Age | Commit message (Collapse) | Author |
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Re-using this properties were rather confusing -- selecting mask brush once
lead to changes in behavior of other brushes hotkeys.
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Issue was introduced by self in svn rev56815.
Brushes list was simply not fully traversing
due to mistake in termination condition.
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Switching to tool will cycle via all brushes with given type
only in case current brush tool matches requested one.
This means, when user requests brush with different type,
first brush of that tool will be activated. But further
toggling to the same tool will cycle via all acceptable
brushes.
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after e.g.
scaling it along one axis, now there's a Reset Transform button.
The Image Aspect button is now also hidden unless the texture is an image texture.
And also hide the color wheel for painting tools that don't use colors.
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Since the bug was fixed that made blur brush _not_ blur all verts, there is no way to blur vertex colors after baking.
While this was hidden it was useful especially for baking vertex colors.
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regular stencil but use Alt as well, so Alt-Rclick is translation, Alt-
clamping to avoid scaling of stencil to zero.
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done/invalid.
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Robustness: Avoid translating the stencil outside the active area. Helps
to avoid losing the stencil somewhere in bitspace.
Usability: Take image repeat mapping and scaling into account when
fitting stencil aspect. Togglable by operator properties.
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* Overlay invalidation did not happen when changing brush, .either
through UI or through shortcuts
* Add initiliazation of curves before threaded overlay texture
evaluation or we may get memory leaks due to race conditions.
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* Fix precision overflow issue with overlay previews,
* Expose alpha mask mapping to UI (still not functional but coming soon).
* More overlay refactoring:
Overlay now does minimal checking for texture refresh.
Instead, we now have invalidation flags to set an aspect of the brush
overlay as invalid. This is necessary because this way we will be able to
separate and preview different brush attributes on the overlays, using
different textures:
These attributes/aspects are:
Primary texture (main texture for sculpt, vertex, imapaint)
Secondary texture (mask/alpha texture for imapaint)
Cursor texture (cursor texture. It involves brush strength and curves)
Modified the relevant RNA property update functions and C update callback
functions to call the relevant cursor invalidation functions instead
of checking every frame for multiple properties.
Properties that affect this are:
Image changes, if image is used by current brush,
Texture slot changes, similarly
Curve changes,
Object mode change invalidates the cursor
Paint tool change invalidates the cursor.
These changes give slightly more invalidation cases than simply
comparing the relevant properties each frame, but these do not occur in
performance critical moments and it's a much more elegant system than
adding more variables to check per frame each time we add something on
the system.
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for sample color and exit the operator. Also tweaked stencil to behave
similarly, so it is now possible to assign custom keys to stencil
control.
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* Pressing x or y to scale overlay immediately presents visual feedback
instead of requiring mouse motion
* Hide the ovelay icon when stencil is active since you can't deactivate
then.
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cleanup.
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definition, added weight assign tools to specials menu
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* Shift-Rclick and holding right click, x or y will trigger constrained
scaling of overlay. Pressing again will revert to uniform scaling.
* Added operator, visible under the mapping drop menu, to fit stencil
aspect ratio to brush image aspect ratio.
* Made it possible to access stencil attributes from python as vec.x,
vec.y. Thanks to kgeogeo for pointing out!
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* Change coordinates of stencil to float, helps with precision during
property manuipulations
* Expose stencil properties to RNA.
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function not checking NULL pointer.
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* Add a poll function that only activates the operator when a stencil
brush is active
* Change shortcuts to RMouse - translate, Shift - RMouse Scale, Ctrl -
RMouse, rotate. MUCH faster and simpler workflow.
* Change shortcut of colour sampling to S. Sampling is important but not
as important as warranting the Right Mouse button.
* Add a notifier so that toolbar gets updated texture rotation when
rotating the stencil
Also,
* Slight rearrangement of options so that jittering is more accessible
(easily more often used than smooth stroke)
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Stencil style texture mapping. Ready for field testing and user feedback.
This commit adds stencil like brushes, like those that existed on old ptex branch.
