Age | Commit message (Collapse) | Author |
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The function is to retrieve the active line style ID datablock from a scene and
there is nothing related to bContext.
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texture properties context.
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Paolo Acampora.
Reviewers: brecht, kjym3, #freestyle
Reviewed By: brecht, kjym3
Differential Revision: https://developer.blender.org/D246
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Opted to keep includes if they are used indirectly (even if removing is possible).
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Issue here was that buttons_texture_context_compute() was getting scene from (button-customized) context,
before the button paths (and hence, context) had been updated. So after an undo, it was getting an invalid
(freed by undo) scene pointer.
Now update BCONTEXT_SCENE path before calling buttons_texture_context_compute().
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'scene' was simply not handled in button context.
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Reviewed By: mont29
Differential Revision: https://developer.blender.org/D328
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Tweak some more 'middle clipping' (zoom issues).
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Blender with default (BI) renderer. To do so, it's defining an "other" texture context, and when in this one, it switches to using the "new shading" texture handling already known with Cycles engine.
So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures...
I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene).
This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles).
Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too.
Thanks to Brecht for reviewing.
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use "texture" as prop name, but at least WeightVG modifiers do not.
Fixed by adding a "texture_user_property" member to spacebuts' context, and using it to get the prop identifier in ui script.
Thanks to Brecht for its advice!
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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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context here, else we get the horrible "empty" string (as translation_context of panels is an array, not a pointer, so it's never NULL).
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thanks!)...
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as render engine. Still missing is colors and texture slots, but that's too
tricky to fix this close to release.
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Conflicts resolved:
source/blender/makesrna/intern/rna_scene.c
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with cycles as render engine.
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Conflicts resolved:
source/blender/blenloader/intern/readfile.c
source/blender/makesrna/intern/rna_scene.c
release/datafiles/startup.blend
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This commit makes a set of fixes and improvements based on the results of
Freestyle branch review by Brecht. The discussion thread is:
http://lists.blender.org/pipermail/bf-committers/2012-October/037927.html
* The Layers panel and Freestyle-related panels in the Render tab of the
Properties window were moved to the newly created Render Layers tab.
The idea is to separate per render layer rendering options into a distinct
Properties window tab, and use the existing Render tab to accommodate
per scene rendering options.
* The new Freestyle panel was added in the Render tab. The panel header
contains a toggle button for globally enabling Freestyle, with the aim of making
Freestyle easier to find. Those Freestyle options in the Post Processing panel
were also moved to the new panel.
* GUI code was updated so that UI controls will be greyed out (instead of
being hidden) when Freestyle is disabled. Additional UI changes were also
made to reduce space consumption.
* The list of line sets was moved from the Freestyle panel to the Freestyle:
Line Sets panel.
* Old ray-casting algorithms were removed from the UI. Now only two
algorithms (culled and non-culled cumulative visibility detection algorithms)
are available, and the selection is done by the new "Culling" toggle button
within the edge detection options.
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Boid operators now retrieve the particle settings from the context directly, instead of always using the particle system (which is only needed to get to the settings anyway). When particle settings are pinned there is no particle system in the context, causing the operators to fail.
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also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
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else if's
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an exception.
buttons view used incorrect return value. -1 is for valid but not set (could use defines/enum here).
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could crash, RNA pointer from context was invalid.
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effect for a render engine using new shading nodes. In short:
* No longer uses images assigned to faces in the uv layer, rather the active
image texture node is what is edited/painted/drawn.
* Textured draw type now shows the active image texture node, with solid
lighting.
* Material draw mode shows GLSL shader of a simplified material node tree,
using solid lighting.
* Textures for modifiers, brushes, etc, are now available from a dropdown in
the texture tab in the properties editor. These do not use new shading nodes
yet.
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/TextureWorkflow
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http://markmail.org/message/fp7ozcywxum3ar7n
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PyUnicode_FromStringAndSize()
also made RNA_property_string_get_alloc() return the length of the new string to avoid having to run strlen on it after.
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comparing range, some using ELEM#(), once was missing metaball check.
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