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2015-09-27Fix T46268: All Hotkey "C" are unexpectedly translated in menus.Bastien Montagne
We need custom context here, those are often very short names so context collision is pretty easy. Also some minor changes (and avoid shadowing varnames)...
2015-09-21RNA: angle step-sizes were too smallCampbell Barton
These were ignored previously, so it wasn't noticeable.
2015-09-06Add icon for incremental grid snappingJulian Eisel
As decided in D910, we use a new icon for incremental grid snapping and use its old one for absolute grid snapping. This also touches the library_data_broken icon .dat files, seems some changes on its .svg entry landed in upstream without updating the other icon files (already noticed this when committing icon for auto-offset, but removed it from commit - leaving it in now to avoid further confusion) Icon by @plyczkowski (made a tiny edit as it looked a bit blurry in 16x16). Thx!
2015-08-31Fix T45258, impossible to select brush when removing it from 2dAntony Riakiotakis
painting. Also system added a brush every time it found no paint brush in the system which is not what we would want. Solution: * Brush panel stays visible always, regardless of whether there is a brush or not. * We search for first available brush when we find no brush in paint struct instead of always generating a new one. * Generating and searching for a brush take a mode argument now. Needed some refactoring to users of BKE_paint_init as well. * Did some style cleanups for paint mode enums. Patch is big but it's mostly argument refactoring.
2015-08-18Refactor translation code out of blenfontCampbell Barton
- Add blentranslation `BLT_*` module. - moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`). - moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
2015-08-06Cleanup: whitespace, unused varCampbell Barton
2015-07-28Audaspace: fixing problems for the merge to master suggested by Campbell and ↵Jörg Müller
Sergey. - rename WITH_EXTERNAL_AUDASPACE to WITH_SYSTEM_AUDASPACE. - rename C/PYAUDASPACE to AUDASPACE_C/PY - simplifying cmake defines and includes. - fixing include paths and enabling WITH_SYSTEM_AUDASPACE for windows. - fixing scons building. - other minor build system fixes.
2015-07-28Audaspace: use standalone library.Jörg Müller
- Added the cmake configuration option WITH_EXTERNAL_AUDASPACE. - Fixes to build without standalone library as well.
2015-07-24Experiment with setting proper socket name for debug passSergey Sharybin
2015-07-15Minor English grammar typo fixes.Nikolaus Leopold
This fixes T45433. Reviewers: Severin, kevindietrich Reviewed By: kevindietrich Projects: #bf_blender, #user_interface Differential Revision: https://developer.blender.org/D1408
2015-07-14Make tooltip parsable by human compilers (thanks to Pablo forAntony Riakiotakis
suggestion)
2015-07-13Fix T45364: NEW DEPSGRAPH: New Torus created can't be transformedSergey Sharybin
Linking objects to a scene via python should ensure relations are properly updated for that scene.
2015-07-01Transform: use snap-to-grid behavior from D910Campbell Barton
Excuse the trashing here, but seems users prefer this most (though both can be useful). Note that the UI remains the same, so this is an option for 'Incremental' snapping instead of a new snapping mode.
2015-07-01Sequencer metadata:Antony Riakiotakis
Add option to render strip metadata to final result, bypassing current scene metadata.
2015-06-30Transform: add back absolute snapping optionCampbell Barton
This ensures that vertices are grid-aligned while transforming, instead of just snapping the input values for translate.
2015-06-28Temporarily disable absolute snappingCampbell Barton
This really should have been finalized as a design task first, there are too many open topics on how it should work.
2015-06-27Transform: absolute grid snappingCampbell Barton
D910 by @donfabio with edits New icon for menu is still TODO
2015-06-17Cleanup: duplicate includesCampbell Barton
2015-06-16Cleanup: styleCampbell Barton
2015-06-11Expose debug type into the interfaceSergey Sharybin
This way it is now possible to select which exact debug pass is to be used by the render engine. Accessible from the Passes panel. Currently it could only be one debug pass, in the future we can make menus and image users smarter and support multiple passes of the same type.
2015-05-12Depsgraph: New dependency graph integration commitSergey Sharybin
This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-04Separate scene simplification into viewport and renderSergey Sharybin
This way it is possible to have viewport simplification bumped all the way up, making viewport really responsive but still have final render to use highest subdivision possible. Reviewers: lukastoenne, campbellbarton, dingto Reviewed By: campbellbarton, dingto Subscribers: dingto, nutel, eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1273
2015-05-02Fix rna default value in BGE UI.Porteries Tristan
2015-04-26Add inverse-square falloff to bmesh, mask & compo.Campbell Barton
2015-04-24Multi-View: Time Sequencial (aka pageflip, aka quadbuffer) stereo supportDalai Felinto
TODO: I would be nicer if we could set win at file opening to the current open window, but I'll implement this later.
