) | Author |
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For cases when there are multiple matches,
find the closest match (with increasingly fuzzy tests) instead of failing.
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This never really worked that well, and often ended up being far too strong
to be of practical use. The new options do similar things, but with greater
control, so removing this old method now.
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On second thought, these might be better names for these... I'm still not 100%
happy with these, but they will do for now.
(Best results currently seem to be with smooth 0.7, and subdivision steps 1 or 2)
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Improve the quality of current grease pencil strokes adding a new dynamic smooth and subdivision. The level of smooth and subdivide can be adjusted using UI parameters. These options are disabled by default in order to keep the grease pencil stroke compatible with any existing add-on.
Both parameters are defined at layer level.
Reviewers: aligorith
Differential Revision: https://developer.blender.org/D1866
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This adds simple preset menu for unit scale scene property.
D1799 by @alm
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This patch adds support for coloring point density textures based on several mesh vertex attributes.
* Vertex Color: Use a vertex color layer for coloring the point density texture
* Vertex Weight: Use a weights from a vertex group as intensity values. (for Blender Render engine the additional color band is used)
* Vertex Normals: Use object-space vertex normals as RGB values.
The vertex color source enum is stored separately from the particle color source, to avoid invalid values when switching.
Note that vertex colors are technically "corner colors" (MLoop), so each vertex can have as many colors as faces it is part of.
For the purpose of point density the mloop colors are simply averaged, which is physically plausible because corners can be viewed
as multiple points in the same location.
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Thanks to D1080 by @rockets, I've now been able to easily implement the
ability to type multiple word snippets/partial words into the text filter
field (in the Animation Editors), and have it filter the channels which
contain just some of those parts (instead of having to match everything).
For example, the following search strings will now work:
* "loc rot" or "lo ro" will now filter all location and rotation FCurves
* "col loc" will filter all location and color FCurves
* "scale" will also work as before to filter all scale FCurves
But, the following will not work:
* "lc rt" will NOT filter all location and rotation, as the fuzzy search only
breaks down the search string based on whitespace placement
By default, this is not enabled when using name filtering (i.e. magnifying glass is checked,
and some filtering text is specified). Instead, you need to enable the "AZ" toggle beside
the name field. This fuzzy matching is not enabled by default as it could end up being
quite a bit slower on really heavy scenes. (There are probably some optimisation
opportunities, but that's only a future option if someone really needs it)
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This re-applies smoothing based on the previous update.
Can smooth more but harder to get such even distribution.
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While this isn't essential, accessing this setting required navigating to each scene and using render menu.
Expose in sequencer UI for more convenient access.
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D1853 by @JacquesLucke
The speedup is mainly possible by using the `foreach_set` method for polygon data.
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As suggested by Sergey, do not register those anymore, this way we keep undo step,
but user cannot 'redo' them (does not work, since cached DM in particle modifier data
is not yet re-created by depsgraph update after undo when operator is redone).
UI now has two buttons, one to (dic)connect current psys, the other to (dis)connect all.
Also fixed similar issue with Connect Hair op.
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* Don't show name of keyframe type in timeline header. It's getting a bit too crowded
for that, so just show the keyframe icon. Hopefully that will be enough.
* Tweaked the tooltip and label to make it clearer what the setting is for
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The new "default keyframe type" dropdown on the timeline header
(and also the "Keyframe Type" operator/properties in other places)
now has procedurally generated icons which reflect what that keyframe
type will look like when rendered in the Dope Sheet.
This was achieved using the ancient "VICON" (vector icon) stuff
that's lurking around in the dark parts of UI code. From memory,
the only other things that use (or used to use) this stuff included
some of the triangle icons for some dropdown buttons, or something
like that.
Notes:
* Theme colour changes are reflected immediately by these icons.
This is possible because they are all drawn procedurally
* These icons scale with the DPI setting. I manually guessed the size of
these icons. They can be adjusted further if needed.
* I've documented the steps for adding voodoo icons like this on the wiki
(http://wiki.blender.org/index.php/Dev:2.7/Source/Checklists/Vector_Icon)
* It's true that the rendering of these keyframes doesn't quite fit the rest
of the icons in the UI. However, since we're just leveraging the standard
keyframe drawing methods (to avoid discreptancies between the two), we'll
leave it as such for now. Maybe later we can consider blending in a bit of
the glossy keyframe icons in the Icon Sheet?