(with the exception of clip colour)
To control the position of the stencil, you use
Q: translation
Shift - Q: scaling
Ctrl - Q: rotation
There's extra work that has been done to make this work:
* Support for coloured overlay in vertex/texture painting
* Also made A button do stroke mode selection like in sculpt mode,
when mask painting is inactive.
There are some TODOs to work on during bcon3:
* Support tiled and stencil mode in 2D painting. Support alpha textures also.
* Tidy up overlay code. There's some confusion there due
to the way we use the primary brush texture sometimes for alpha, other times
for colour control.
WIP design docs will be in
http://wiki.blender.org/index.php/User:Psy-Fi/New_Brush_Tool_Design
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too nice but it frees the Ctrl-LClick shortcut and allows us to set
invert mode for other paint tools, such as sharpen vs blur or invert
colour for draw brush. This conflict has existed on GSOC branch, better
resolve now before merging invert functionality.
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from Kevin Mackay (yakca)
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All modes:
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Shift-S sets smooth stroke mode
Texture Paint/Vertex Paint:
----------------------------
R springs brush rotation control menu
Ctrl-F sets brush user rotation
Vertex paint mode was getting transform events with R, made sure no
transform events are handled for paint modes.
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* Projection painting files reside in paint_image_proj.c
* 2d projection files reside in paint_image_2d.c
* Common operator/paint operation code resides in paint_image.c
All old code layout is out. Phew...Now we can at least concentrate on
each system separately when debugging this beast. We could even separate
the paint structs for 2d/projective more easily should we choose to do
so.
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pressure spacing across all paint systems (was supported only for
texture painting earlier). Also, switch paint code to use the new code
path from now on. No shift-Lclick required anymore.
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Adding new file paint_image_proj.c which includes the projective texture painting part of texture
painting, using the stroke system. To access the new code path use Shift-LClick.
The new code path still is problematic with tablet pressure and I will be looking
into ways to unify this across paint systems next.
The old code is still present and can be accessed by regular Lclick as usual.
Also removed 3D (non-projective) painting from 3D viewport.
TODO:
* Add pressure influence code to stroke, remove from every other paint
system code, including texpaint.
* Put UnifiedPaintSettings update in PaintStroke code.
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Selection enabled
use action-mouse for weight-sample and weight-sample-group rather then left mouse.
Alt+Left-Mouse more or less worked by accident, changing these keymaps makes it so Ctrl+LMB can be used for selection instead.
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Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
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This brush is more useful now with dynamic topology, deserves its own
key binding.
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* New topology panel in 3D view toolbar with the enable/disable button
for dynamic topology and other controls
* Ctrl+DKEY to toggle dynamic topology
* Shift+DKEY to show a radial control for detail size
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- blends from current weight into alpha zero.
- uses brush alpha & curve.
- respects weight paint vertex/face select modes.
- updates realtime.
Access With
- Alt+LMB (linear gradient)
- Ctrl+Alt+LMB (radial gradient)
note:
- WM_gesture_straightline_* are used but not well suited to this task, may end up replacing with own modal operator.
- Key handling works but needs to be done better.
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C with gcc.
helps for finding unused functions and making functions static, also did some minor code cleanup.
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the cursor too big when zoomed in. Only the size adjusment needs to follow the
zoom level of the editor, others are fixed size.
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strict, only has to check if we are in sculpt mode, not if the mouse is in the
main region too.
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doesn't work if weight paint mode is active
Some operators like curve presets, color sample and some more were using object's
mode to distinguish in which mode user is currently painting. Such approach fails
in cases when there's paint mode active in 3D viewport and Image Editor.
Changed logic here to use some context's state like active space which helps
distinguishing current paint mode more accurate.
Ported all areas which uses paint_get_active() to new paint_get_active_from_context().
There're still some calls to paint_get_active(), but that shouldn't be harmful due
to that places indeed have object's mode as priority when getting paint mode.
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- style - multi-line ifs move braces onto new lines.
- iterators - convert some to macros, other split up and move brace.
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