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2012-05-12style cleanup: mostly whitespace in rnaCampbell Barton
2012-04-29style cleanup: whitespace / commasCampbell Barton
2012-03-30Node socket values now only have soft limits, rather than hard limits, so youBrecht Van Lommel
can type in any value, and only when sliding the number value there is a limit. It was already possible to assign any value to a socket with node linking, so this shouldn't cause any new issues. Also raised the limits on the math nodes, with a patch by Agustin Benavidez.
2012-03-18Code style edits (mostly spliting long lines, and removing trailing spaces).Bastien Montagne
Note about long lines: I did not touch to two pieces of code (because I don’t see any way to keep a nicely formated, compact code, with shorter lines): * The node types definitions into rna_nodetree_types.h * The vgroup name functions into rna_particle.c
2012-03-06Code cleanup in rna files (huge, higly automated with py script).Bastien Montagne
Addresses: * C++ comments. * Spaces after if/for/while/switch statements. * Spaces around assignment operators.
2012-01-31fix [#30025] Blender crash when using python to load a blend file and import ↵Campbell Barton
an obj file
2011-12-21A few small fixes to new UI messages...Bastien Montagne
2011-12-15Bicubic bump map filtering.Antony Riakiotakis
This commit introduces bicubic bump map capabilities for the viewport for OpenGL 3.0+ capable GPUs. To use the functionality change the bump mapping method to "best quality" Previous "best quality" setting becomes "medium quality" now. For non OpenGL 3.0 GPUs this becomes the same as "medium quality" Also: * added tooltip descriptions to the bump method settings. * modified the shader to ommit extraneous matrix multiplications for matrices already provided by OpenGL. Bicubic shader by Morten Mikkelsen. Thanks a lot! Oh...and FIRST!
2011-12-04A (hopefully last) bunch of fixes and tweaks to UI label and messages (found ↵Bastien Montagne
while translating in french).
2011-11-26A bunch of fixes and tweaks in RNA messages, found while translating them in ↵Bastien Montagne
french...
2011-11-23Patch #29336: renaming UV (Texture) Layer to UV Map in the user interface,Brecht Van Lommel
by Gaia Clary. Rationale: the name was confusing and not always used consistently, and this map itself is not something that can be layered, rather the map can be used as texture coordinates in some layered setup. The original intent was to indicate this contained more than just UV's, but the game engine settings have already been moved out, and apparently users didn't really get this from the name anyway.
2011-11-02Nodes: add support for shader nodes on world and lamps, in addition to ↵Brecht Van Lommel
materials. The internal render engine does not support them, and they are not accesible in the UI yet, but cycles will use them.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-01add a collection function slot for assignment (not used yet).Campbell Barton
2011-09-26change define INTERNATIONAL --> WITH_INTERNATIONALCampbell Barton
also rename backface_culling --> use_backface_culling (which is used elsewhere in rna)
2011-09-26BGE Material settings renaming Back Culling to Backface Culling and make it ↵Dalai Felinto
on by default under suggestion of Mitchell Stokes (Moguri)
2011-09-23Minor: Other UI strings typos and tweaks. Also updated french po & mo.Bastien Montagne
2011-09-22Minor: Other UI strings typos and tweaks.Bastien Montagne
2011-09-21Minor: Other UI strings typos and tweaks.Bastien Montagne
2011-09-19TexFace to Material Settings big patchDalai Felinto
Summary: ======== The idea here is to move the texface options into the material panel. For images with the change please visit: http://code.blender.org/index.php/2011/09/bge-material-texface-changes 1 - Some of the legacy problems 2.49 and 2.5x has with the texface system: ========================================================================== 1.1) Shadow, Bilboard and Halo are mutual exclusive (in the code), yet you can select a face to be more than one mode. 1.2) Sort only works for blend Alpha yet it's an option regardless of the Transparency Blend you pick. 1.3) Shared doesn't affect anything in BGE. 1.4) ObColor only works for Text objects (old bitmap texts) when using Texture Face Materials. (not address yet, I so far ignored obcolor) 2 - Notes: ============ 2.1) Now "Use Face Textures" in material Option panel will work in Multitexture even if there is no texture channel. 2.2) In FaceTexture mode it will use TexFace all the time, even if you don't check the "Use Texture Face" option in the UI. It's a matter of decision, since the code for either way is there. I decided by the solution that makes the creation of a material fast - in this mode the user doesn't need to mess with textures or this "Use Texture Face" option at all. I'm not strong in my opinion here. But I think if we don't have this then what is the point of the Texture Face mode? 2.3) I kept references for tface only when we need the image, UV or the tiling setting. It should help later when/if we split the Image and UV layers from the tface struct (Campbell and Brecht proposal). 3 - Changes in a Nutshell: ========================== 3.1) "Texture Face" panel (in the Mesh/Object Data panel) no longer exists. Those settings are all part of the material properties, visible when Game Render is set. 3.2) "Texture Face" Shading mode (in the Render panel) is now called “Single Texture”, it needs a material for special settings (e.g. Billboard, Alpha Sort, …). 