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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also fully remove freestyle raycasting_algorithm
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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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Summary:
Was a limitation of short data type used for id->us.
Made it to be int, needed to reshuffle fields a bit
because of alignment.
Reviewers: campbellbarton, brecht
Reviewed By: brecht
Maniphest Tasks: T37212
Differential Revision: http://developer.blender.org/D76
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image painting)
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This is a addtion to the dynamic fly mode.
It behaves as the first person navigation system available in most 3d world games nowadays.
You can alternate between the old mode (Fly) and the new mode (Walk) in User Preferences > Inputs
Manual:
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http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View#View_Navigation
http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View/Navigation_Modes
Shortcuts:
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WASD (hold) - Move forward/backward and straft left/right
QE (hold) - Move up and down
Tab - Alternate between Walk and Fly modes
Shift (hold) - Speed up movement
Alt (hold) - Slow down movement
Space or MMB - Teleport
V - Jump
+/- or mouse wheel - speed increase/decrease speed for this Blender session
User Preferences Options:
-------------------------
Navigation Mode - fly/walk navigation systems (fly is the old, walk is the new, next options are for walk mode only)
Gravity - alternate between free navigation and walk with gravity modes
Mouse Sensitivity - sensitivity factor to mouse influence to look around
Teleport Duration - how long the teleport lasts
Camera Height - camera height to use in gravity mode
Jump Height - maximum jump speed in m/s
Move Speed - base move speed in m/s
Boost Factor - multiplication factor when running or going slow (1/boost)
Development Notes:
------------------
* The initial code was based on view3d_fly.c.
* The NDoF code was not touched, so it most likely is not working.
Pending Issues:
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* Draw in the UI the shortcut options, and current values (e.g., Mode: Fly/Walk)
(we need a proper API for that)
* OSX seems to present issues if we re-center the mouse every time. We implemented a workaround for that, but a real fix would be welcome.
Code reviewed and with collaborations from Campbell Barton - @campbellbarton
Differential Revision: http://developer.blender.org/D30
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Was not used anymore, except in Collada import/export, but without any conversion code.
Suggested by Brecht in comments of D59.
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Summary:
Now it's possible to assign an image to plane tracks
in clip editor. This image is only used for display
in clip editor and this image is being warped into
the plane track rectangle.
Main purpose of this is to get early feedback about
how good image warping matches the footage, before
clip goes to the compositor.
Pretty much straightforward change: just compute
homography from undeformed normalized frame corner
coordinates (unity square) to plane marker corners
and apply this matrix to opengl stack.
Still could improve behavior when perspective
plane transform is degenerate, but that's not so
much critical for now i'd say.
Reviewers: brecht, campbellbarton
Reviewed By: brecht
CC: sebastian_k
Differential Revision: http://developer.blender.org/D57
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- When existing faces are available use their UV values
- When no faces are connected to an edge - generate UV's
Also add option to stretch U/V to bounds.
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as well
This allows you to choose between subdivide edges, collapse and both. Being able to
only collapse edges can be useful to simplify meshes with accidentally introducing
more detail.
Reviewed By: psy-fi, carter2422
Differential Revision: http://developer.blender.org/D15
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Part of soc-2013-sketch_mesh branch
See: http://wiki.blender.org/index.php/User:Apinzonf/Doc:2.6/Manual/Modifiers/Deform/Laplacian_Deform
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The modifier print on screnn an alert when the user change the vertices, edges, or vertex group.
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The Laplacian Deform Modifier bind the initial vertexes positions.
I Modified the LaplacianDeformModifierData struct to store bind state.
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* Remove Stars feature. This was a quite minimalistic feature and there are
better alternatives with more control (particles for example).
Removal discussed during BCon13 developer meeting and already years before, time to do it..
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D17
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* Remove "Edge" post processing effect and the corresponding render layer.
Since we have freestyle, this is not needed anymore and was a very simple effect anyway (Zbuffer filter effect, could be added to the compositor if really needed again).
Reviewed By: brecht, ton
Differential Revision: http://developer.blender.org/D14
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Issue was in fact caused by wrong DNA storage, which
apparently was considering unsigned long as just 4
bytes here.
Now use uint64_t to be sure timestamp does fit into
storage on all the platforms.
Thanks Campbell for help looking in the issue.
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Summary:
Old idea with changes since previous release tag
didn't work good enough. In most of the cases tag
was done in a branch hence not actually reachable
from the master branch.