2015-04-15RNA: use lock_ prefix for booleansCampbell Barton
2015-04-14Add flag that prevents editing of markers. Can be located in markerAntony Riakiotakis
menu. When active, all editing operators for markers will not fire up.
2015-04-13Cleanup: do not use _reportf() when not doing any string formating!Bastien Montagne
Also usual minor i18n messages stuff...
2015-04-10rename _ipo -> _fcurveCampbell Barton
2015-04-09Separate proportional editing options for graph and action editor.Antony Riakiotakis
2015-04-06UI i18n cleanup...Bastien Montagne
And some general style cleanup as well (line length...).
2015-04-06Multi-View and Stereo 3DDalai Felinto
Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-04Cleanup: use BKE_animdata_* prefixCampbell Barton
2015-03-30Grey out high quality depth of field when it's not supported by GPUAntony Riakiotakis
2015-03-26sound module: Append functions with BKE (makes it easier to make themAntony Riakiotakis
out from local functions)
2015-03-23Cleanup: comments, styleCampbell Barton
2015-03-23Tidy up the user interface for depth of field based on feedback byAntony Riakiotakis
NudelZ on irc, thanks!
2015-03-22BGE: New hysteresis offset to improve LOD level transitionsJorge Bernal
This change introduces a new hysteresis parameter that it will be added or subtracted to/from the LOD distance to avoid popping when a LOD object moves close to the LOD transition continuously. Then, we have the following: - a new LOD Hysteresis setting per scene (default 10%) which is located in Scene context --> Level of Detail panel. This scene parameter also will active/deactive the scene hysteresis. - and a new LOD Hysteresis setting per object (default 10%) which is located in Object context --> Levels of Detail panel. The LOD hysteresis setting per object (if active) will overwrite the hysteresis setting per scene value. For the new blends: the hysteresis setting per scene would be active by default and the per object would be inactive by default. For the old blends: both hysteresis settings (per scene and per object) would be inactive by default. A quick way to take advantage of this feature for old blends would be to activate the hysteresis parameter in the scene context -> Level of Detail panel Reviewers: campbellbarton, kupoman, moguri Reviewed By: kupoman, moguri Subscribers: nonamejuju, lordodin Differential Revision: https://developer.blender.org/D957
2015-03-19UI: minor re-organization of dof optionsCampbell Barton
2015-03-19Depth of field high quality:Antony Riakiotakis
A new checkbox "High quality" is provided in camera settings to enable this. This creates a depth of field that is much closer to the rendered result and even supports aperture blades in the effect, but it's more expensive too. There are optimizations to do here since the technique is very fill rate heavy. People, be careful, this -can- lock up your screen if depth of field blurring is too extreme. Technical details: This uses geometry shaders + instancing and is an adaptation of techniques gathered from http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane- http://advances.realtimerendering.com/s2011/SousaSchulzKazyan%20- %20in%20Real-Time%20Rendering%20Course).ppt TODOs: * Support dithering to minimize banding. * Optimize fill rate in geometry shader.
2015-03-19Freestyle: pass Main struct to new/copyCampbell Barton
2015-03-12Cleanup: styleCampbell Barton
2015-03-12OpenEXR 2.2 add support for Dreamworks DWAA / DWAB compressionMartijn Berger
This patch makes it possible for the user to select all supported compression types in OpenEXR 2.2 Discussion points: - B44 is only defined for half's it compresses to a fixed representation of 44% of the halfs. We do currently not reflect in the UI that in the case of float32's it will be equal to compression = NONE - ZIPS is single scanline zip and is supposed to be useful in cases where importing in Nuke happens. - The new Dreamworks formats, are the worth exposing etc etc Reviewers: campbellbarton, sergey Reviewed By: sergey Projects: #bf_blender Differential Revision: https://developer.blender.org/D1050
2015-02-26Change samples variable for SSAO - now it is actual samples, not squaredAntony Riakiotakis
- spiral scheme is much more intuitive here. Also use float number for spirals to avoid having samples on the same radial direction when sample number is divisible by spiral number.
2015-02-21Correction for RNA getter of use_save_buffersSergey Sharybin
2015-02-20Sequencer: allow scene volume above 1Campbell Barton
2015-02-20RNA: correct bool callbacksCampbell Barton
2015-02-20Revert "Cast result of rna_RenderSettings_use_game_engine_get to {0, 1}"Sybren A. Stüvel
There are more flags that trigger this assertion, so I want to discuss an appropriate way to fix it before changing them all. This reverts commit b1191e5caf1a888bfad2185ed41db2e91fbf46e2.
2015-02-20Cast result of rna_RenderSettings_use_game_engine_get to {0, 1}Sybren A. Stüvel
rna_RenderSettings_use_game_engine_get() in rna_scene.c would return 0 or 2, whereas the assertion in rna_access.c:1843 indicates that boolean values should only be 0 or 1.
2015-02-16UI messages fixes and cleanup.Bastien Montagne