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2013-12-11Merge branch 'master' into soc-2013-sketch_meshsoc-2013-sketch_meshAlexander Pinzon Fernandez
Conflicts: release/scripts/addons source/blender/blenloader/intern/readfile.c source/blender/blenloader/intern/writefile.c source/blender/editors/object/object_modifier.c source/blender/makesrna/intern/rna_modifier.c source/blender/modifiers/intern/MOD_laplaciandeform.c
2013-12-11UI: change how number button strings are concatenated (to easy add new suffix)Campbell Barton
2013-12-11Move curve's boundbox and texspace calculation out of modifier stackSergey Sharybin
There were several issues with how bounding box and texture space are calculated: - This was done at the same time as applying modifiers, meaning if several objects are sharing the same curve datablock, bounding box and texture space will be calculated multiple times. Further, allocating bounding box wasn't safe for threading. - Bounding box and texture space were evaluated after pre-tessellation modifiers are applied. This means Curve-level data is actually depends on object data, and it's really bad because different objects could have different modifiers and this leads to conflicts (curve's data depends on object evaluation order) and doesn't behave in a predictable way. This commit moves bounding box and texture space evaluation from modifier stack to own utility functions, just like it's was done for meshes. This makes curve objects update thread-safe, but gives some limitations as well. Namely, with such approach it's not so clear how to preserve the same behavior of texture space: before this change texture space and bounding box would match beveled curve as accurate as possible. Old behavior was nice for quick texturing -- in most cases you didn't need to modify texture space at all. But texture space was depending on render/preview settings which could easily lead to situations, when final result would be far different from preview one. Now we're using CV points coordinates and their radius to approximate the bounding box. This doesn't give the same exact texture space, but it helps a lot keeping texture space in a nice predictable way. We could make approximation smarter in the future, but fir now added operator to match texture space to fully tessellated curve called "Match Texture Space". Review link: https://codereview.appspot.com/15410043/ Brief description: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2013/Results#Curve_Texture_Space
2013-12-11User Interface: Align number buttons labels to the left, number rightCampbell Barton
2013-12-11User Interface: add colon separator for number buttonsCampbell Barton
2013-12-11Interface: avoid setting \0 to drawstr in widget_draw_textCampbell Barton
2013-12-11Fix T37755: Autokey doesn't work for local Z-Axis in Camera view with ↵Joshua Leung
MotionPaths enabled The problem here was that the hack used to fix T24551 in r32863 would cause the camera to jump back to its pre-transform position after motionpaths were recalculated. This made it seem like a keyframe wasn't inserted by AutoKeying (even though it was).
2013-12-11Fix incorrect comment - copy and paste errorJoshua Leung
2013-12-11Code cleanup: assign win size to const vars and some renamingCampbell Barton
2013-12-10Nodes UI: add the position field to the color ramp node.Geoffroy Krantz
Reviewed By: dingto, brecht Differential Revision: http://developer.blender.org/D91
2013-12-10uiList: Small tweak to drag-resize (switch to auto-size mode).Bastien Montagne
When you drag past the smallest size of the list, it switches back to auto-size mode. This commit makes wider the gap between smallest size and auto-size activation, previously it could switch to auto-size a bit too easily...
2013-12-10Fix T37739: uiList drag-resize was not working as expected outside of panels.Bastien Montagne
Patch by Brecht, with minor edits by myself, thanks a lot! Tech details: previous drag-resize handling code was based on the assumption that coords returned by ui_window_to_block() was relative to the bottom on the uiBlock. This is in fact completly eroneous, usually this func does not translate at all the coords, it merely rescale them - except for blocks inside panels, where returned values are relative to the left/bottom corner of the panel... Pretty confusing, solution for now is to store ref mouse position in window space, and convert them to block each time, just like current mouse pos.
2013-12-10fix: Fly Navigation centered in viewport, not in camera viewDalai Felinto
Summary: The safe zone, mouse and everything else was relative to the viewport. It should be relative to the camera 'view' instead. This problem (noticed while developing the Walk Navigation) happens when the camera is not centered in the viewport. Reviewers: campbellbarton Reviewed By: campbellbarton Differential Revision: http://developer.blender.org/D78
2013-12-10Fix T37463: Increasing window size would add space around menu headerCampbell Barton
2013-12-10Screen Resize: minor code cleanupCampbell Barton
2013-12-10Fix for off-by-one regression in D41Campbell Barton
making the window larger was using incorrect factor leaving a black bar on the window edge.
2013-12-10Style CleanupCampbell Barton
2013-12-10Style changes to refactor commit.Antony Riakiotakis
2013-12-10Node Previews:Jeroen Bakker
Removed USE_HIDDEN_PREVIEW from source code as it is now deprecated. The feature was introduced during project mango to quickly hide previews, now that the previews are hidden by default this feature has no need. Inside the DNA the flag is still visible in comment, this way no one will reuse that value as it could have some side effects Jeroen & Monique - At Mind -
2013-12-10Refactoring/cleanup, borrowed from soc-2013-paint branch.Antony Riakiotakis
* Move symmetry options to the paint struct (where all paint systems can make use of it) * Rename draw_pressure to stroke_active. This is what is really checked on those occasions that this is used. Also move turning on/off of this option to the stroke level and avoid doing it on every stroke system. * Rename BRUSH_RESTORE_MESH to BRUSH_DRAG_DOT. In image painting this won't restore any mesh, so better have a name that is directly linked to what the flag actually does.
