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2012-06-29Extended modes for snapping in the node editor.Lukas Toenne
The transform operators in nodes will now use the unselected nodes to generate snapping points. Unlike object snapping, node snapping works for the x/y axes separately and snaps node borders to same borders of unselected nodes. The sensitive area for node borders extends over the whole view2D range, to enable simple alignment of nodes in both x and y direction. For snap points in the node editor an additional enum value is stored to indicate the type of node border (left/right/top/bottom). This works as a constraint on possible node alignments: only same border types align with each other.
2012-06-27style cleanupCampbell Barton
2012-06-14revert own commits 47907, 47908 after some discussion this is really bad and ↵Campbell Barton
needs some different solution.
2012-06-14change to scale node - multiply scale by scene size, without this theres no ↵Campbell Barton
reliable way to match different scaled footage to an output and still have useful preview's at <100 percentage.
2012-06-04mask mode for clip editor developed by Sergey Sharybin, Pete Larabell and ↵Campbell Barton
myself. see: http://wiki.blender.org/index.php/User:Nazg-gul/MaskEditor note - mask editing tools need continued development, feather option is not working 100%
2012-05-30BGE #30734: add support for physics linear and angular thresholds and ↵Benoit Bolsee
deactivation time from python and GUI. ======================== The linear and angular thresholds set the speed limit (in m/s) and rotation limit (in rad/s) under which a rigid body will go to sleep (stop moving) if it stays below the limits for a time equal or longer than the deactivation time (sleeping is disabled is deactivation time is set to 0). These settings help reducing the processing spent on Physics during the game. Previously they were only accessible from python but not working because of a bug. Now the python functions are working and the settings are available in the Physics panel of the World settings when using the Blender Game render engine. Python API: import PhysicsConstraints PhysicsConstraints.setDeactivationLinearTreshold(float) PhysicsConstraints.setDeactivationAngularTreshold(float)
2012-05-22Add input sample averaging to PaintStroke.Nicholas Bishop
Averages input samples to make the brush stroke smoother. Only mouse location is averaged right now, not pressure/tilt/etc. The DNA is in struct Paint.num_input_samples, RNA is Paint.input_samples. In combination with PaintStroke usage this change applies to sculpt, vpaint, and wpaint. The range of useful values varies quite a bit depending on input device; mouse needs higher values to match tablet pen, so set max samples pretty high (64). Release note section: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Sculpting#Input_Stroke_Averaging
2012-05-17style cleanup: block commentsCampbell Barton
2012-05-13code cleanup: header cleanup and remove some duplicate defines.Campbell Barton
2012-05-05code cleanup: BKE_scene api naming.Campbell Barton
also stop numpy from being found in /usr/include with cmake.
2012-05-05code cleanup: function naming, use BKE_*type* prefix.Campbell Barton
2012-04-30Add per-brush weight field.Nicholas Bishop
Patch from Jaggz H, thanks! [#31096] Weight-painting: Brush-specific weights http://projects.blender.org/tracker/?func=detail&atid=127&aid=31096&group_id=9 Each brush's weight can now be set individually, can also enable unified setting (same as size and strength have.) Added readfile code to the patch: subversion bumped to 1, brushes get default weight of 0.5, unified weight enabled by default and value from old vgroup_weight field.
