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2016-04-12Cleanup: use boolCampbell Barton
2016-04-05Expose new Recast partitioning methods for navmesh generationReinier de Blois
This patch depends on D1747, which upgrades the Recast version. It exposes the new Recast partitioning methods in the navmesh generation. Reviewers: campbellbarton, moguri Reviewed By: moguri Projects: #bf_blender Differential Revision: https://developer.blender.org/D1748
2016-04-05Revert "Cycles: Remove the Preetham Sky model."Thomas Dinges
This reverts commit d91316dc672dc1ee69fbd24d2f00124a24b75c6b.
2016-04-05Fix T48054: Blender 2.77 doesn't import blenders fbx, due to recent changes ↵Bastien Montagne
in anim RNA API. Please do not break API when not absolutely needed, here it was a mere parameter order issue...
2016-04-03Cycles: Remove the Preetham Sky model.Thomas Dinges
The improved Hosek / Wilkie model was added during my GSoC 2013 and the default since then. The older model was kinda kept for compatibility, but after more than 2 years it's time to remove it. The Hosek / Wilkie model is more realistic anyway, and people who really want a day / night transition can mix the Sky Shader with another one (e.g. color) and fade between the two.
2016-03-29Fix T47961: Wipe effects should have 2 inputsCampbell Barton
2016-03-27Fix T47959: make tip for 'individual origins' pivot point in UV editor more ↵Bastien Montagne
accurate. Based on D1877 from Philipp Oeser (lichtwerk), thanks.
2016-03-27GPencil: Remove the old UserPrefs-based On/Off Stroke Smoothing methodJoshua Leung
This never really worked that well, and often ended up being far too strong to be of practical use. The new options do similar things, but with greater control, so removing this old method now.
2016-03-27GPencil: Smooth and Subdivision variable/setting namingJoshua Leung
On second thought, these might be better names for these... I'm still not 100% happy with these, but they will do for now. (Best results currently seem to be with smooth 0.7, and subdivision steps 1 or 2)
2016-03-27Improve grease pencil stroke qualityAntonio Vazquez
Improve the quality of current grease pencil strokes adding a new dynamic smooth and subdivision. The level of smooth and subdivide can be adjusted using UI parameters. These options are disabled by default in order to keep the grease pencil stroke compatible with any existing add-on. Both parameters are defined at layer level. Reviewers: aligorith Differential Revision: https://developer.blender.org/D1866
2016-03-27Fix T47962: It's possible to set a Sound strip as a modifier Mask.Bastien Montagne
2016-03-24Color sources for point density textures based on mesh verticesLukas Tönne
This patch adds support for coloring point density textures based on several mesh vertex attributes. * Vertex Color: Use a vertex color layer for coloring the point density texture * Vertex Weight: Use a weights from a vertex group as intensity values. (for Blender Render engine the additional color band is used) * Vertex Normals: Use object-space vertex normals as RGB values. The vertex color source enum is stored separately from the particle color source, to avoid invalid values when switching. Note that vertex colors are technically "corner colors" (MLoop), so each vertex can have as many colors as faces it is part of. For the purpose of point density the mloop colors are simply averaged, which is physically plausible because corners can be viewed as multiple points in the same location.