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To make it easier for animators working in a multipass pose-to-pose workflow
when inserting breakdown keyframes and so forth, it is now possible to specify
the "type" of keyframe being created (i.e. the colour of the keyframe, when drawn
in the Dope Sheet).
Usage:
1) Choose the type of keyframe ("Keyframe", "Breakdown", "Extreme", etc.) from
the new dropdown located between the AutoKeying and KeyingSet widgets on the
timeline header.
2) Insert keyframes
3) Rejoyce that your newly created keyframes have now been coloured for you already
in the DopeSheet.
Todo:
* Look into a way of using the actual keyframe colours (from the theme) for the icons
of these types.
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This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in
Blender-Internal and GLSL.
The current falloff modes use a formula like this inverse-square one:
`I = E × (D^2 / (D^2 + Q × r^2))`
While such a formula is simple for 3D-artists to use, it's algebraically
cumbersome to work with. Game-designers authoring their own shaders
could benefit much more by having direct control of falloff-coefficients:
`I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))`
In this mode, the `distance` parameter is unused (except for 'Sphere'
mode); instead relying on the designer to mathematically-model the
falloff-behavior.
The UI has been patched like so:
{F153843}
Reviewers: brecht, psy-fi
Reviewed By: psy-fi
Subscribers: brita_, antidote, campbellbarton, psy-fi
Differential Revision: https://developer.blender.org/D1194
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This is a new option for panorama cameras to render
stereo that can be used in virtual reality devices
The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel)
Known limitations:
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* Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect).
* Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER
* Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere)
* This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master).
* We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances.
* We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras.
* We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact).
THIS NEEDS DOCS - both in 2.78 release log and the Blender manual.
Meanwhile you can read about it here: http://code.blender.org/2015/03/1451
This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year.
All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332
Reviewers: sergey, dingto
Subscribers: #cycles
Differential Revision: https://developer.blender.org/D1223
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D1838 by @JacquesLucke
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D1839 from @Orgold
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D1839 from @Orgold
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Basque one, grr).
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Image filter was not set, but only if invoked from toolbar (image strip needs to be selected to see the button).
Caused by rB7fa72b8970, Wasn't aware there's another button for this for image strips.
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Useful for writing asset-libraries to a file, eg.
`bpy.data.libraries.write(filepath, datablocks, relative_remap=False, fake_user=False)`
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Never used keys and better reload in same order loaded.
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Nothing critical, but would be nice to backport this to 2.77.
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.blend1 file or not.
Requested by Aaron Carlisle (@blendify) over IRC.
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Needed to allow modal UI keymaps, but I'm sure we'll need this more often in future.
First item will be modal eyedropper keymap coming in a following commit.
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Now using same UI as in object/armature properties, also save one line in 3DView panesl. ;)
Nothing crucial there, but nice & safe to backport to 2.77 imho.
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by Pokedstudio
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Also name more clearly
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Operator no longer exists.
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Internally custom-id-properties used soft-limits, but there was no way to edit these.
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It was basically doing nothing, for ages.
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This is an attempt to improve the User preferences panel for the 3DView. I made 2 changes:
- I reordered the sequence of properties by grouping them into more logical groups as it made sense to me. Please indicate where to rearrange the order if necessary.
- Then i added some changes in the code to get the groups better arranged visually. I am pretty sure that this can be done much better, more clever, more generic, whatever. This is just what i could figure out on my own so far.
Reviewers: aligorith, sergey, gaiaclary
Subscribers: sergey
Projects: #user_interface
Maniphest Tasks: T47295
Differential Revision: https://developer.blender.org/D1757
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invalid Python code/paths
The problem is that node trees (such as the Material, Lamp, and Compositor node trees)
are stored as "nested node trees" on the affected datablocks. They are particularly
troublesome to deal with, as the are not easily identified, and also cannot be easily
mapped back to the ID's which actually own them. As a result, the usual automated
methods do not work when dealing with these!
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* Remove unnecessary big margins after triangle icons (esp. for keymap items they where waaay to big)
* Remove ugly margin after "Foo (Global)" entries
* Add little margin after expanded key maps
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