2012-04-28Cycles: merging features from tomato branch.Brecht Van Lommel
=== BVH build time optimizations === * BVH building was multithreaded. Not all building is multithreaded, packing and the initial bounding/splitting is still single threaded, but recursive splitting is, which was the main bottleneck. * Object splitting now uses binning rather than sorting of all elements, using code from the Embree raytracer from Intel. http://software.intel.com/en-us/articles/embree-photo-realistic-ray-tracing-kernels/ * Other small changes to avoid allocations, pack memory more tightly, avoid some unnecessary operations, ... These optimizations do not work yet when Spatial Splits are enabled, for that more work is needed. There's also other optimizations still needed, in particular for the case of many low poly objects, the packing step and node memory allocation. BVH raytracing time should remain about the same, but BVH build time should be significantly reduced, test here show speedup of about 5x to 10x on a dual core and 5x to 25x on an 8-core machine, depending on the scene. === Threads === Centralized task scheduler for multithreading, which is basically the CPU device threading code wrapped into something reusable. Basic idea is that there is a single TaskScheduler that keeps a pool of threads, one for each core. Other places in the code can then create a TaskPool that they can drop Tasks in to be executed by the scheduler, and wait for them to complete or cancel them early. === Normal ==== Added a Normal output to the texture coordinate node. This currently gives the object space normal, which is the same under object animation. In the future this might become a "generated" normal so it's also stable for deforming objects, but for now it's already useful for non-deforming objects. === Render Layers === Per render layer Samples control, leaving it to 0 will use the common scene setting. Environment pass will now render environment even if film is set to transparent. Exclude Layers" added. Scene layers (all object that influence the render, directly or indirectly) are shared between all render layers. However sometimes it's useful to leave out some object influence for a particular render layer. That's what this option allows you to do. === Filter Glossy === When using a value higher than 0.0, this will blur glossy reflections after blurry bounces, to reduce noise at the cost of accuracy. 1.0 is a good starting value to tweak. Some light paths have a low probability of being found while contributing much light to the pixel. As a result these light paths will be found in some pixels and not in others, causing fireflies. An example of such a difficult path might be a small light that is causing a small specular highlight on a sharp glossy material, which we are seeing through a rough glossy material. With path tracing it is difficult to find the specular highlight, but if we increase the roughness on the material the highlight gets bigger and softer, and so easier to find. Often this blurring will be hardly noticeable, because we are seeing it through a blurry material anyway, but there are also cases where this will lead to a loss of detail in lighting.
2012-04-24screenshot operator now adds file extension in the file selector and has its ↵Campbell Barton
own save options rather then using the render options (works like image save a copy).
2012-04-23code cleanup: remove unused definesCampbell Barton
2012-04-23code cleanup: remove editbutflag flag from toolsettings & related defines.Campbell Barton
2012-03-09style cleanup: comment blocksCampbell Barton
2012-03-01Spelling CleanupCampbell Barton
2012-02-25style cleanup, use { on newline after function definition.Campbell Barton
spelling 'impliment' -> 'implement'
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-01-25Cycles: Render PassesBrecht Van Lommel
Currently supported passes: * Combined, Z, Normal, Object Index, Material Index, Emission, Environment, Diffuse/Glossy/Transmission x Direct/Indirect/Color Not supported yet: * UV, Vector, Mist Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow, also for environment importance sampling. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-21change filepath limit from 240 to 1024Campbell Barton
2012-01-17Uv Tools branch GSOC 2011Antony Riakiotakis
========================= Documentation: http://wiki.blender.org/index.php/User:Psy-Fi/UV_Tools Major features include: *16 bit image support in viewport *Subsurf aware unwrapping *Smart Stitch(snap/rotate islands, preview, middlepoint/endpoint stitching) *Seams from islands tool (marks seams and sharp, depending on settings) *Uv Sculpting(Grab/Pinch/Rotate) All tools are complete apart from stitching that is considered stable but with an extra edge mode under development(will be in soc-2011-onion-uv-tools).
2012-01-16use FILE_MAX instead of 240 or comment where define cant be used.Campbell Barton
2012-01-15weight paint UICampbell Barton
- added back 2.4x 'Vgroup' option to the UI, restricts painting to verts already in the group. - remove 'All Faces' button in weight paint mode. it doesn't do anything.
