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2010-07-302.5: remove vertex normal flip option, this is more harmful than helpfulBrecht Van Lommel
in many cases, and also gave incorrect rim lighting.
2010-07-30bugfix [#22859] Multi-user images cant be made into single user in texure panel.Campbell Barton
turns out this isnt exactly a bug since support was never written for this but may as well support it. now rna/py can do image.copy() too.
2010-07-27Smoke Patch + additions: a) Applying patch #22765 by Miika Hämäläinen ↵Daniel Genrich
(domain border collision settings, vorticity settings, time scale, non absolute density, smooth high res emitter, initial velocity multiplier, high res strength available to be set to 0), b) Additions by me: --Initial velocity is now per flow object, not per domain; --Using boundingbox as standard display mode for domains (was wire before); --When adding a flow object, an initial nice SmokeParticle system is added too with nice initial settings (life=1, no_render, unborn, etc) fitting smoke simulation; --Adaptive timesteps introduced to the smoke sim (depending on the magnitude of the velocity) because it was quite unstable when used for fire simulations, still needs to be tested and will also slow down some simulations.
2010-07-26== Sculpt ==Nicholas Bishop
Fixed brush icons loading slowly * Changed brush icon property from an enum to a flag that toggles whether a custom file is used for the brush icon * Changed get_brush_icon to only handle loading external icons, built-ins are handled through the regular icon system * Modified preview icon drawing to allow built-in icons * When not using a custom icon, a default icon is selected based on the current tool TODO: * Allowing preview to show built-in icons makes the brush texture selector look ugly when nothing is selected. As discussed on IRC though, the nothing-selected state needs to be clarified anyway; I'll address this in another commit * Use image browser when selecting a custom icon * Selecting the default icon is ugly (uses the active object's mode), this can be fixed by making brushes know which paint mode they are part of
2010-07-25Shapekeys for curves/surfecesSergey Sharybin
Fix #21498: Edit curve Shape key /252_r 27318 Added full support of shape keys for curves and nurbs surfaces including topology changing in edit mode, undo stuff, updating relative keys when working under basis and so on.
2010-07-25from Luca's recent commit noticed there are more typo's: lenght -> lengthCampbell Barton
2010-07-24[#22873] Snap to increment isn't working that expected when Units set to ↵Campbell Barton
Metric or Imperial - minor - pick the closest unit that matches the existing step size. - set the distance subtype on some camera flags. - commented mesh flag 'ME_ISDONE' its nolonger used.
2010-07-22== Sculpt/Paint Fixes ==Jason Wilkins
* Fix: unify strength and size did work consistently with other paint modes * Fix: If [ and ] keys were used to resize a brush it was not possible to increase the size of the brush if it went under 10 pixels * Fix: Made interpretation of brush size consistent across all modes, Texture/Image paint interpreted brush size as the diameter while all the other modes interpret it as radius * Fix: The default spacing for vertex paint brushes was 3%, should be 10% * Fix: due to fixes to unified strength, re-enabled 'Unify Size' by default * Fix: Unified size and strength were stored in UserPrefs, moved this to ToolSettings * Fix: The setting of pressure sensitivity was not unified when strength or size were unified. Now the appropriate pressure sensitivity setting is also unified across all brushes when corresponding unification option is selected * Fix: When using [ and ] to resize the brush it didn't immediately redraw * Fix: fkey resizing/"re-strength-ing" was not working consistently accross all paint modes due to only sculpt mode having full support for unified size and strength, now it works properly. * Fix: other paint modes did expose the ability to have a custom brush colors, so I added the small bit of code to allow it. Note: I made all of the other paint mode brushes white. Note2: Actually, probably want to make the paint modes use the selected color for painting instead of a constant brush color. * I had removed OPTYPE_REGISTER from some Sculpt/Paint operators but in this commit I add them back. I'm not completely sure what this option does so I don't want to disturb it for now.
