Age | Commit message (Collapse) | Author |
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restarted fast enough on resizing the editor, especially noticeable with
e.g. luxrender which does a progressive refining render.
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* Added a new sky model by Hosek and Wilkie: "An Analytic Model for Full Spectral Sky-Dome Radiance" http://cgg.mff.cuni.cz/projects/SkylightModelling/
Example render:
http://archive.dingto.org/2013/blender/code/new_sky_model.png
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Sky_Texture
Details:
* User can choose between the older Preetham and the new Hosek / Wilkie model via a dropdown. For older files, backwards compatibility is preserved. When we add a new Sky texture, it defaults to the new model though.
* For the new model, you can specify the ground albedo (see documentation for details).
* Turbidity now has a UI soft range between 1 and 10, higher values (up to 30) are still possible, but can result in weird colors or black.
* Removed the limitation of 1 sky texture per SVM stack. (Patch by Lukas Tönne, thanks!)
Thanks to Brecht for code review and some help!
This is part of my GSoC 2013 project, SVN merge of r59214, r59220, r59251 and r59601.
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[#36583]
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do not effectively apply auto-size until we stop grabbing, avoid size of uiLists to switch between rows and maxrows while dragging.
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had to be done in every file using fnmatch (autoexec.c did not, wonder how it could work under unix???).
Thanks to Brecht for noting this!
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Many thanks to Brecht for the review!
* You can now drag-resize uiLists (in default or grid layouts).
** Note about "default" size: when you drag below minimal size of the uiList, it will automatically reset to automatic sizing (i.e. size between rows and maxrows, depending on the number of items to show). This often means (e.g. in Materials list with many mat slots) that the list will grow again to maxrows!
* Grid uiLists now have a customizable number of columns (previously it was a fixed value of 9), and they will respect the rows/maxrows settings as well (i.e. show a scrollbar when needed), instead of growing indefinitly!
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takes a key as an arg and isnt popping any element from the hash as you might expect).
add BLI_pophead/tail, since getting the first element from a list and removing it is a common task.
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Currently only circle and square, might be easily
extended in the future.
New primitives are creating at cursor location.
This also implied adding 2d cursor to space clip.
Also fix set 2D cursor location which didn't work
in image editor's mask mode since 2.67.
TODO: draw_image_cursor better be moved to some
more generic file, but it's not so much
important for now and might be solved later.
Thanks Campbell for the review!
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properly
There was actually two different issues:
* mode and toggle options had "remanant" values, when e.g. you used MODE_EDIT/toggle, these would be used again with the newly defined keymap (which sets eg MODE_OBJECT/notoggle)... Defining those props as PROP_SKIP_SAVE fixed this.
* Toggling was not supported for MODE_OBJECT, fixed this (can indeed be handy to have a shortcut to toggle between current mode and Object one ;) ).
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entering this branch of code.
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Dirty normals already being checked in DerivedMesh.c,
and this things really rather be localized in one
single place than being checked all over the code.
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r57760 broke usual labels, and r59511 broke again uiList labels! :P Hopefully every one works as expected now!
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but gives nasty "false changes" in svn. Let's try not to forget to update PNGs when needed, then!
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Commit 57760, June this year, broke Theme colors for Label Buttons.
All labels, in every editor or region, now were using same color.
These colors have to be derived from the Editor settings. Code for
this was mistakingly removed.
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NULL check in file_main_area_draw.
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also avoid allocs per node in pbvh_bmesh_node_limit_ensure()
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pass in the argument to reserve the size.
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* fix old bug: wrong layout that could happen when switching between thumbnail view and list view. This caused the layout to be recalculated sometimes and the items being moved. Reason was that the layout was wrongly initialized without the scroll bars, so calculated wrongly.
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curvemapping_initialize
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Actually, happened in any view2D... Just added a call to WM_event_add_mousemove() in view_pan_apply, so that overed/active button is refreshed in this case.
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internal.
Object.imat isn't always the inverse of Object.obmat, needs to be set before usage
as mentioned in DNA_object_types.h.
Thanks to Miika for tracking down the cause of this bug.
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Use scene's GPencil when active object is deselected. Else it can be tricky and not user-friendly to access to the scene's GPencil once some objects have GPencil data (you have to select/active a non-gpencil object, or switch to a layout without active object...).
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In previous optimization in outliner I assumed that order in treehash was not important.
But testing outliner in datablocks mode revealed a problem: when user expands multiple recursive levels and then closes any element, it always closed the top level of recursion.
Now it should work fine with recursive trees.
Now treehash contains groups of elements indexed by (id,nr,type). Adding an element with the same (id,nr,type) results in appending it to existing group. No duplicates are possible in treehash.
This commit should also make lookups a little bit faster, because searching in small arrays by "used" is faster than searching in hashtable with duplicates by "id,nr,type,used".
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* isfinite is not defined, in Blender code we use 'finite' instead
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inconditionnaly aligned when the parent was. E.g.in
col = layout.column(True)
row = col.row(False)
Items in row would be 'aligned' in the same group as those in col. Now to get this happening, you have to set row as aligned as well.
Please note that fixes for py UI scripts will follow in another commit.
Also fixed labels of RNA pointers searchboxes, which were missing the colon!
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by sjoerd_de_vries
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Code could enter in an infinite loop when curve value was an odd multiple of PI (i.e. 180°)...
Current code was also factorized and got rid of fabs calls! ;)
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also correct python mathutils api, was missing vector checks.
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also remove redundant normal copy.
only triangulate the mesh if its needed when enabling dyntopo.
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cuts the mesh in half based on the cursor location and the viewport,
optionally supports filling the cut area (with uvs. vcols, etc),
and removing geometry on either side of the cut.
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- snap axis-aligned verts to the center.
- expose the threshold for detecting if a vertex is on the axis.
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changes to tool args would rebuild far too many files and these are mainly by modifiers outside of bmesh.
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calls: bisect, duplicate, scale, flip, weld.
resolves report [#36475] Symmetrise does not keep uv/weight
also fixes issues with faces that cross the axis more then once.
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- plane_point_side_v3(), a bit like line_point_side_v2()
- isect_point_planes_v3(), moved from paint_hide.c
functions to convert between point/normal pairs.
- plane_from_point_normal_v3()
- plane_to_point_normal_v3()
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now)... Expects Inkscape program.
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That was not really a bug (code working as expected), but the way tex context was handled was a bit raw, now it is much smarter:
* Default fallback context (when current one is no more valid) will now choose "most specific" ones first (i.e. material/lamp/particules before world and "others").
* When using that default fallback context, previous one is stored and we try to revive it later, if possible. Thus e.g. object[mat tex ctxt] -> empty[default world ctxt] -> object[mat tex ctxt] is now working as expected.
* However, when user explicitely or implicitely (through e.g. going to Material context...) sets a tex context, previous one is not stored, so that only default fallback context switch may later automatically revive a previous (presumably user-set) context.
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proportional editing because this combination doesn't work, but it should
be only temporary.
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now it always draws in front to ensure the circle is visible.
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Topic says it all :)
Jut implemented operator to duplicate mask points
and segments between them (exactly the same behavior
as Curve object duplication in edit mode).
Does not copy animation, but that's tricky and likely
not needed anyway.
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vertex and edge),
also replace BM_face_create_quad_tri_v with BM_face_create_verts
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