2012-01-13Added Lossless Output option for h264 codec.Sergey Sharybin
This will fix #26943: render image to video problem
2012-01-13Remove vestigial retopo/retopo-paint code.Nicholas Bishop
2012-01-12Rename the sculpt/paint unified flags for better consistency, no functional ↵Nicholas Bishop
changes
2012-01-12Move unified paint fields from ToolSettings into their own ↵Nicholas Bishop
UnifiedPaintSettings struct. File subversion is bumped to two in order to copy over the old fields. This removes two RNA properties, sculpt_paint_use_unified_size and sculpt_paint_use_unified_strength. Code review link: http://codereview.appspot.com/5529077
2012-01-12Cucumber - AA for blenderplayer and fullscreenDalai Felinto
.............................................. svn merge ^/branches/soc-2011-cucumber -r 38968,38970,38973,39045,40845 Notes: ====== * we replaced fullscreen by playerflag in DNA_scene.types.h. So no doversion here, I think this is a small reversion can't see any potential problem in forcuing users to re-check fullscreen. If the file is really old (<250) it will doversion though; * (for after commit) it would be nice to gray out the width/height when desktop=True * for a rainy day: it would be nice to have other ghost modes (e.g. screensaver) to support desktop + MSAA as well. It's not a huge deal given that I don't even know if anything else work (apart from windowed, fullscreen and embed) but it doesn't hurt to have it updated as well. * there is something strange with outliner. I think space_outliner merge-info is not in sync with the ^/ folder. It's probably a wrong merge early in cucumber. Commit Logs: =========== # 40845 by dfelinto remove desktop and fullscreen properties. They are both part of playerflag now also I removed the fullscreen from the DNA completely. I don't think we need doversion that.. #39045 by kupoman The Desktop option is now greyed out when fullscreen is not checked rather than disappearing from the UI completely. #38973 by kupoman Adding a checkbox to the UI to allow the full screen Blender Player to use the current desktop resolution instead of the resolution setting. #38970 by kupoman Multisampling now works in a fullscreen Blender Player. #38968 by moguri Committing a patch from Mitchell Stokes (Moguri) to include a setting in the UI for the Blenderplayer multisampling.
2012-01-11Longer names support for all ID and other object namesSergey Sharybin
This commit extends limit of ID and objects to 64 (it means 63 meaning characters and 1 for zero-terminator). CustomData layers names are also extended. Changed DNA structures and all places where length constants were hardcoded. All names which are "generating" from ID block should be limited by MAX_ID_NAME-2, all non-id names now has got own define called MAX_NAME which should be used all over for non-id names to make further name migration stuff easier. All name fields in DNA now have comment with constant which corresponds to hardcoded numeric value which should make it easier to further update this limits or even switch to non-hardcoded values in DNA. Special thanks to Campbell who helped figuring out some issues and helped a lot in finding all cases where hardcoded valued were still used in code. Both of forwards and backwards compatibility is stored with blender versions newer than January 5, 2011. Older versions had issue with placing null-terminator to DNA strings on file load which will lead to some unpredictable behavior or even crashes.
2012-01-11Commenting and comment fixingJoshua Leung
* Fixed incorrect description for scene.keyingsets list * Added dividers to try and make it clearer what structs were related. * Reshuffled TransformOrientation struct since it occurred right in the middle of all the other Paint-Mode stuff
2011-12-30Color management: add "Color Unpremultiply" option for images and render ↵Brecht Van Lommel
settings. For premultiplied alpha images, this makes any color space conversion for the image or render output work on color without alpha multiplied in. This is typically useful to avoid fringing when the image was or will be composited over a light background. If the image will be composited over a black background on the other hand, leaving this option off will give correct results. In an ideal world, there should never be any color space conversion on images with alpha, since it's undefined what to do then, but in practice it's useful to have this option. Patch by Troy Sobotka, with changes by me.