3.3) New options in the Material Panel * Shadeless option in the Material panel is now supported for all three Shading modes. * Physics is now toggleable, this is the old Collision option. * Two Side (on) is now called Back Culling (off). * Alpha Sort is one of the Alpha options, together (and mutually exclusive) to Alpha Blend, Alpha Clip, Add and Opaque (i.e. solid). * Shadow, Billboard and Halo are grouped in the “Face Orientation” property. * "Face Textures" and "Face Textures Alpha" (under Options) can be used for all but GLSL shading mode (to be supported in GLSL eventually). * The backend in the game engine is still the same as before. The only changes are in the interface and in the way you need to think your materials. The bottomline is: It’s no longer possible to share materials between faces that do not share the same game properties. 4 - Acknowledgment: ================== Mike Pan for the design discussions, and testing along the whole development process. Vitor Balbio for the first hands-on code with the interface changes. That helped me a lot to push me into work on that. Benoit Bolsee and Brecht van Lommel for patch review (* no one reviewed the whole patch, or the latest iteractions, so I still hold liability for any problems). Blender artists that gave feedback and helped testing the patch. Patch review and original documentation can be found here: http://wiki.blender.org/index.php/User:Dfelinto/TexFace http://codereview.appspot.com/4289041/
2011-09-19/blender/makesrna: Removed final points in UI strings and messages.Bastien Montagne
Plus a few splits of very long lines…
2011-07-04Updated the indent, sorry!Jeroen Bakker
2011-07-04Current situationJeroen Bakker
A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done. In blender movies this feature is known to be implemented, but until now it never got integrated into trunk. Proposal With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index. In the compositor the ID Mask node can be used to extract the information out of the Render pass. Impact User interface On the properties-space the next changes will be done Scene⇒Render layer⇒Passes⇒Material index will be added Material⇒Options⇒Pass index will be added DNA Material struct will get an new field called “index”. this will be a short-type. Material struct the field pad will be removed. A new Render-layer pass will be added (bit 1«18) RNA Material RNA is updated (based on “pass index” from object) Render layer RNA is updated (based on IndexOB) Blender internal renderer The Blender internal renderer will process the render pass as a copy of the Object index. Blender compositor The render layer input will get a new output socket called “IndexMA” Usage An example on how to use material index can be found at: https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend This is also example of a commit message longer than the commit itself :)
2011-06-01Fix #27550: texture node editor header was still showing texture datablockBrecht Van Lommel
selector even if there is no active texture slot or node, now it's disabled in that case.
2011-05-31tag unused rna args.Campbell Barton
2011-05-26add the property as an argument to enum item functions, not used yet but ↵Campbell Barton
needed for dynamic python enums.
2011-05-15Patch [#27344] 300+ New/changed tooltips by Davis Sorenson (dsavi). Thanks a ↵Thomas Dinges
lot! Reviewed by Tom Musgrove and myself. From the patch description: ValterVB on #blendercoders submitted a long list of missing tooltips in Blender, and I went through the list and added all I knew. After that I crowdsourced the rest by putting a spreadsheet on Google docs and having people fill in the missing ones that I didn't know. So if there's some weird tooltip in there that doesn't make sense, that's why. Thanks to Wolter, spacetug and others on BlenderArtists for contributing tooltips.
2011-04-11patch [#26861] Spelling, Typos, and GrammarCampbell Barton
- also fix own bad assert from yesterday & remove testing cmake print.
2011-03-19Fix #26543: lamp sky settings were missing soft/linear light blend types,Brecht Van Lommel
made enum items shared with material ramp and mix node.
2011-03-11(no commit message)Ervin Weber
2011-03-09- correct python3.1 warning message.Campbell Barton
- for new shadow only enum, use humanly readable RNA enum values. - update cmake unix example for custom python.
2011-03-08Bugfix & Feature fix: Only Shadow Material optionsTon Roosendaal
Patch from Miika Hämäläinen. The old Material "Only Shadow" used an ancient 'best guess' formula using Lamp Distance and some averaging for converting shadow values to alpha. A couple of bug reporters already complained about the not very predictable renders. Miika fixed this by adding two new options, to only give the true shadow factor exclusively, or to give a result including light intensity values. More info: http://projects.blender.org/tracker/index.php?func=detail&aid=26413&group_id=9&atid=127
2011-03-03BGE: Material Force Field renaming + reorganizationDalai Felinto
the old FH setting was blended with the other physics settings (friction and elastic) Also in the Physics panel it was saying "Use Material Physics" but the button is only for Force Field. Since I was here I decided to change the Constraint FH ui name from Fh to Force. I don't think users really understand what FH is (I for once don't). Thanks to Carsten Wartmann for pointing that out.
