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2014-09-12Cleanup & remove redundant checkCampbell Barton
2014-09-11Fix non-deterministic editmesh normal orientationsCampbell Barton
- selecting a boundary edge would randomly point in/outside the face (now point away). - selecting 3 verts would use the first selected edge as the tangent (now use longest). - selecting 1 vert betweem edges, uses the edges to define the tangent.
2014-09-10Fix T41112: Rotate manipulator (Trackball) + release confirm not working?Anthony Edlin
Usual same issue (unset property != set property to default value). Review and minor edits by mont29 (Bastien Montagne).
2014-09-04Fix View3D 'Auto Keying' alignment (when dpi!=72)Campbell Barton
2014-08-26Fix T37534 remaining issue: auto-enable bevel weight viewHoward Trickey
whenever enter edge bevel weight editing. This is what happens when one makes an edge sharp, for instance. The edge bevel weight display is not on by default for performance reasons, but seems reasonable to enable it when user indicates interest by editing bevel weight values.
2014-08-26Fix T41590: When scene scale is not 1.0, and units are "None," Blender ↵Bastien Montagne
assumes translations are in meters. Turned out there were several issues in handling of scale parameter by numinput. Fixed that by factorizing more some code in common with 'usual' numbuttons eval code (new `bUnit_getScaleUnit()` helper will return valid scaled value, depending on given system and type). Now, numinput behaves as expected - using default unit amended by scale in case no unit is given (i.e. entering '20' with a scale of 0.01 will give you 20cm, and '20cm' as well!).
2014-08-14Hack for edge-slide macro was lost in header cleanupCampbell Barton
add back include for USE_LOOPSLIDE_HACK
2014-08-08Fix crash on edit mode with multi-align projectAntony Riakiotakis
2014-08-06Remove confusing word "faculative" from commentsNicholas Bishop
Reviewers: campbellbarton Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D711
2014-07-31Fix T40958 align rotation + project individual elements not workingAntony Riakiotakis
This is another example of transform code crappiness. Projection snapping for objects is handled separately than regular snapping. Luckilly for us, we have the normal ready from the raycast result and a copy of code from ElementRotation function can do the necessary rotations for us. I have not enforced constraints here (arguably, maybe I should, and the already present projection snapping should do that too but seems it is commented out and the unorthodox order of operations here has me a bit scared. Leaving as TODO)
2014-07-28As suggested by Campbell, rather use BVHTree to get len_diff in this ↵Bastien Montagne
morning's fix. Note than it's using nearest faces, since it showed to be much more performant than nearest vertex (quite odd, it's about 40% slower for the first element, then 50 times quicker for all others, as if BVH was cached, and building face was slower than verts one, but then using it, much quicker!).
2014-07-28Fix T41191: Face snapping doesn't work properly.Bastien Montagne
Issue was caused by rB47ec0394ca3d, which disabled BBox check in editmode - but bbox check was also setting `len_diff`, which is mandatory when doing ray_start_local correction for ortho view... Now, in this case, we do a quick rough compute of len_diff from vertices coordinates (accuracy is not needed here, we just have to be sure corrected `ray_start_local` remains 'before' (outside) of the geometry).
2014-07-28Fix T41201: Blender Crashes when UV EditingSergey Sharybin
Disable adding snapping point outside of 3D space for now, visualization of the points is not implemented outside of this space and silently adding them wouldn't really be a good idea.
2014-07-23Occlusion Query based selection.Antony Riakiotakis
This patch creates an interface for selection mechanisms in opengl. This makes it possible to switch between occlusion query based or select rendermode based selection transparently. This is really useful on graphics drivers that do not accelerate the select rendermode path (some ATI cards are notorious for this, and the new path is used by default there), since occlusion queries are always hardware accelerated due to their use in games. The option can be found under system - selection. Auto just enables occlusion queries for ATI users while the rest of the options enforce one of the two methods always. There is just one known change, previous code enforced nearest bone to always get selected, even when mouse selecting near the same position, I couldn't replicate the behaviour though. patch by me with edits and review by Campbell. Thanks!
