Age | Commit message (Collapse) | Author |
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Don't change user count when setting modifier objects
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Reflects previous commit that now allows this group to
control edge bevels too.
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This commit introduces the ability to make the Build Modifier operate in reverse,
essentially allowing it to be used as a "deconstruction" effect.
(See D219 for more details about use cases for this)
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This adds to the modifier the new controls that have been
added to the bevel tool.
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consistent.
Reviewed by Brecht van Lommel, Thomas Dinges and Jonathan Williamson
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Based on patch originally by Thomas Beck,
uses options similar to solidify.
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This patch changes most of the reamining degrees usage in internal code into radians.
I let a few which I know off asside, for reasons explained below - and I'm not sure to have found out all of them.
WARNING: this introduces forward incompatibility, which means files saved from this version won't open 100% correctly
in previous versions (a few angle properties would use radians values as degrees...).
Details:
- Data:
-- Lamp.spotsize: Game engine exposed this setting in degrees, to not break the API here I kept it as such
(using getter/setter functions), still using radians internally.
-- Mesh.smoothresh: Didn't touch to this one, as we will hopefully replace it completely by loop normals currently in dev.
- Modifiers:
-- EdgeSplitModifierData.split_angle, BevelModifierData.bevel_angle: Done.
- Postprocessing:
-- WipeVars.angle (sequencer's effect), NodeBokehImage.angle, NodeBoxMask.rotation, NodeEllipseMask.rotation: Done.
- BGE:
-- bConstraintActuator: Orientation type done (the minloc[0] & maxloc[0] cases). Did not touch to 'limit location' type,
it can also limit rotation, but it exposes through RNA the same limit_min/limit_max, which hence
can be either distance or angle values, depending on the mode. Will leave this to BGE team.
-- bSoundActuator.cone_outer_angle_3d, bSoundActuator.cone_inner_angle_3d: Done (note I kept degrees in BGE itself,
as it seems this is the expected value here...).
-- bRadarSensor.angle: Done.
Reviewers: brecht, campbellbarton, sergey, gaiaclary, dfelinto, moguri, jbakker, lukastoenne, howardt
Reviewed By: brecht, campbellbarton, sergey, gaiaclary, moguri, jbakker, lukastoenne, howardt
Thanks to all!
Differential Revision: http://developer.blender.org/D59
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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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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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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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to call ED_* functions its a hint they might be better in BKE).
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created via modifier panel
"transform matrix" of the hook was not inited (reset) when assinging and object to it, now use same code for both OBJECT_OT_hook_reset operator and RNA object assignement.
Reviewed by Brecht, thanks.
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also set_source_files_properties() wasn't working for rna_*_gen.c files,
set dna.c and generated data files with generated property too.
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RNA_def_property_range and fix one instance where (min > max).
also remove redundant float/double conversion in ui_get_but_step_unit()
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Also fixed a nasty (but inofensive for now) stuff, we had both MOD_UVPROJECT_MAX and MOD_UVPROJECT_MAXPROJECTORS (the former used in RNA code, the later in modifier code)! Kept MOD_UVPROJECT_MAXPROJECTORS.
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all modifiers should be using object transformations relatively.
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* VERTEX_WEIGHT modifiers had quite a messy UI, improved the grouping of options a bit, so it is easier to scan through.
* Do not use abbreviations like "Rem" or "Dist" in the UI...
* Also small change for BEVEL modifier UI for more efficient space usage.
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faces
optionally limit by face flipping, also added support to delimit by material and edge crease.
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New behaviour:
* On creation, smoke modifier only changes the drawtype for domain to WIRE.
* On deletion, smoke modifier does not change the drawtype.
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Checked and subsurf level 11 gives over 3 million faces from a single triangle. So use this as a limit.
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The previous fix limited overlap, but is sometimes
too conservative, and artists want way to turn off
the limiting, so added 'Allow Overlap' option to
modifier.
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you can specify precision=0 for this, and use -1 for the default 2.
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* Reflect changes stated in prev commit about contexts in py code.
* Add a "Plural" context, to handle cases where english does not mark plural at all (e.g. shorten labels of only one adjective). Not so happy with that, but can't see any other way to do it, for now.
* Abuse "ID_CURVE" context for all falloff curves (this should solve some confusion issues, e.g. "sharp"...).
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* Use bpy.app.build_options for UI checks rather than custom ones.
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there are small details on a larger model.
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modes, so we can show degrees rather than radians. Still refers to the same
DNA variable to keep backwards compatibility.
Patch #33807 by Gottfried Hofmann.
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besides performance in some cases.
* DAG_scene_sort is now removed and replaced by DAG_relations_tag_update in
most cases. This will clear the dependency graph, and only rebuild it right
before it's needed again when the scene is re-evaluated.
This is done because DAG_scene_sort is slow when called many times from
python operators. Further the scene argument is not needed because most
operations can potentially affect more than the current scene.
* DAG_scene_relations_update will now rebuild the dependency graph if it's not
there yet, and DAG_scene_relations_rebuild will force a rebuild for the rare
cases that need it.
* Remove various places where ob->recalc was set manually. This should go
through DAG_id_tag_update() in nearly all cases instead since this is now
a fast operation. Also removed DAG_ids_flush_update that goes along with
such manual tagging of ob->recalc.
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Now modifier takes a segments parameter.
Bevel edge weights will multiply the overall amount.
For vertex-only, you can give a vertex group name,
and the weights in that will multiply the overall amount.
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This means the deformation on the input to the modifier can be re-applied ontop of the mesh cache.
In practice this is most useful for using corrective shape-keys with mesh-cache.
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* Modifier was not in alphabetical order
* No Icon was displayed in the Add Modifier menu.
Note: Mesh Cache uses Mesh Deform Icon at the moment, needs a unique one.
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* Made the property UI range do bigger steps.
* Increased default values a bit. If people need extreme small values (0.00001) they can enter that manually.
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supports MDD and PC2 formats.
see wiki docs:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Mesh_Cache
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