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2015-02-03Possible NULL de-reference on fullsceen checkCampbell Barton
Also quiet some other minor warnings
2015-01-28Stacked fullscreen area support (proper implemenation)julianeisel
Adds support for stacked fullscreens. This basically means, if a user opens a temporary fullscreen mode, such as the File Browser or the Image Editor render view, from a different fullscreen, the "Back to Previous" function or the other ways to escape those temporary fullscreens don't return to the split screen layout but to the previous fullscreen he has been in. I already committed something similar (f7e844570fea862) but that was only supposed as a fix, it didn't work for the "Back to Previous" operator and the implementation wasn't really reusable. This one looks a bit nicer + makes some older hacks unnecessary :)
2015-01-26Cleanup: strcmp/strncmp -> STREQ/STREQLEN (in boolean usage).Bastien Montagne
Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)' and 'strcmp(foo, bar) == 0' in several places...
2015-01-25cleanup: warnings, spellingCampbell Barton
2015-01-25Fix T43008: Support stacked fullscreen areasjulianeisel
2015-01-24BKE_image: use BKE_image_*** prefixCampbell Barton
use bools for return values and some api naming consistency.
2015-01-21BKE_screen: add BKE_screen_find_area_xyCampbell Barton
Use from eyedropper & screen operators also define SPACE_TYPE_ANY for readability.
2015-01-12Second try to fix missing previews of mat/tex/etc. in .blend files.Bastien Montagne
This time, it's a dedicated operator user has to run before saving the file. And it recursively check all IDs linked from each scene, therefore rendering materials etc. previews using a scene they are used in. Note the renderengine issue is not completely addressed this way (existing code for icon previews seems to ignore completely other engines, and IDs not linked anywhere (fake-user ones) will be rendered with current scene's engine as fallback, also you can get a material linked to an hidden object in a scene, etc.). Reviewers: sergey, campbellbarton Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D980
2015-01-08Fix for wrong boolean flag checkSergey Sharybin
This fixes obvious overflows when checking bitflags, who knows how much undiscovered issues exists in the code still..
2015-01-07Ensure mat/tex/etc. previews are generated/saved in .blend files when ↵Bastien Montagne
enabled in userprefs. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D970
2015-01-04sequencer: don't return big values (fill pointer instead)Campbell Barton
2015-01-04FileBrowser: Cleanup: rename some (really ugly) enum names.Bastien Montagne
2014-12-20Fix T42961: GPencil - Refactor object/scene data behaviourjulianeisel
D937 with minor edits (whitespace only) @aligorith, I double checked everything runs smoothly, blame me if I missed something ;). Sorry for just taking the initiative and committing without talking to you, but I wasn't able to catch you the last days. This should be fixed before the release IMHO, but I don't think it's important enough to be committed during BCon5, so sorry again, but hopefully everything is okay :)
2014-12-06Fix crash in RE_AcquiredResultGet32 on debug builds introduced yesterdayJens Verwiebe
2014-12-05Render API: Add RenderEngine.error_set() functionSergey Sharybin
This function sets an error message which would be displayed after rendering is over and info space lost the link to the engine.
2014-12-05Grease Pencil sketches get included when doing OpenGL previews for scene ↵Joshua Leung
strips in sequencer After double checking the sequencer code, there doesn't seem to be any reason to exclude these from the sequencer previews. This makes it possible to use the sequencer to non-destructively chain together difference Grease Pencil animated shots together without having to render each image sequence first, allowing for a smoother workflow. Just in case the initial assumption isn't entirely correct, I've put in place an extra arg to the relevant functions which can be hooked up to a suitable option on the scene strip later to turn this on/off as needed.
2014-11-30Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch)Joshua Leung
This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-11-28Cleanup: unused headersCampbell Barton
2014-11-28Delete GPU buffers if preference changes.Antony Riakiotakis
2014-11-26World background working on cycle nodes.Antony Riakiotakis
This is added in the spirit of the general cycles GLSL system which is pretty much WIP still. This will only work on cycles at the moment but generating for blender internal is possible too of course though it will be done in a separate commit. This hasn't been tested with all and every node in cycles, but environment and regular textures with texture coordinates work. There is some difference between the way cycles treats some coordinates, which is in world space and the way GLSL treats them, which is in view space. We might want to explore and improve this further in the future. ...also </drumroll>
2014-11-23Refactor: BLI_path_util (part 2)Campbell Barton
Use BKE_appdir/tempdir naming prefix for functions extracted from BLI_path_util
2014-11-23Refactor: BLI_path_util (split out app directory access)Campbell Barton
This module is intended for path manipulation functions but had utility functions added to access various directories.
2014-11-22Fix T42688: python crash: bpy.context.scene.update().Bastien Montagne
`ED_render_scene_update()` should ensure it does have some WM to work on...