2010-07-21* Polish preset did not enable tablet pressure for strengthJason Wilkins
* Turned off 'Front-Face Only' for all brushes, it needs more testing * Added brush icons for other paint modes * Moved 'tool' panel to bottom of all paint modes * Moved 'appearance' panel to be next to bottom * Moved brush selector panel to top of all modes * Closed all panels except the brush selector panel * Turned off X symmetry
2010-07-20* Made the default sculpt icons an internal part of the executableJason Wilkins
* Default icons can be selected from a menu * Option to make a custom icon from a file is present but the UI is disabled because of a mysterious crash * New startup.blend that has the appropriate icons selected
2010-07-20- correct some spelling errors.Campbell Barton
- remove FreeCamera struct (wasnt used) - remove world color alpha values (not used anywhre).
2010-07-20* Images for brush icons are now reloaded when they are needed from an ↵Jason Wilkins
external file * First, try to load the file from the given filename. This is either absolute or relative to the current .blend * If file is found using the given filename directly then look for the file in the datafiles/brushicons directory (local, user, or system). * Note: This commit does not update the .blend to reference the default icons * Note: This commit does not make sure that the build system copies the default icons to the 2.52/datafiles/brushicons directory
2010-07-19Bugfix #22906: Animation Player buttons broke on r30467Joshua Leung
Reverting this commit. Seems that only the added parts were tested. I'll look at restoring a similar version of this in future.
2010-07-18Small feature for the Durian guys:Andrea Weikert
Playback Jog Keys: ALT+LEFTARROW: play backward (hit again for double speed) ALT+RIGHTARROW: play fordward (hit again for double speed) ALT+DOWNARROW: start/stop animation
2010-07-17spelling correction: alredy --> alreadyCampbell Barton
2010-07-17- added text3d.body_format to be able to set bold/italic/smallcaps etc on text.Campbell Barton
- the length of a new text object wasnt set on creation. - tex3d and controllers rna name was being set to its body (rather then ID name) - remove reference to wave objects which are very old and not used anymore.
2010-07-14Merge GSOC Sculpt Branch: 28499-30319Jason Wilkins
https://svn.blender.org/svnroot/bf-blender/branches/soc-2010-jwilkins See log of that branch for details.
2010-07-14- text3d was missing menu items for toggling bold/underline/italic/smallcaps.Campbell Barton
- made smallcaps use a temp flag so caps can still have the smallcaps flag. - utility function for getting the char from a font. find_vfont_char(), was inline in ~5 places. - removed CU_STYLE mix of flags only used in one place, not needed. removed 'style' from rna too. - fix for some warnings.
2010-07-14- make duplis real wasnt redrawingCampbell Barton
- small caps option for titles (doing manually is quite painful to watch).
2010-07-13- fix for eternal loop with metaballs in set scenes.Campbell Barton
- next_object() now loops through all set scenes, not just the first one. - removed F_SET, rather them having a mode for looping on a set, just use the set when the first scene ends. - metaballs can now glob between scenes however there are still some depsgraph issues that existed before.
2010-07-13- saturation option for sequencer strips, runs before multiply and color ↵Campbell Barton
balance. - multiply of 0.0 wasnt being applied.
2010-07-122.5: remove user preferences to always snap for translate/rotate/scale,Brecht Van Lommel
with new behavior of the snap setting in the 3d view these are no longer necessary.
2010-07-122.5: remove armature "B-Bone Rest" option, this was only added to keepBrecht Van Lommel
broken behavior for backwards compatibility, it's been there long enough now to be removed.
2010-07-122.5: remove pin floating panels settings, there are no floating panelsBrecht Van Lommel
at the moment so it shouldn't be there.
2010-07-08Sequencer display overlay option, this can show a border area from another ↵Campbell Barton
time to help compare for color grading. - Okey sets the border in the display. - Okey resets the frame offset in the sequencer timeline. - ghost icon in the header can enable/disable. - frame offset can be relative or absolute (lock icon) Not very happy that this commit adds a call to BKE_animsys_evaluate_animdata(scene, ...) in do_build_seq_array_recursively() without this the offset frames dont have fcurves applied. Though we will need something like this for prefetch frames to work too.
2010-07-05Color Balance NodeCampbell Barton
changes from sequencer applied to compositor mostly noticable is how the lift works. Before & After, http://www.graphicall.org/ftp/ideasman42/color_balance_before_after.png even with lower values these kinds of errors can be seen.
2010-07-05Fix #20383: mesh deform modifier wasn't working on lattices.Brecht Van Lommel
2010-07-05texture saturation option.Campbell Barton
we'll need a do-version bump soon or this will convert 0.0 saturation to 1.0 on load.