2011-02-27doxygen: blender/makesrna tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-16Bugfix #26096Ton Roosendaal
Switching layers reveiled hidden objects in wrong positions, changes are currently not being handled for hidden objects. Only way to fix it is by completely update newly visible objects... (Also fixed a typo and a compile warning)
2011-01-30Removed bad copied UI strings and comment from texture slot rna code.Ton Roosendaal
2011-01-29Bug report #25722Ton Roosendaal
Allowing IOR smaller than 1.0. This is for people who want to trace air bubbles under water :)
2011-01-29new bumpmapping options for the rendererM.G. Kishalmi
oldbump -> original newbump -> compatible *new* -> default (3tap) *new* -> best quality (5tap) the latter two have an option to apply bumpmapping in viewspace - much like displacement mapping objectspace - default (scales with the object) texturespace - much like normal mapping (scales)
2011-01-18fix missing notifier [#25682] ↵Campbell Barton
bpy.data.materials['XXX'].texture_slot.clear(0) dosen't delete texture from screen
2011-01-07remove references to BKE_utildefines where its not needed.Campbell Barton
- move GS() define into DNA_ID.h - add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07split BKE_utildefines.h, now it only has blender specific defines like GS() ↵Campbell Barton
MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h. no functional changes.
2011-01-07Revert bump mapping patch for now, backwards compatibility is not good enough,Brecht Van Lommel
we may need to preserve the previous method.
2011-01-07Improved bump mapping patch by M.G. Kishalmi (lmg) and M.S. Mikkelsen (sparky).Brecht Van Lommel
Many thanks to them! For comparison, see here: http://kishalmi.servus.at/3D/bumpcode/ Based on algorithm in: Mikkelsen M. S.: Simulation of Wrinkled Surfaces Revisited. http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf This fixes bugs: #24591: Artefacts/strange normal mapping when anti-aliasing is on #24735: Error at the Normal function. #24962: Normals are not calculated correctly if anti-aliasing is off #25103: Weird artefacts in Normal This will break render compatibility a bit, but fixing this bugs would have also done that, so in this case it should be acceptable. Patch committed with these modifications: * Bump method Old/3-Tap/5-Tap option in UI, 3-Tap is default * Only compute normal perturbation vectors when needed * Fix some middle of block variable definitions for MSVC
2011-01-05Todo item:Ton Roosendaal
Object color option now is incorporated in preview render, and in display in 3D window. Note that Object-color is "modulating" the render result, it just multiplies... which is very limited for practical use. This was added for Apricot game project. The original meaning however was to replace diffuse only... so specular and light work still correct. ALso made header for properties editor start on top, to reflect default (report in tracker).
2010-12-27Fix for own commit 24156:Thomas Dinges
Normal Map bool and the normal_space menu are only used for material based textures, not for textures used by lamp/world etc. Accidentally ported this over from 2.49, where these buttons are drawn even they don't work in that context.
2010-12-07"Particle" texture coordinates for halo materials:Janne Karhu
* Particle age can now be used as the texture x-coordinate, and location in a particle trail as the y-coordinate. * This finally enables particles in 2.5 to change their color (or any other texturable material property) by their age. * In 2.4x this was accomplished with the "100 frames == particle age", but this was both non-intuitive and slow as the animation system had to be recalculated for every particle. * Currently these are 2d coordinates (age/lifetime == x-coordinate, trail particle index/number of trail particles == y-coordinate), but other particle properties or possibly even a user definable property can be added as coordinates in the future. * On the code side this uses the same coordinate definition number (for halo materials) as strand coordinates (for surface materials). This is also nice as they intuitively mean nearly the same thing, i.e. along strand or during particle life.
2010-12-05Dependency graph: changed DAG_id_flush_update to DAG_id_tag_update. Now itBrecht Van Lommel
only tags the ID and does the actual flush/update delayed, before the next redraw. For objects the update was already delayed, just flushing wasn't yet. This should help performance in python and animation editors, by making calls to RNA property update quicker. Still need to add calls in a few places where this was previously avoided due to bad performance.
2010-12-03- added GCC warning -Wstrict-prototypesCampbell Barton
- fixed bug in paste material, exposed by stricter warnings. - removed/renamed various shadowed vars. - removed BGE lamp.colour, only allow lamp.color attribute.
2010-11-19"Fix" for [#24743] Strand Shading: Distance slider gives different results ↵Janne Karhu
even when greyed out * The actual flag was set at render time, was not supposed to be editable manually.