2016-03-24Drivers UI: Added name validation/linting for Driver VariablesJoshua Leung
When attempting to change a driver variable name to an "invalid" name, an indicator will now be shown beside the offending variable name. Clicking on this icon will show a popup which provides more information about why the variable name cannot be used. Reasons that it knows about are: 1) Starts with number 2) Has a dot 3) Has a space 4) Starts with or contains a special character 5) Starts with an underscore (Python does allow this, but it's bad practice, and makes checking security of drivers harder) 6) Is a reserved Python keyword
2016-03-23AnimEditors: Fuzzy/Multi-Word Name FilteringJoshua Leung
Thanks to D1080 by @rockets, I've now been able to easily implement the ability to type multiple word snippets/partial words into the text filter field (in the Animation Editors), and have it filter the channels which contain just some of those parts (instead of having to match everything). For example, the following search strings will now work: * "loc rot" or "lo ro" will now filter all location and rotation FCurves * "col loc" will filter all location and color FCurves * "scale" will also work as before to filter all scale FCurves But, the following will not work: * "lc rt" will NOT filter all location and rotation, as the fuzzy search only breaks down the search string based on whitespace placement By default, this is not enabled when using name filtering (i.e. magnifying glass is checked, and some filtering text is specified). Instead, you need to enable the "AZ" toggle beside the name field. This fuzzy matching is not enabled by default as it could end up being quite a bit slower on really heavy scenes. (There are probably some optimisation opportunities, but that's only a future option if someone really needs it)
2016-03-16Fix missing 'anim_data' in RNA API of Freestyle's linestyle.Bastien Montagne
Reported by Manuel Rais on ML, thanks.
2016-03-15Fix T47780: Icons don't update in floating panelsCampbell Barton
2016-03-14Cleanup: style/spellingCampbell Barton
2016-03-13Default Keyframe Type: Some UI tweaksJoshua Leung
* Don't show name of keyframe type in timeline header. It's getting a bit too crowded for that, so just show the keyframe icon. Hopefully that will be enough. * Tweaked the tooltip and label to make it clearer what the setting is for
2016-03-13Fancy procedural icons for Keyframe TypesJoshua Leung
The new "default keyframe type" dropdown on the timeline header (and also the "Keyframe Type" operator/properties in other places) now has procedurally generated icons which reflect what that keyframe type will look like when rendered in the Dope Sheet. This was achieved using the ancient "VICON" (vector icon) stuff that's lurking around in the dark parts of UI code. From memory, the only other things that use (or used to use) this stuff included some of the triangle icons for some dropdown buttons, or something like that. Notes: * Theme colour changes are reflected immediately by these icons. This is possible because they are all drawn procedurally * These icons scale with the DPI setting. I manually guessed the size of these icons. They can be adjusted further if needed. * I've documented the steps for adding voodoo icons like this on the wiki (http://wiki.blender.org/index.php/Dev:2.7/Source/Checklists/Vector_Icon) * It's true that the rendering of these keyframes doesn't quite fit the rest of the icons in the UI. However, since we're just leveraging the standard keyframe drawing methods (to avoid discreptancies between the two), we'll leave it as such for now. Maybe later we can consider blending in a bit of the glossy keyframe icons in the Icon Sheet?
2016-03-13Compile fix for LinuxJoshua Leung
2016-03-13Fix T47760: Toggling GPencil's "Selection Mask" via Python does not update UIPhilipp Oeser
Add rna updates to greasepencil sculpt properties D1849 by @lichtwerk, reviewed by @aligorith
2016-03-13Keyframing: Added ToolSetting for choosing default keyframe typeJoshua Leung
To make it easier for animators working in a multipass pose-to-pose workflow when inserting breakdown keyframes and so forth, it is now possible to specify the "type" of keyframe being created (i.e. the colour of the keyframe, when drawn in the Dope Sheet). Usage: 1) Choose the type of keyframe ("Keyframe", "Breakdown", "Extreme", etc.) from the new dropdown located between the AutoKeying and KeyingSet widgets on the timeline header. 2) Insert keyframes 3) Rejoyce that your newly created keyframes have now been coloured for you already in the DopeSheet. Todo: * Look into a way of using the actual keyframe colours (from the theme) for the icons of these types.
2016-03-13Full Inverse-Quadratic-Equation Lamp FalloffJack Andersen
This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in Blender-Internal and GLSL. The current falloff modes use a formula like this inverse-square one: `I = E × (D^2 / (D^2 + Q × r^2))` While such a formula is simple for 3D-artists to use, it's algebraically cumbersome to work with. Game-designers authoring their own shaders could benefit much more by having direct control of falloff-coefficients: `I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))` In this mode, the `distance` parameter is unused (except for 'Sphere' mode); instead relying on the designer to mathematically-model the falloff-behavior. The UI has been patched like so: {F153843} Reviewers: brecht, psy-fi Reviewed By: psy-fi Subscribers: brita_, antidote, campbellbarton, psy-fi Differential Revision: https://developer.blender.org/D1194
2016-03-12Fix bad UI range of convergence distance which was above the hard limitSergey Sharybin
That was rather confusing to slide the value. Perhaps makesrna can check cases like this?