2014-11-18Make it possible to use preview/viewport render job kill without contextSergey Sharybin
2014-11-16Cleanup: use BLI_listbase_*** prefix for count,sort,sort_rCampbell Barton
2014-11-11UI Refactor T41640Campbell Barton
Make the UI API more consistent and reduce confusion with some naming. mainly: - API function calls - enum values some internal static functions have been left for now
2014-10-28Cleanup: de-duplicate engine-id'sCampbell Barton
2014-10-14Fullscreen Editor (new fullscreen mode for clean UI)Dalai Felinto
Organize Maximize/Fullscreen mess and add a new fullscreen mode with no UI * Maximize Editor: (old Ctrl+Up) * Full Screen Window: (old Alt + F11) * Full Screen Editor: new operator (Alt + F10) * Change Show/Hide Header: (Alt + F9) When the mode is on moving the mouse near the top right corner of the editor shows an icon to go back to the normal editor mode. This was originally intended for the multiview branch, but this functionality also benefits non-stereo workflows, thus it can be reviewed and committed independently. Development notes: * This includes cleanups in the code to sanitize the naming of fullscreen/maximize across the window/editor code. * Originally the idea was to make the window fullscreen as well, but this idea was dropped. * You can see the clicking area when debug is 1 * Technically the user can be left with an unfaded icon in the corner (specially when using a tablet). If we think this is too bad we can increase the action zone to be the whole screen, or something similar. Reviewers: campbellbarton [1], ton [2], fsiddi [2] [1] actual code review [2] design review Differential Revision: https://developer.blender.org/D678
2014-10-08Ghost Context RefactorJason Wilkins
https://developer.blender.org/D643 Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-10-07Allow render engine to declare whether it's capable of the texture rendering ↵Sergey Sharybin
or not If render engine has bl_use_texture_preview set to truth blender wouldn't fallback to the blender internal rendering for previews.
2014-10-06Texture painting:Antony Riakiotakis
Do not generate materials/images/UVs if they are missing. Now we spawn a panel ("Missing Data") with operators to generate the missing data and pop a warning if user tries to paint without them. The reason we have reverted this is that it is too easy to end up with more textures than we wanted. It was impossible to enter texture paint without having textures added, and code makes too many assumptions about what user may want. Discussed during Sunday's meeting. This might be a candidate for 2.72a but I'm not sure how other artists will take this (and how refined and crash-free it is), better make a few iterations first. And for interested parties...test please, don't wait until after a release to poke with such issues. Also, add slot operator now adds a new unconnected image node in cycles. Only used in the "Missing Data" panel. This should be a separate commit but I am squashing it into the same commit because it relies too much on changes done here and can be reverted easily if complainstorm occurs again.
2014-10-06Cleanup: remove old preview codeCampbell Barton
2014-08-27Changing render engine now refreshes the texture paint display better.Antony Riakiotakis
Also avoid looping over all objects for texture paint checks when a material changes, only check active object.
2014-08-19Fix T41457: Viewport resolution divider does freestyle for every resolutionSergey Sharybin
Now freestyle would be rendered for the final resolution only, making it so viewport navigation is really interactive.
2014-08-17CleanupCampbell Barton
2014-08-12Fix T41060: Wrong texture 'Object' mapping in 3DView Rendered mode with ↵Sergey Sharybin
Blender Internal
2014-08-12Freestyle: Removed the stored bContext from the Controller class.Tamito Kajiyama
The stored context object was used for creation of shade nodes. A closer look at the node system showed that the context is not actually used when shader nodes are added to a shader node tree. Relying on this fact, now a NULL pointer is passed to nodeAddStaticNode() instead of the stored bContext pointer.
2014-08-12Fix for wrong idname of the "Create Freestyle Stroke Material" operator.Tamito Kajiyama
2014-08-12Freestyle: Fix for error handling in SCENE_OT_freestyle_stroke_material_create.Tamito Kajiyama
2014-08-12Added new operator "Create Freestyle Stroke Material" for testing.Tamito Kajiyama
2014-07-24Material could end up with invalid texture paint slots on changingAntony Riakiotakis
engine.
2014-07-21GSOC 2013 paintAntony Riakiotakis
Yep, at last it's here! There are a few minor issues remaining but development can go on in master after discussion at blender institute. For full list of features see: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting Thanks to Sergey and Campbell for the extensive review and to the countless artists that have given their input and reported issues during development.
2014-07-17Follow-up to code cleanup in rB415af0b: Keep compound terms as they are.Tamito Kajiyama
2014-07-16Cleanup: Adhere to our naming convention for BKE_linestyle.h APICampbell Barton
2014-07-09Implement Start Resolution for preview render in BISergey Sharybin
So now viewport render resolution division works exactly the same as in Cycles.
2014-07-09Fix T40939: Border render and SSS doesn't work correct in rendered viewportSergey Sharybin
There were some missing updates in the viewport render job which lead to wrong SSS mapping on the final resolution. There was also wrong scaling applying when border render is used. And last but not least(?) strands render was using first level of the resolution leading to really thick strands in the final viewport.
2014-06-25Fix T40800: Crash when editing material nodesSergey Sharybin
it was caused by ee5f432. Not sure why exactly blender runs into threading conflicts here since material preview works. Let's keep it simple for now and disable material nodes preview, because it's not supported by the interface anyway. This is to be included to the final release.
2014-06-24Followup for the previous commitSergey Sharybin
Need to do the same for render exec() because it doesn't use the job system.
2014-06-20GLSL tweaks for viewport render drawSergey Sharybin
- Was missing pixel scale - Dither is now supported on GPU
2014-06-20Implement resolution divider in the Blender InternalSergey Sharybin
Currently resolution divider is not exposed to the interface yet, and i'm not even sure it needs to be exposed because it's somewhat weird configuration. Need to check how often artists are changing start resolution in Cycles. Pretty much straightforward implementation with the only weak part: render result is getting re-allocated and upscaled when current resolution is finished. Not sure how to make it faster actually. Maybe it's just a matter of making upscale fast enough. Needed to fix some possible memory leak happening in Freestyle when canceling rendering on a special stage -- it was missing temp bmain free, Reviewers: campbellbarton, dingto CC: sebastian_k, fsiddi, venomgfx Differential Revision: https://developer.blender.org/D609