2011-12-30minor dna header cleanupCampbell Barton
2011-12-24replace u_int64_t with cc99's uint64_t as suggested by Nicholas Bishop.Campbell Barton
2011-12-24change customdata mask from an 'unsigned int' to an 'u_int64_t', since BMesh ↵Campbell Barton
branch has run out of bits
2011-12-20Cucumber, first batch of merge - UI changes and custom exit keyDalai Felinto
--------------------------------------------------------------- This was a test drive to see how painful the merge will be. Next batches are: - use desktop option for fullscreen - multisampling option - bullet collision mask - python - storage (vbo, dl, ...) - lighting [lighting still needs review] [python could use review, although it should be straightforward] [storage should be tested more I think] Merged /branches/soc-2011-cucumber:r 36991,37059,37157,37416,37497-37499,37501,37522,39036,40593 36991: ==UI== * Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps) * Created a panel for the embedded player * Renamed the FPS option for the standalone player to Refresh Rate * Moved framing options to display * Made a button to launch the blender player from within blender (only tested on windows for now) 37059: ==UI== * Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come. * Removed the physics settings from the scene panel for the BGE. * Added an Add menu in the logic brick header. 37157: Making the bake options available in Blender Game 37416: Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting) 37497: Some more work on getting the exit key to work in the Blenderplayer. Input is now restricted to keyboard events only for the exit key UI. 37498: Some clean up from the last commit. The exit key setting affects the Blenderplayer now. 37499: Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter. 37501: Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API. [37517: committed previously] 37522: Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine. Added setExitKey and getExitKey to the python API 39036: A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set. [not committed entirely, see below]] 40552: space_logic.py (* fixed an error in space_logic.py *) 40593: launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me ######################################################## code left behind (to be included in next commit): ######################################################## { /* Initialize default values for collision masks */ Object *ob; for(ob=main->object.first; ob; ob=ob->id.next) ob->col_group = ob->col_mask = 1; }
2011-12-04remove old renderer struct member, was only used for setting yafray but was ↵Campbell Barton
still being checked in a few places,
2011-12-04add define for deprecated DNA struct members: DNA_DEPRECATED,Campbell Barton
this means use of deprecated struct members gives a warning. - makesdna.c preprocessor skips this. - DNA_DEPRECATED_ALLOW is used so readfile.c can do versioning without warnings. - this exposes some use of deprecated struct members, will deal with this after.
2011-11-24image format arg parsing for creator.cCampbell Barton
move these checks from creator into BKE's image.c, this way we dont need the defines for creator, scons was missing DDS, HDR & Cineon for example and nobody noticed.
2011-11-22- use cache_ as a prefix for new modifiers.Campbell Barton
- some comments to recent image changes.
2011-11-22rename image type defines to be less ambiguous, also set BMP as not ↵Campbell Barton
supporting alpha (it reads but cant write)
2011-11-22display quality for avijpeg, name BKE_imtype functions more sensibly Campbell Barton
2011-11-22replace ImBuf.depth with ImBuf.planes to match ImageFormatData.planes & to ↵Campbell Barton
avoid confusion with ImageFormatData.depth
2011-11-22move image settings into their own structure so the interface can be shared ↵Campbell Barton
where image saving settings are needed. currently file out node and render output share this struct & UI.
2011-11-07Camera tracking integrationSergey Sharybin
=========================== 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.
2011-11-05remove po/ since the workflow for translations uses branches which isnt that ↵Campbell Barton
useful to have within blenders source dir. For now treat translations as binary files - just access from 'release/datafiles/locale'
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-07Scene.GameData DNA alignment nitpickingDalai Felinto
* "structures are always multiples of 8 bytes in size" (adding two pads for RecastData) removing some unecessary pads. Moving others to make pad counting easy. (although this patch is not highly needed in trunk it will help cucumber merging) This could probably fixed the problem address at rev.40084
2011-10-04bge bugfix: navmesh collision flag disputing with glsl_color_manag.Dalai Felinto
The solution is to make the flag in to an int in oppose to short. This will also help in cucumber where we ran into the same problem.