2016-03-10Multi-View: Cycles - Spherical Stereo support (VR Panoramas)Dalai Felinto
This is a new option for panorama cameras to render stereo that can be used in virtual reality devices The option is available under the camera panel when Multi-View is enabled (Views option in the Render Layers panel) Known limitations: ------------------ * Parallel convergence is not supported (you need to set a convergence distance really high to simulate this effect). * Pivot was not supposed to affect the render but it does, this has to be looked at, but for now set it to CENTER * Derivatives in perspective camera need to be pre-computed or we shuld get rid of kcam->dx/dy (Sergey words, I don't fully grasp the implication shere) * This works in perspective mode and in panorama mode. However, for fully benefit from this effect in perspective mode you need to render a cube map. (there is an addon for this, developed separately, perhaps we could include it in master). * We have no support for "neck distance" at the moment. This is supposed to help with objects at short distances. * We have no support to rotate the "Up Axis" of the stereo plane. Meaning, we hardcode 0,0,1 as UP, and create the stereo pair related to that. (although we could take the camera local UP when rendering panoramas, this wouldn't work for perspective cameras. * We have no support for interocular distance attenuation based on the proximity of the poles (which helps to reduce the pole rotation effect/artifact). THIS NEEDS DOCS - both in 2.78 release log and the Blender manual. Meanwhile you can read about it here: http://code.blender.org/2015/03/1451 This patch specifically dates from March 2015, as you can see in the code.blender.org post. Many thanks to all the reviewers, testers and minor sponsors who helped me maintain spherical-stereo for 1 year. All that said, have fun with this. This feature was what got me started with Multi-View development (at the time what I was looking for was Fulldome stereo support, but the implementation is the same). In order to make this into Blender I had to make it aiming at a less-specic user-case Thus Multi-View started. (this was December 2012, during Siggraph Asia and a chat I had with Paul Bourke during the conference). I don't have the original patch anymore, but you can find a re-based version of it from March 2013, right before I start with the Multi-View project https://developer.blender.org/P332 Reviewers: sergey, dingto Subscribers: #cycles Differential Revision: https://developer.blender.org/D1223
2016-03-09RNA: remove redundant update callbackCampbell Barton
No need to update keymap toggling expand.
2016-03-08Fix T47701: Image not fully updated after setting .pixelsSergey Sharybin
The set callback was missing couple of things: - Mipmaps should be updated after pixels changes - GPU texture is invalid after setting pixels
2016-03-07Fix T47688: Regression in gl_loadCampbell Barton
Error caused by 771f73b6
2016-03-07Simple Deform modifier: invert vgroup optionCampbell Barton
D1839 from @Orgold
2016-03-07Shrink Wrap modifier: invert vgroup optionCampbell Barton
D1839 from @Orgold
2016-03-04Alternate fix for virtual-pixel update not workingCampbell Barton
On changing, clear drawable window to force update.
2016-03-04Revert "Fix changing virtual pixelsize having no affect if only main window ↵Campbell Barton
is open" This reverts commit fe7bab13439fe6f0181f6661fbf7bb7ae18f5310. Setting correct context is important, but this is setting DPI and widget unit on *every* mouse move.
