Age | Commit message (Collapse) | Author |
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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
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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
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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).
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Reviewed By: dingto, brecht
Differential Revision: http://developer.blender.org/D91
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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...
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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.
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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
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making the window larger was using incorrect factor leaving a black bar
on the window edge.
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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 -
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* 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.
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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
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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.
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patch originally by Philipp Oeser with some edits.
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Some tooltips would end up containing long string/array args spanning the screen.
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sculpt struct has at least dyntopo subdivision turned on.
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and EDGE_SELECT theme colors for selected edges.
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an undo if we are in image paint mode and use the paint undo stack. Also added missing GPU update.:
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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.
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image painting)
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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.
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also use bools rather then ints
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avoids calling poll twice, in some cases
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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.
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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
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