Age | Commit message (Collapse) | Author |
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As suggested by Campbell on the IRC gave grease pencil its own notifier type (NC_GPENCIL) and made the makesrna notifier functions actually update properly.
Also got the #ifdef'd GreasePencil.layers.[new/remove] functions working.
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- fix bug where forground images could be invisible when clipping was enabled.
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also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
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it's user count on free. That's how other spaces handles ID block (like
image editor, space clip).
This fixes issue when loading file without loading UI when current layout
has got background images set.
Also this hopefully will fix issue #30429: Background Images Lost on Save/Close/Reload
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already used a lot and part of proposed style guide).
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inline in drawobject.c)
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Issue was caused by starting Icon Preview render job from two places:
- Texture buttons for small icon preview
- Properties panel in image editor for large icon of texture
This preview job is starting in suspended mode and if new instance of the same job is
starting, suspended job will be totally stopped. This is normally for cases when you're
changing different settings -- in this case you'd wouldn't want re-render be triggered
on every slide change.
But what we've have with brush preview is that two instances of this job were creating for
large and small icon separately, but because of described policy only one icon was rendered.
If suspended job is getting to be stopped, check if it was started for the same icon
resolution and if not, that resolution will be also rendered in new job.
So it'll be still minimal re-rendering happens, but in cases when job was started from
two places for different icon sizes it'll work just fine.
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since most callers need this too.
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inconsistent with similar functions & math notation:
mul_m4_m4m4(R, B, A) => mult_m4_m4m4(R, A, B)
mul_m3_m3m4(R, B, A) => mult_m3_m3m4(R, A, B)
For branch maintainers, it should be relatively simple to fix things manually,
it's also possible run this script after merging to do automatic replacement:
http://www.pasteall.org/27459/python
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===========================
Commiting camera tracking integration gsoc project into trunk.
This commit includes:
- Bundled version of libmv library (with some changes against official repo,
re-sync with libmv repo a bit later)
- New datatype ID called MovieClip which is optimized to work with movie
clips (both of movie files and image sequences) and doing camera/motion
tracking operations.
- New editor called Clip Editor which is currently used for motion/tracking
stuff only, but which can be easily extended to work with masks too.
This editor supports:
* Loading movie files/image sequences
* Build proxies with different size for loaded movie clip, also supports
building undistorted proxies to increase speed of playback in
undistorted mode.
* Manual lens distortion mode calibration using grid and grease pencil
* Supervised 2D tracking using two different algorithms KLT and SAD.
* Basic algorithm for feature detection
* Camera motion solving. scene orientation
- New constraints to "link" scene objects with solved motions from clip:
* Follow Track (make object follow 2D motion of track with given name
or parent object to reconstructed 3D position of track)
* Camera Solver to make camera moving in the same way as reconstructed camera
This commit NOT includes changes from tomato branch:
- New nodes (they'll be commited as separated patch)
- Automatic image offset guessing for image input node and image editor
(need to do more tests and gather more feedback)
- Code cleanup in libmv-capi. It's not so critical cleanup, just increasing
readability and understanadability of code. Better to make this chaneg when
Keir will finish his current patch.
More details about this project can be found on this page:
http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011
Further development of small features would be done in trunk, bigger/experimental
features would first be implemented in tomato branch.
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This option isn't supported because it behaves strangely in 50% of cases and
hopefully disabled x-mirror will stop users be confused by this.
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http://wiki.blender.org/index.php/Dev:2.6/Source/Render/RenderEngineAPI
* This adds a Rendered draw type in the 3D view, only available when
the render engine implements the view_draw callback.
* 3D view now stores a pointer to a RenderEngine.
* view_draw() callback will do OpenGL drawing instead of the viewport.
* view_update() callback is called after depsgraph updates.
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http://markmail.org/message/fp7ozcywxum3ar7n
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Added a tool-tip to the "fix deforms" op.
Removed code markers:
"Radish"
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They weren't & aren't meant to show ownership, they just help me navigate my related code.
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'A' key could override pose mode's select all (like face mask)
Minor note, changed the icon to the vertex selection icon, but it still doesn't force face mask to turn off.
Clipping is still not functional in wp.
And I'll need to hear how the backbuffer select is supposed to work for lasso select since the selection is arbitrary.
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ED_view3d_init_mats_rv3d was calling glMultMatrixf() which was mostly harmless but could also lead to confusing bugs (2 reported previously).
Looked into this and every call to ED_view3d_init_mats_rv3d except for object drawing, doesn't need this so made a second version of ED_view3d_init_mats_rv3d - ED_view3d_init_mats_rv3d_gl which does the matrix multiplication, remove confusing checks in selection code.
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gui (grayed out)
When in quad split view, operators that only apply to the unlocked region can now be accessed from menus and when the mouse is over a locked view.
Applied to:
- VIEW3D_OT_object_as_camera
- VIEW3D_OT_view_persportho
- VIEW3D_OT_view_orbit
- VIEW3D_OT_viewnumpad
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On anim-render, a click in timeline stopped render completely.
The reason for this was a bit wacko code to cope with frame-step
feature (steps of multiple frames).
I thought of fixing that, but instead decided to block any operator
in Blender to change a frame while a render is in progress.
Both render engine and UI are accessing (writing to) the same
data then, which is a bad conflict.
Still a serious weakness of threaded render, but I'll keep
trying to allow this as far as possible :)
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Gave the report-timer (in top header) an own TIMER define, to not
confuse with timers in use for UI. Easier for debugging. :)
Also gave better malloc names to regions in 3d window.
All this for testing proper buffer drawing in Intel cards... which
is still unsolved.
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When rendering, during processing scene data, drawing in 3d window
is now locked. Can get extended to more areas in UI easily.
At least this solves all crashes with conflicting memory access in
render && 3d drawing. Deleting objects via operators or delete
modifiers isn't locked yet.
Also fixed: crash on quitting a renderwindow when it was rendering.
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most local modifier,GPU,ImBuf and Interface functions are now static.
also fixed an error were the fluid modifier definition and the header didnt have the same number of args.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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as startup blend: showing solid + outline selection.
(It was wire, without outline select... confused people)
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Added notifier ND_SKETCH for handling such actions
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- wm.add_modal_handler -> modal_handler_add
- wm.add_fileselect -> fileselect_add
- ob.add_shape_key -> shape_key_add
- VIEW3D_OT_add_background_image -> VIEW3D_OT_background_image_add (same for remove)
Also made 2 internal cmake vars hidden.
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- remove some redundant declarations
- changed VertexTangent and Path structs to avoid compiler alignment padding.
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all bones instead of all faces
face mask mode overrides pose mode keys. also removed function call from transform code.
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This fixes one issue from #24914: 3D text glitch and crash ("delayed" 3d view refresh)
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also draw stars when 'Only Render' option is enabled.
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- fixed this error 7 different functions (deform groups, uv layers & similar).
- support for numbers over 999.
- renamed splitIDname() to BLI_split_name_num(), moved to BLI_path_utils
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are Open
also added api function ED_area_tag_redraw_regiontype(), so an area can redraw all regions by type.
In this case there is a view3d area listener that needs to draw all WINDOW regions.
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