2014-07-21Transform: edit to recent commitCampbell Barton
Copying long comments about & `#if 0` is hint it could be defined in one place.
2014-07-21Fix T40432: Scaling to zero with manipulate center points works precisely on ↵Bastien Montagne
second time Commented out the 'no zero' protection of scaling transforms for numinput. Issue is, once an axis has null scale, you can't regrow it from transform code (you have to directly edit the scale property). This is not ideal, but getting good behavior in this case is hairy... Yet, when using numinput, you type precise values, so if you want to set it to zero, set it to zero. User is assumed responsible, we should avoid too much 'invisible magic' when handling precise inputs. ;) Note: an idea for possible future feature would be to have an 'absolute' mode for numinput (allowing to type in real value, not factors).
2014-07-21CleanupCampbell Barton
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.
2014-07-21Math Lib: rename mul_serie_m3 to mul_m3_series & reorder argsCampbell Barton
Importantly, reversed mul_serie_m3 argument order (so it matches the m4 function)
2014-07-20Math Lib: use variable length args for mul_serie_m3,m4 (instead of trailing ↵Campbell Barton
NULL's)
2014-07-19Defines: replace ELEM3-16 with ELEM(...), that can take varargsCampbell Barton
2014-07-16Fix T41075: Segfault when attempting to escape from bone translation.Bastien Montagne
Minor logical error in rBb617d6d5 ;)
2014-07-09Fix T40991, mirrored armatures not restored properly when cancelling.Antony Riakiotakis
Issue here is that we force mirroring even if original armature is not mirrored. We could be smart and store only unselected mirrored bones here (since those will get restored from transdata), however not all properties were getting stored and restored; rolling bones still suffered from the bug for instance. To fix this we need to restore all properties that armature mirroring overrides. Transdata obviously does not offer a lot of space here, so I used TransInfo->customdata to store an array of initial parameters of the mirrored bones.
2014-07-06Fix T40548: After canceling, F-Curve handlers don't go back to original ↵Lukas Tönne
position. Handle vectors for the initial location were only stored when the handles are actually selected for transform. When only the master vertex is moved this can still affect the handles though, since they are constraint to one side of the master vertex. Now the handle data is stored regardless of whether handles are included in the transform, so on cancel their location is reset correctly as well.
2014-06-30Fix T40862: numinput transform did not take into account scale_length.Bastien Montagne
2014-06-18Fix T40679.Antony Riakiotakis
Cleanest way here is not do bounding box collision for editmeshes at all. Decision is taken because: * Usually we want to do the snapping to the edited mesh anyway (when we don't the mesh is skipped completely, so we don't need to worry for extra checks) * Bounding box is calculated from derived mesh. This means that for subsurfed meshes for instance, the bounding box may be significantly smaller than the size of the edit mesh.
2014-06-18Revert "Fix flickering when transform snapping in edit mode and cursor is"Antony Riakiotakis
Looks like the cleanest way to handle this is to no do bounding box collision for edit mode at all. But this is easy to enforce This reverts commit 7b5fe4f316234022a0ab761b694cd459ce98db2d. Conflicts: source/blender/editors/transform/transform_snap.c
2014-06-18Transform: PET quick checks to speedup wire-only edge caseCampbell Barton
2014-06-18Transform: PET only treat faces as connected diagonally across quadsCampbell Barton
Was an intentional change, but worse for concave ngons, resolves T40675
2014-06-16Bugfix: Units for time translate transforms (action/nla editors) was messed upJoshua Leung
When autosnap mode was nearest frame or nearest marker, this was incorrectly converting the units to seconds, making this display unusable for anything.
2014-06-14Fix T40610. This is a critical bug caused by own bugfix that does notAntony Riakiotakis
allow editing any object type without bounding boxes. This should be included in the final release!