2010-07-05Bugfix #22030: Animation Editors and Layer AnimationJoshua Leung
Added new filtering option for animation editors (indicated as the 'ghost' toggle beside the 'select'(-ed only) toggle), which will include objects/bones that aren't visible (i.e. are hidden or on a hidden layer). This should make it possible to edit such types of animation, and also prevent flickering as these channels come in/out of view.
2010-07-05Bugfix #22685: Screen update slow, animation player ALT-A, files created ↵Joshua Leung
with 2.4x Modifiers were being mistakenly recalculated at every frame as long as the object had animation, slowing things down due to incorrect depsgraph recalc tags. Renamed OB_RECALC -> OB_RECALC_ALL to reduce future confusion. During this process, I noticed a few dubious usages of OB_RECALC, so it's best to use this commit as a guide of places to check on. Apart from the place responsible for this bug, I haven't changed any OB_RECALC -> OB_RECALC_OB/DATA in case that introduces more unforseen bugs now, making it more difficult to track the problems later (rename + value change can be confusing to identify the genuine typos).
2010-07-04sequencerCampbell Barton
- effects strips now add directly above the strips they operate on (almost always what you want) - blend mode for new image/movie/scene/color strips is now cross: without this adjusting alpha will fade to black rather then the strip below. - SEQ_HAS_PATH macro didnt include sound-ram or sound-hd - meta drawing code has misleading variable names (from own commit).
2010-07-01adding a new sequence strip uses the active strips path when available.Campbell Barton
2010-06-27Partial cleanup of timing system, with some guidance from Joshua:Matt Ebb
* Fractional frames support has been changed to use a new var, scene->r.subframe. This is a 0.0-1.0 float representing a subframe interval, used in generating a final float frame number to evaluate animation system etc. * Changed frame_to_float() and some instances of bsystem_time() into a convenience function: float BKE_curframe(scene) which retrieves the floating point current frame, after subframe and frame length corrections. * Removed blur_offs and field_offs globals. These are now stored in render, used to generate a scene->r.subframe before render database processing.
2010-06-26alpha drawing for color picker, move alpha button into the picker.Campbell Barton
2010-06-24Move some sequencer functions about, no functional changes.Campbell Barton
- Remove SEQ_DESEL, better not have a flag which includes ~, use ~SEQ_ALLSEL instead. - Rename recurs_dupli_seq -> seqbase_dupli_recursive - Rename deep_dupli_seq -> seq_dupli_recursive
2010-06-23Fix #21470: changing brush settings redraws the 3d view unecessarily,Brecht Van Lommel
added ED_region_tag_redraw_overlay to only redo overlay drawing, which in case of triple buffer is much faster.
2010-06-22Timeline addition: Display cached framesMatt Ebb
This started off doing pointcache debugging but it's also very useful for users too. Previously it was very hard to see the state of the system when you're working caches such as physics point cache - is it baked? which frames are cached? is it out of date? Now, for better feedback, cached frames are drawn for the active object at the bottom of the timeline - a semitransparent area shows the entire cache extents, and more solid blocks on top show the frames that are cached. Darker versions indicate it's using a disk cache. It can be disabled in general in the timeline View -> Caches menu, or by each individual system that can be shown. There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what shows when it's out of date, or when it's been played back but not cached, etc. etc. Part of this is due to a lack of definition in the point cache system itself, so we should try and clean up/clarify this behaviour and what it means to users, at the same time. Also would be interested in extending this to other caches such as fluid cache, sequencer memory cache etc. in the future, too.
2010-06-14remove remaining unused yafray settings.Campbell Barton
2010-06-14remove unused yafray lamp settingsCampbell Barton
2010-06-13solidify rim material option, use the next material slot for rim faces.Campbell Barton
a bit arbitrary but with most cases where solidify is used in durian we get UV texture stretching since there is no way to access the newly created size faces this gives us a way to switch out the material on the rim.