2013-12-09Enhancement: added node colors for every node classJeroen Bakker
In the user preferences all node classes can get its own color The in/out color is splitted into 2 sepatate colors the rna has been updated to better names
2013-12-09Fix T37751: Crash subdividing bonesCampbell Barton
2013-12-09Armature Editmode: blend the bone radius when subdividingCampbell Barton
2013-12-09Fix T37750: Incorrect stats for dupli-metaballsCampbell Barton
2013-12-09Fix T37741: Duplicating node editor did not copy node tree pointers.Lukas Tönne
The effect of this is not visible with standard compositor/shader nodes, because the editor node tree is immediately set from context afterward using the scene or active material. But with pynodes the context update is not necessarily defined and the node tree pointer gets lost.
2013-12-09Fix T37727: z-offset problems with camera viewCampbell Barton
2013-12-09Code Cleanup: use ELEM macro when checking object typeCampbell Barton
2013-12-09View3D API: rename view3d_camera_get to ED_view3d_camera_data_getCampbell Barton
2013-12-09Lattice Editmode: Select MirrorCampbell Barton
patch originally by Philipp Oeser with some edits.
2013-12-09Lattice API: add BKE_lattice_index_flip, BKE_lattice_bitmap_from_flagCampbell Barton
2013-12-09Tooltips: abbreviate long python operator tooltipsWalid Shouman
Some tooltips would end up containing long string/array args spanning the screen.
2013-12-083D Text: delete selection before pastingCampbell Barton
2013-12-08Minor addition for completeness (unlikely to happen), make sure newAntony Riakiotakis
sculpt struct has at least dyntopo subdivision turned on.
2013-12-08Add themable colors for edges in UV editor. Reuse WIRE_EDIT for outlinesAntony Riakiotakis
and EDGE_SELECT theme colors for selected edges.
2013-12-08Fix T37326 inversion of image channels did not do an undo push. Now only do ↵Antony Riakiotakis
an undo if we are in image paint mode and use the paint undo stack. Also added missing GPU update.:
2013-12-07Code Cleanup: pass rectangles as const in insterface filesCampbell Barton
2013-12-07Fix T37722 - Can't undo deleting a screen layoutJoshua Leung
Operations on screen and UI stuff is not actually saved in the undo files/buffers. Therefore, these shouldn't have the flags set for getting included for undo and in the last operator settings.
2013-12-06Alpha channel of a plane track image works fine in MCE nowSergey Sharybin
2013-12-06Fix T37710: Missing bounds check for active UI list item could crash.Campbell Barton
2013-12-06Forgot to theme-ify color of shadow UVs (color used to draw uvs duringAntony Riakiotakis
image painting)
2013-12-05Blender Internal: Fix for rendered view crash that happens when changing ↵IRIE Shinsuke
screen or area type This crash is very similar to T36936. If changing screen or area type buried the rendered view, popping up it again may cause the crash by corrupted render database.
2013-12-05User Interface: Ctrl+C over a menu copies the py commandCampbell Barton
also use bools rather then ints
2013-12-04Fix T37680: Texture image scale is not refreshingSergey Sharybin
2013-12-04Add alloca include for MSVCCampbell Barton
2013-12-04Fix T37690: UI does not immediatelly reflect new length of effect stripSergey Sharybin
2013-12-04User interface: internal change, collect panels to draw before drawing.Campbell Barton
avoids calling poll twice, in some cases
2013-12-04Fix UI bug with 'socket menus' (used e.g. by cycles' Material panels).Bastien Montagne
Also tweaked a bit how nodes with more than one socket available are drawn: * The node entry itself (a label) has no more any icon, so that it is aligned with the other single-socket nodes. * The sub-entries (i.e. node's sockets) are more clearly indented (using a blank icon). Details: Another case of bad internal UI_HAS_ICON flag erasing by brutally assigning an uneeded value to but->flag. Revealed by recent split of some button flags into but->drawflag. Thanks to Thomas Dinge for noting the issue.
2013-12-04Code Cleanup: correct fabsf/fabs/abs useCampbell Barton
2013-12-04Usual UI messages fixes & tweaks.Bastien Montagne
2013-12-03Cleanup: Internal degrees removal.Bastien Montagne
This patch changes most of the reamining degrees usage in internal code into radians. I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them. WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly in previous versions (a few angle properties would use radians values as degrees...). Details: - Data: -- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such (using getter/setter functions), still using radians internally. -- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev. - Modifiers: -- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done. - Postprocessing: -- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done. - BGE: -- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type, it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence can be either distance or angle values, depending on the mode. Will leave this to BGE team. -- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself, as it seems this is the expected value here...). -- bRadarSensor.angle: Done. Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt Thanks to all! Differential Revision: http://developer.blender.org/D59