Age | Commit message (Collapse) | Author |
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- fix for compiler warnigns
- bpath reporting was incorrect
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operators,
so you can change the font of 3D text objects.
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fix own error in py ui also
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If you have a blend file and want to save in a new directory enabling this will save with the paths corrected relative to the new directory.
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A solid color backdrop is now drawn behind the mute/protect toggles and sliders, reducing the visual clutter with long names still appearing behind the UI widgets.
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Making shell_angle_to_dist use radians was needed for solidify but somehow broke paint. Need to look into further but for now this fixes it.
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Most likely will not compile for others, I'd appreciate any build errors
and missing files reports (I can never seem to get everything committed
and all the build systems working without help).
Porting over the sculpt/multires tools was a breeze,
thanks goes to brecht for a design that didn't exclude
ngons and was easy to port.
Note that I've not tested externally-backed multires
file support yet. Also, I still need to write version
patch code for some cases.
Some notes:
* Like trunk, topological changes don't update multires right,
so e.g. subdivide will duplicate multires data on the new faces,
instead of subdividing it.
* If you set the debug value (ctrl-alt-d) to 1 it'll turn on
my experiments in speeding up sculpting on higher-res multires
meshes (but note it makes partial redraw not completely accurate).
* There's a bug where you have to go through editmode to get out
of sculpt mode, not sure if I inherited or created this myself.
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edit and snapping, by clipping the view ray.
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is correct?
remove other small warnings
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/* given an array with some invalid values this function interpolates valid values
* replacing the invalid ones */
int interp_sparse_array(float *array, int list_size, float skipval)
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animated its over 4x faster.
* utility function BLI_findstring to avoid listbase lookup loops everywhere.
eg:
ListBase *lb= objects= &CTX_data_main(C)->object;
Object *ob= BLI_findstring(lb, name, offsetof(ID, name) + 2);
* made some more math functions use const's, (fix warnings I made in previous commits)
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Useful if you have 2 different characters with the same base mesh (matching indicies), and want to copy a facial expression for eg, from one to another.
Durian request to re-use shapes between characters.
* Copies the active shape to other selected objects
* Different methods to apply the shape
* * OFFSET, simple translation offset
* * RELATIVE (EDGE/FACE), Use Barycentric transformation to copy the shape. This means the target mesh can be a different orientation and scale and the shape should still apply since the surrounding geometry is used as a basis for the offset.
bug: barycentric transform's depth was inverted.
Note:
* This isnt added into a menu yet,
* This cant be redone since adding a shape key messes up the redo stack. needs fixing for other scripts too.
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From 2 triangles and 1 point, the relative position between the point and the first triangle is applied to the second triangle to find the target point.
the barycentric weights are calculated in 2D space with a signed area so values outside the triangle bounds are supported.
wrapped by python:
pt_to = Geometry.BarycentricTransform(pt_from, t1a, t1b, t1c, t2a, t1b, t1c)
NOTE:
- moved some barycentric weight functions out of projection painting into the math lib.
- ended up making some of the math functions use const args.
TODO:
- support exceptional cases. zero area tries and similar.
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Wrong definition for angle_v2v2 (it read 2d vectors as 3d vectors)
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* Increase epsilon for intersection a bit more, ortho view + small
faces are problematic.
* Fix a redraw issue with one partial redraw too much at the end of
the stroke.
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angle_quad_v3 & angle_tri_v3
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- shell_angle_to_dist() was using degrees
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* added renamed files in revision 25337
* renamed BLI_util.h -> BLI_path_util.h for consistency
* cleanup of #includes: removed BLI_blenlib.h in favour of direct includes of the needed headerfiles in a few places.
* removed debug print in sequencer.c
* added missing include in blenkernel/blender.c -> bad dependency, needs to be fixed still
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effects strips
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* renamed util.c --> path_util.c since there are more then 1 of these files which makes setting breakpoints annoying.
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* Temporary workaround for sculpt not working well with small polygons,
still seems to be some issues, but can at least paint now.
* Small optimization avoiding local function variable aliasing.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r25245:25315
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* Added detection if VBO extension is supported.
* Redraw other 3d views after sculpting.
* Fix brush sometimes punching through mesh with very small polygons,
added an extra epsilon to the ray-triangle intersection.
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* Smooth brush works again for multires.
* Optimal Display option for multires modifier, same as subsurf.
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24889:25180
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* Don't allow adding/removing multires levels in editmode.
* Customdata code for swapping mdisps restored.
* Fix inflate brush crashing with multires.
* Smooth and layer brush don't work yet with multires, but at
least avoids crashing now.
* Fix threading issue with flatten brush.
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fixes I think may fix the issues with compiling the GE, yay\!
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After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
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Copied (in if-defs - for msvc win32/64) the python math functions used for dealing with the lack of a 'round()' function.
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number of decimal places.
- added Mathutils vector method, vec.asTuple(round), since this is tedious in python and fairly common task.
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OpenCollada @ 675, Linux) and 25001 (bone animation import). See corresponding log entries for more detail.
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trunk/2.5 at r24811 I thought I'd committed but did not, yeek.
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* swap v2/v3
* multiply-and-add (madd) v3
* inline v3 short/float conversion
* mul_v3_m3v3
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vcloud_estimate_transform(..) to math library
comments there (@math_geom.c) should explain what it does
-- removing attached clutter from softbody.c
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svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24483:24889
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* This is experimental, the file format may change still!
* Helps reduce memory usage, keeps .blend files smaller, and makes
saving quicker when not editing multires.
* This is implemented at the customdata level, currently only the
multires displacements can be stored externally.
ToDo
* Better integration with object duplication/removal/..
* Memory is not yet freed when exiting sculpt mode.
* Loading only lower levels is not supported yet.
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* PBVH can now be created contain both from face grids or standard
meshes. The former is much quicker to build for high res meshes.
* Moved some drawing code into pbvh (mostly for the frustum test).
* Moved ray intersection code into pbvh.
* GPU buffers also can be built from either mesh or grids now.
* Updated sculpt code to work with this. The ugly part is that there
is now a macro for iterating over vertices, to handle both cases,
and some duplicated code for e.g. undo.
* Smooth brush does not work yet with grids.
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* swap v2/v3
* multiply-and-add (madd) v3
* inline v3 short/float conversion
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driver deps
- removed some warnings
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