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2013-07-09fix [#36066] crash when Tab out text objectCampbell Barton
the way Curve.len is used at the moment is really stupid, calculate string size on save for now, but should really store the length in bytes and total number of characters.
2013-06-25patch [#35830] Add Catmull-Rom spline as an option for lattice deformerCampbell Barton
2013-06-24lattice: use functions rather then defines, also added a function to get uvw ↵Campbell Barton
from an index. - BKE_lattice_index_from_uvw() - BKE_lattice_index_to_uvw()
2013-06-23Added polished Vertex Weights Panel (properties sidebar)Gaia Clary
2013-06-20transform: 2d option for proportional editmode,Campbell Barton
Uses for view orientation for distance calculation, can give nicer results when you dont want twisting caused by changes in depth.
2013-06-18add option to enable auto-execute scripts, but exclude certain directories.Campbell Barton
2013-06-16replace strcat with BLI_strcpy_rlen in draw_selected_name(), view3d function.Campbell Barton
also fix for incorrect flag checking for shape key pin.
2013-06-12fix [#35710] Mesh explodes while using solidify modifier with tubular ↵Campbell Barton
non-manifold base mesh.
2013-06-10Bugfix [#35643] Animated textures are invisible in Graph Editor if it is notJoshua Leung
linked via material Textures linked to modifiers are now shown in the AnimEditor channel hierarchy under object level now (i.e. on same level as ob-data, shapekeys, and object's action). This makes it possible to edit such animation data without having to ensure that these textures are also linked to the object's material so that they will appear. As a side-effect of how this is implemented, if playback is slower on scenes following this commit, disable the "modifier" filter under the filtering settings in the relevant animation editor header. In particular, it may be beneficial to disable this when you've got scenes with meshes that have many modifiers (but none of these have any linked data with settings which can be animated), as Blender will still try to go through all those modifiers checking for anything to show.
2013-06-10patch [#35631] Active element for LatticeCampbell Barton
by Kevin Mackay (yakca) Was one of our TODO's from the wiki.
2013-06-09add editmode wire color,Campbell Barton
also changed lattice to use this, it used a hard-coded green color which was hard to see over the default background.
2013-06-05fix [#35629] Incorrect Rendered Viewport Horizontal SplittingCampbell Barton
previously the order didnt matter but with viewport render, its noticable.
2013-06-03fix [#35311] Planar Decimate / Limited Dissolve fails to merge some adjacent ↵Campbell Barton
faces optionally limit by face flipping, also added support to delimit by material and edge crease.
2013-05-30Motion tracking: automatic keyframe selectionSergey Sharybin
Implements an automatic keyframe selection algorithm which uses couple of approaches to find out best keyframes candidates: - First, slightly modifier Pollefeys's criteria is used, which limits correspondence ration from 80% to 100%. This allows to reject keyframe candidate early without doing heavy math in cases there're not much common features with first keyframe. - Second step is based on Geometric Robust Information Criteria (aka GRIC), which checks whether features motion between candidate keyframes is better defined by homography or fundamental matrices. To be a good keyframe candidate, fundamental matrix need to define motion better than homography (in this case F-GRIC will be smaller than H-GRIC). This two criteria are well described in this paper: http://www.cs.ait.ac.th/~mdailey/papers/Tahir-KeyFrame.pdf - Final step is based on estimating reconstruction error of a full-scene solution using candidate keyframes. This part is based on the following paper: ftp://ftp.tnt.uni-hannover.de/pub/papers/2004/ECCV2004-TTHBAW.pdf This step requires reconstruction using candidate keyframes and obtaining covariance matrix of 3D points positions. Reconstruction was done pretty much straightforward using other simple pipeline routines, and for covariance estimation pseudo-inverse of Hessian is used, which is in this case (J^T * J)+, where + denotes pseudo-inverse. Jacobian matrix is estimating using Ceres evaluate API. This is also crucial to get rid of possible gauge ambiguity, which is in our case made by zero-ing 7 (by gauge freedoms number) eigen values in pseudo-inverse. There're still room for improving and optimizing the code, but we need some point to start with anyway :) Thanks to Keir Mierle and Sameer Agarwal who assisted a lot to make this feature working.
2013-05-28move BLO_sys_types.h -> BLI_sys_types.h (it had nothing todo with loading)Campbell Barton
remove MEM_sys_types.h which was a duplicate.
2013-05-28Cycles: normal maps are now backwards compatible again after recent fix, withBrecht Van Lommel
a separate Blender Object/World Space that is compatible with Blender render baking and uses the YZ flipping convention.