Now change since release is gone, and date of
the latest commit is used instead.
The date is displayed in format YYYY-MM-DD HH:mm
in the splash.
New bpy.app fields:
- build_commit_timestamp is an unix timestamp of
the commit blender was build from.
- build_commit_date is a date of that commit.
- build_commit_time is a time of that commit.
Reviewers: campbellbarton
Differential Revision: http://developer.blender.org/D5
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supposed to be a 4 float RGBA color, but has only 3 floats. This was overwriting tweak_threshold in UserDef and breaking transform
operators ...
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instead of using incremental offset (which is not useful for nodes). Increment snapping has been disabled for nodes to avoid
confusion, grid snap is now the default as it seems to be the most wanted and easy to use mode.
Absolute grid snapping happens in a somewhat generic function 'applyGridAbsolute', which could also be used for objects and other transforms later on. It is conceptually similar to the 'project' snapping
option, in that it calculates a delta vector for each element on top of the overall transform, which places each node on the grid.
Node transform now uses the top-left node corner for TransformData->loc. The transform center is still the average of node centers, so that scaling and rotation works nicely.
snapGrid*** functions have been renamed to snapGridIncrement*** to distinguish better between incremental and absolute grid snapping.
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offset/power/slope variables for the CDL mode in color balance node. This avoids stupid default values in particular for offset, which would be 1 when just using the lift value for it.
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node. These values were always calculated at execution time, so there is no need to keep them around in DNA data and no forward compatibility break either. Only reason they were stored in DNA before is that the old compositor had no other means of keeping precomputed values around for every pixel than storing the DNA node data, with new compositor this is no longer necessary (values are stored in operations).
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conversion code will probably be needed.
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- Use commit number since last annotated tag as a
revision number replacement. It'll eb followed
by 'M' symbol if there're local modification in
the source tree.
- Commit short SHA1 is included. Helps getting
information about commit used to build blender
with much faster.
- If build is not done from master branch, this also
will be noticed in the splash screen.
This commit also replaces revision stored in the
files with git-specific fields (change and hash).
This is kind of breaks compatibility, meaning
files which were saved before this change wouldn't
display any information about which revision they
were saved with. When we'll finally switch to git,
we'll see proper hash and change number since
previous release in the files, for until then
svn version will be used as a change number and
hash will be empty.
Not a huge deal, since this field was only used
by developers to help torubleshooting things and
isn't needed for blender itself.
Some additional tweaks are probably needed :)
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Added two options to a header of FCurve editor:
- Normalize which makes it so every individual
curve is fit into -1..1 space.
- Auto-normalize, which probably is to be called
"Lock" which "locks" curve normalization scale.
This is useful to prevent curves from jumping
around when tweaking it.
It's debatable whether it need to be a button to
normalize curves n purpose only, and it's fully
depends on animator's workflow.
Here during Project Pampa we've got Francesco
who get used to auto-renormalization and Hjalti
who prefers locked behavior.
Docs are to be ready soon by Francesco.
Thanks Brecht for the review!
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Quads: Beauty, Fixed, Fixed Alternate, Shortest Diagonal
Ngons: Beauty, Scanfill
* Shortest Diagonal is the default method in the modifier (popular
elsewhere), but beauty is the default in Ctrl+T).
* Remove the need for output slot and beauty operator to be called
after Clt+T
Patch with collaborations and reviewed by Campbell Barton
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Added a weight slider to track which defines
how much particular track affects in a final
reconstruction. This weight is for sure
animateable.
Currently it affects on BA step only which in
most cases will work just fine.
The usecase of this slider is to have it set
to 1.0 most of the time where the track is
good, but blend it's weight down to 0 when
tracker looses the track. This will prevent
camera from jump.
Tutorial is to be done by Sebastian.
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Added surface support to recent curve split operator, completing quick hack todo
Updated nurbs separate operator to make use of new split logic, completing tools todo
Added 'Delete segment' option to surfaces and improved surface duplication, used for split/separate
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The system at each iteration estimated in a better way the rotation of the differential coordinates
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to draw textures without shading. For Cycles this was not possible yet, and
for Blender Internal you had to move away all lights which was also not ideal.
(Caminandes feature request)
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It was rather confusing from the user usage point
of view and didn't get so much improvement after
new bundle adjuster was added.
In the future we might want to switch resection
to PPnP algorithm, which could also might be a
nice alternative to fallback option.
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