2014-06-14Replace sqrt with hypot for wipe-effect & transform codeCampbell Barton
2014-06-13BLI_bitmap: rename macrosCampbell Barton
- BLI_BITMAP_SET -> BLI_BITMAP_ENABLE - BLI_BITMAP_CLEAR -> BLI_BITMAP_DISABLE - BLI_BITMAP_GET -> BLI_BITMAP_TEST - BLI_BITMAP_MODIFY -> BLI_BITMAP_SET
2014-06-12Fix flickering when transform snapping in edit mode and cursor isAntony Riakiotakis
slightly outside the mesh. Reported by Thomas Beck on irc. Issue here is that the mesh bounding box changes as we are transforming the vertices. Solution is to collide against the initial bounding box. Unfortunately the snapping functions are made in a way that a lot of code needed to be tweaked here, but the change should be straightforward and harmless (famous last words, I know). Ideally we might want to even increase the size of the bounding box a little (as seen in screen space) to allow snapping even in cases where, cursor is slightly outside the bounding box, but since this is not so straightforward to do for all cases, at least for me, leaving this as a TODO.
2014-06-09Fix T40529: Euler Rotation F-Curve Handlers wrong behaviour on moving keyframesSergey Sharybin
2014-06-03Tweaks to bevel and crease transformSergey Sharybin
They were using INPUT_SPRING in a way which didn't allow it to easily redo the operator because INPUT_SPRING internally is stored as a ration between old value and new one and crease and bevel were converting this to value delta. Now made it special input type INPUT_SPRING_DELTA which is storing delta of the spring, meaning now values in the redo panel kind of makes sense -- they mean how much to add/remove to the crease/bevel weight. Expect to be no functional changes from interactive transform POV, just a bit more convenient to use redo panel.
2014-05-31Fix EdgeSlide behavior with boundry edgesCampbell Barton
- would flip in opposite directions sometimes on the same loop - some vertices would get directions from adjacent vertices
2014-05-29Fix T40422: EdgeSlide works incorrectly with boundry edgesCampbell Barton
2014-05-28Fix T40338: Vertex transform origin ignores Normalize option in graph editorSergey Sharybin
Simply apply unit scale on curve transdata and un-apply on flush. Needs some more intense testing tho.
2014-05-28Fix mask transform when display aspect is not 1:1Sergey Sharybin
Requires some more intense testing.
2014-05-25Fix T40438: Pressing G key to move the camera quits Blender.Bastien Montagne
2014-05-22Fix T40297: Crash while ripping an edge when autosmooth is activated.Bastien Montagne
Turned out there was still quite a few cases were indices were set dirty, but elem_index_dirty was not tagged accordingly (mostly for BM_LOOP, but a few others as well). So probably this crash was not the only one hidden here. Hopefully all possible cases were catched this time!
2014-05-19This reverts commit d1526da787fba050391747a9286f9e0521c6f2d1.Campbell Barton
If tweaking is done by accident, user better increase threshold in preferences.
2014-05-19Workaround T40241: Vertex snapping snaps to wrong placeCampbell Barton
2014-05-18Fix T40201: Keyframe edits fail to update the viewportCampbell Barton
2014-05-12Fix/Workaround T40102: RMB on vertex & GKey, acts as double-GCampbell Barton
2014-05-09Metaball transform, support active-only optionCampbell Barton
2014-05-09Fix T36973: Active snapping fails for edges/facesCampbell Barton
also add snap-active support for armatures, pose & metas
2014-05-07Code cleanup: naming.Antony Riakiotakis
Prepend BKE_ to the functions moved in blenkernel for recent bug fix.
2014-05-07Fix issue discovered while investigating T39950:Antony Riakiotakis
Sculpt mode drawing fails after deleting a subsurf modifier in sculpt mode and undoing. This was quite difficult to spot. Main cause was that mesh data was not synchronized properly between undo and sculpt code because we generated a pbvh on derivedmesh invalidation without really refreshing the rest of the data. This could result in undo and drawing operating on different data. To solve this and avoid bad level calls I had to move quite some code around. Crazyspace is now moved to blenkernel, as did some sculpt calls that make sure sculpt data are properly refreshed.