2013-05-28code cleanup: lots of calls to BKE_mesh_calc_normals_mapping were not using ↵Campbell Barton
the mapping functionality. replace ED_mesh_calc_normals with BKE_mesh_calc_normals().
2013-05-28code cleanup: comment/remove unused definesCampbell Barton
2013-05-27Particles: patch #35205 by Jakub ZolcikBrecht Van Lommel
The Emission panel now has a Use Modifier Stack option to emit particles from the mesh with modifiers applied. Previously particles would only be emitted from faces that exist in the original mesh. There are some caveats however: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.68/Tools#Particles
2013-05-26code cleanup: typosCampbell Barton
2013-05-24fix [#35488] Toggle "Show All Layers" Campbell Barton
2013-05-24remove v3d.modeselect, reduce size of other vars in v3d.Campbell Barton
2013-05-23Cycles / Toon BSDF:Thomas Dinges
* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering. * There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon Example render & blend file: http://www.pasteall.org/pic/show.php?id=51970 http://www.pasteall.org/blend/21579
2013-05-20code cleanup: split scons includes onto multiple lines, reduce chance of ↵Campbell Barton
include conflicts later on.
2013-05-17Smoke simulator: Add flow subframes and ability to set custom particle size.Miika Hamalainen
Previously it was nearly impossible to have fast moving objects emitting smoke or they would just leave behind a row of smoke poofs instead of continious stream of smoke. Now it's possible to set number of subframes for each smoke flow. Another new thing is ability to set size of smoke flow particles instead of using closest smoke cell. This also works with my earlier "full sample" commit, so no more blocky particles either. :) For more info check my blog post: http://www.miikahweb.com/en/blog/2013/05/17/blender-smoke-subframes This commit also includes couple of fixes I spotted while testing: * Fix: dissolve was applied at different time for low res and high res simulations. * Fix: full sample setting didn't get copied with domain.
2013-05-17This commit addresses the somewhat weak handling of stackless textures in ↵Bastien Montagne
Blender with default (BI) renderer. To do so, it's defining an "other" texture context, and when in this one, it switches to using the "new shading" texture handling already known with Cycles engine. So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures... I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene). This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles). Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too. Thanks to Brecht for reviewing.
2013-05-16Fix #35388, grouped nodes not editable in properties ui.Lukas Toenne
The issue here was that the "active" material node depends on the editor context. Previously (< 2.67) there was only 1 edited node group possible globally throughout Blender, so the active material in the context could be resolved more easily. The solution now involves the active_viewer_key variable (first introduced for compositor viewer nodes in r56271, naming is a bit awkward but hard to change in DNA). This key defines the "last modified" node tree to resolve ambiguity of active context items. For single editors the result is the same as in 2.66, if multiple editors are used with different node groups the last modified tree is used.
2013-05-15Fixes for blender internal viewport render:Brecht Van Lommel
* Particles did not render at viewport resolution like meshes. * Properties editor preview render of hair was crashing, solution is to have two separate flags for this preview render and viewport preview render.
2013-05-10Smoke: Add new "Full Sample" option to high resolution smoke panel.Miika Hamalainen
This is hopefully the ultimate solution against smoke blockiness near emitter. Previously high resolution flow/emitter voxels were generated based on the low resolution ones. So if you had 32 resolution and 4 division high resolution, it still used smoke flow generated from those 32 resolution voxels. Now I introduced a new sampling method called "Full Sample" that generates full resolution flow for for high resolution domain as well. Read more about it in my blog post: https://www.miikahweb.com/en/blog/2013/05/10/getting-rid-of-smoke-blockiness Also changed "quick smoke" operator default voxel data interpolation mode to "Cubic B-Spline" to smoothen out it even more.
2013-05-09Partial revert of own commits r56604 and r56603:Thomas Dinges
* Reverted the changes to code comments, as suggested by Campbell. It makes it more hard to follow. * Only keep changes to actual UI messages.
2013-05-09UI naming consistency:Thomas Dinges
* DopeSheet -> Dope Sheet. No need to glue the words together. Only changed comments and UI strings, no functional changes. Request by Dalai Felinto.
2013-05-08Mask modifier for sequencesSergey Sharybin
This modifier uses a mask set in the modifier settings and multiplies strip by it. Alpha channel will also be multiplied by mask, which makes it easy to mask some objects on footage and alpha-over them in sequencer. Actually, this modifier sets alpha for byte strips directly (since byte is always straight alpha) and multiplies float buffer by mask (flaots are premulled) so in both cases masked strip could be easy alpha-overed without any artifacts. It uses own structure with only SequenceModifierData property in to preserve both forward and backwards compatibilities (using new structure ensures modifier will be ignored on load in older blenders, the same happens for mesh modifiers actually). Request from Pablo Vazquez.