2010-06-04Fix [#22383] 3dView Layer Management (by Mouse) brokenMatt Ebb
2010-06-03Reworked the non-blocking reports display in the info header:Matt Ebb
* Now it displays the last report from the global list, not just from operators * Rather than disappearing when a new operator is run, it stays until it times out or a new report is added * Fun animated transitions ;) http://mke3.net/blender/devel/2.5/reports_header.mov Now need to investigate report usage with popups. Ideally we can have most reports non-blocking, so they're less intrusive, only popping up for dire errors. Problem is many things in Blender right now are marked as RPT_ERROR when probably RPT_WARNING is more appropriate. Should probably keep RPT_ERROR for things that demand immediate attention.
2010-06-02rename some rna properties filename --> filepathCampbell Barton
* filename == "foo.ext" * filepath == "/path/to/and/including/foo.ext" this was alredy followed in some places not not everywhere.
2010-06-01Fix [#22469] Crashes with "segmentation fault" when opening an image for ↵Matt Ebb
Voxel Data texture of type Image sequence Cleaned up the code here, made it more efficient and more reliable with threaded render.
2010-05-30reverting previous commit from Mitchell. His commit went to the trunk ↵Dalai Felinto
instead of the branch :) svn merge -r 29067:29066 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2010-05-30Reversing the last merge because I botched it.Mitchell Stokes
2010-05-27Various constraint code cleanups:Joshua Leung
1) Fixed some weird formatting introduced during math-lib cleanups, and some other inconsistencies 2) Optimised the Maintain Volume constraint by taking the value calculations out Copy All Constraints Operators: * Added one for bones too * These are now included in the menus * Removed some weird/extra code copying/changing/bleh the actcol/totcol stuff...
2010-05-27== Pivot Constraint ==Joshua Leung
This constraint allows an object or bone to have their rotations applied as if their origin/pivot-point was located elsewhere. The most obvious uses include foot-roll, see-saws, but could also include more complicated rolling-box examples. == Usage Examples == === Foot Roll === 1. Add 'Pivot' Constraint to the bone without any target. 2. Set the 'Y' value of the offset to the length of the bone. Usually this should be negative (if you rig with feet facing 'forwards' along -Y axis). This gives you a pivot point relative to the bone's (preconstraint) location, which should be at the tip of the bone here. Disabling the 'Use Relative Offset' would make this offset be relative to 0,0,0 instead of to the owner/bone-head. 3. Ensure that the 'Pivot When' setting is set to '-X Rot', (default) which means that the pivot will only used when the rotation on the X-Axis is negative to get tip-toe 'roll'. === See Saw === 1. Add a 'Pivot' constraint too see-saw plank object, this time with a target that you wish to have as the pivot-point. It's possible to do this without too (as before), but is less intuitive. 2. Optionally, if you want the plank slightly raised, set the z-offset value, which should make the pivot-point used to be relative to the target with the z-offset applied. 3. Ensure that 'Pivot When' is set to 'Always', which means that the pivot will always be used, irrespective of the rotation. == Notes == * The 'Pivot When' setting has been integrated in the constraint, since this is something that will often be required for these setups. Having to set up additional drivers to drive the constraint to do this kindof beats the purpose of providing this. * The 'Offset' functionality is probably not presented as clearly as it could be. We may need to go over this again. * For foot-roll - if any scaling of the foot is required, simply set up a driver on the y-offset to make this dynamically respond to the "scale" RNA property of the bones (don't use the "Transform Channel" vartype since that won't work correct here). However, this shouldn't be common enough to warrant special treatment.
2010-05-27Progress indicators for threaded jobsMatt Ebb
Now, rather than the bit-too-alarming stop sign, threaded wmJobs display a progress indicator in the header. This is an optional feature for each job type and still uses the same hardcoded ui template (could use further work here...). Currently implemented for: Render - parts completed, then nodes comped Compositor - nodes comped Fluid Sim - frames simulated Texture Bake - faces baked Example: http://mke3.net/blender/devel/2.5/progress.mov
2010-05-21Motion Paths: Experimental optimisations from joeedh for speeding up the ↵Joshua Leung
calculation process This works by tricking the depsgraph into giving us a smaller list of objects to evaluate, with all the necessary objects + their dependencies at the start of the list. On any complicated setup where non-object parameters need to be referred to (i.e. by drivers) to affect an object's transform, these optimisations will fail and the old (slower) method is still the best way (modify the ifdef and comment out the optimise depsgraph call to do so). However, we'll assume that these aren't too common in real productions, so things should be fine with these fixes. If there really is a need for both, then global options to control these things could follow.