2013-05-08fix for recent commit, WITH_GUARDEDALLOC wasn't enabled for makesrna, makesdna.Campbell Barton
2013-05-08fix [#30862] "Lock" and "Box" Quad View options won't stay put when togglingCampbell Barton
2013-05-06Fix for crash when using 2D stabilization for float movie clipsSergey Sharybin
Also removed unneeded image buffer scaling, it was only needed for "early output" if there was no rotation. That is no longer supported since it used to pixelate result a lot and interpolation is always used now. Saves quite a few of memory and CPU cycles.
2013-05-01Fix #35171: crash rendering cube with two subsurf modifier in some ↵Brecht Van Lommel
circumstances. Problem was actually integer overflow in the requested data layers (1 << 31) does not fit in an integer, it only goes up to (1 << 31) - 1.
2013-04-29Changes to image draw method optionsSergey Sharybin
It's now default to 2D textures, and no AUTO mode at this moment, since detecting which method is the best not so simple. Image drawing could manually be switched to GLSL for tests and feedback, but for default GLSL is not so much great. Reason of this is huge images, where operations like panning becomes dead slow comparing GLSL vs. 2D texture.
2013-04-24Fix #34783: smoke simulation crash when changing frame while preview rendering.Brecht Van Lommel
Added a mutex lock for smoke data access. The render was already working with a copy of the volume data, so it's just a short lock to copy things and should not block the UI much.
2013-04-24Fix for #34739 and #35060, avoid ambiguity in compositor viewer nodes.Lukas Toenne
The design changes coming with pynodes for the node editor allow editing multiple node groups or pinning. This is great for working on different node groups without switching between them all the time, but it causes a problem for viewer nodes: these nodes all write to the same Image data by design, causing access conflicts and in some cases memory corruption. This was not a problem before pynodes because the editor would only allow 1 edited node group at any time. With the new flexibility of node editors this restriction is gone. In order to avoid concurrent write access to the viewer image buffer and resolve the ambiguity this patch adds an "active viewer key" to the scene->nodetree (added in bNodeTree instead of Scene due to otherwise circular DNA includes). This key identifies a specific node tree/group instance, which enables the compositor to selectively enable only 1 viewer node. The active viewer key is switched when opening/closing node groups (push/pop on the snode->treepath stack) or when selecting a viewer node. This way only the "last edited" viewer will be active. Eventually it would be nicer if each viewer had its own buffer per node space so one could actually compare viewers without switching. But that is a major redesign of viewer nodes and images, not a quick fix for bcon4 ...
2013-04-23Allow hiding separate hiding of overlays on stroke.Antony Riakiotakis
2013-04-23Add stencil control for mask overlay. Key combinations are the same asAntony Riakiotakis
regular stencil but use Alt as well, so Alt-Rclick is translation, Alt- clamping to avoid scaling of stencil to zero.
2013-04-22Fix #35051: when viewing a complex node setup in the material properties, theBrecht Van Lommel
properties were continuously redrawing, which slowed down everything else. The problem was integer overflow, with a short only capable of storing values up to 32767. Note that sockets are collapsed by default since the previous release, and that's it's not very useful to edit such complex node setups in the properties editor, it's mainly meant for simple setups or group nodes to present just a few sockets.
2013-04-22Support more mapping modes for alpha masks. Tiled, stencil and randomAntony Riakiotakis
2013-04-18add display mode for sharp edges.Campbell Barton
2013-04-18add mesh distort display mode (highlights distorted faces)Campbell Barton
2013-04-17Fix for #34911, Compositor with multiple views autozooms to node when ↵Lukas Toenne
creating a link. In order to allow node trees have different offsets in different editor instances, the view_center is now stored primarily in the bNodeTreePath struct for each tree in a node space. The view_center in bNodeTree is only used as an initial setting when opening a node group or switching node trees.
2013-04-17display options to help with 3d printing.Campbell Barton
editmesh debug info, - overhang (with axis angle options) - wall thickness (with min/max distance) - self-intersections. access below 'Mesh Display' panel.
2013-04-16Option to hide overlay during a stroke. To enable, press the brush iconAntony Riakiotakis
next to the overlay alpha.
2013-04-16code cleanup: use BKE naming conventions for functions in BKE_editmesh.h and ↵Campbell Barton
BKE_editmesh_bvh.h
2013-04-14Mesh Drawing:Campbell Barton
Option to draw mesh vertex-weights in editmode, available from the 'Mesh Display' panel. TODO: get this to work when modifiers are applied in solid mode (texface-solidmode is working).