2016-03-04Fix changing virtual pixelsize having no affect if only main window is openJulian Eisel
Changing virtual pixelsize only had an affect when a second window was open. (Was also possible to trigger update by opening another window.) Steps to reproduce: * Change any editor into user preferences *in main window* * Change virtual pixel size -> nothing happens
2016-03-04Cleanup: suspicious use of commasCampbell Barton
2016-03-04Docs: include mathutils.interpolateCampbell Barton
2016-03-03Make texture node threadedSergey Sharybin
Quite trivial idea -- just pass tread ID to the texture sampling function. Implemented as a TLS to avoid passing huge amount of extra contexts around. Should be working on all platforms, but compilation test is required. Reviewers: juicyfruit, campbellbarton Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D1831
2016-03-03Fix RNA property clamp assigning in PythonCampbell Barton
On first assignment the value was clamped, but successive assignments weren't.
2016-03-02Avoid node tree update tag when changed nodes which are not affecting resultSergey Sharybin
This was we don't have re-compo or viewport re-rendering happening when changing nodes which are not connected to the output at all (for example when adding new nodes or changing settings for unconnected nodes). Only basic operations are covered for now. checks could be added to more tools when needed. Currently it's not fully optimal implementation, but seems to work fast enough. Don't see reliable alternative to that -- keeping tag in the node wouldn't work because of the node groups (which are probably already broken, but should be easy to solve with current approach). So guess it's more matter of optimizing path search from a node to output. Before processing forward let's check whether it's indeed something we want and whether the approach is indeed not fully bad. Reviewers: campbellbarton, mont29 Subscribers: sebastian_k Differential Revision: https://developer.blender.org/D1765
2016-02-29Fix a bunch of temp full-screen glitchesJulian Eisel
Steps to reproduce fixed glitches were: * Change any editor to be file browser from menu, Ctrl+O *from the file browser area*, Esc -> area reset to what it was before changing to file browser initially * Ctrl+O from any area, F12, Esc -> returns to initial editor in full-screen (expected is file browser in full-screen) Fixes T46229 Core of the fix is removing old area from spacedata list when going back to previous area (see ED_area_prevspace -> BKE_spacedata_remove). Also, when creating a new temp area we now don't exit old area anymore (needed so SpaceFile->op is kept, but it also makes sense in general) Aaand finally removes some ugly hacks. Tested quite a bit, so I think it's safe to apply (besides of remark below), just would like to get things double checked and confirmed. After all, this full-screen stuff finally starts to feel like it's working :P Note, there's still a memory leak when quitting Blender with temp area open. Haven't found out how to solve yet, but it's not that important for review anyway. Reviewers: campbellbarton, brecht Reviewed By: brecht Subscribers: plyczkowski, Blendify Maniphest Tasks: T46229 Differential Revision: https://developer.blender.org/D1531
2016-02-29RNA: add is_array propertyCampbell Barton
Needed since dynamic arrays would have zero length.
2016-02-28BKE_mesh: add polygon flipping tools.Bastien Montagne
Those new functions invert the winding of polygons, effectively inverting their normals. A helper was also added to allow swapping two items in customdata layers. Being able to invert normals outside of BMesh area is very important in several places, like IO scripts or customnormals modifiers... Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D1814
2016-02-23Remove unused "Free Unused" option from compositorSergey Sharybin
It was basically doing nothing, for ages.
2016-02-23Fix memory leak in point densitySergey Sharybin
The issue was happening when having unconnected point density which will cache data but will not free it because there's no actual call to the actual sampling. Now the idea is to make sure cache is zeroed on file load and undo and then caching via RNA will free the data if any exists. This could leave us with a single copy of cache in the node if it's not used, but it's quite small amount of memory and it's not leaking.
2016-02-23Fix warnings reported by MSVCSergey Sharybin
Mainly it's related on a bad practice in SDL to force-define __SSE__ and __SSE2__ flags which generates quite some warnings and causes too much noise. There are some other warnings fixed. Should be no functional changes. NeXyon, please check the changes in audaspace :)
2016-02-20Userpreferences Panel (for the 3DView)Campbell Barton
This is an attempt to improve the User preferences panel for the 3DView. I made 2 changes: - I reordered the sequence of properties by grouping them into more logical groups as it made sense to me. Please indicate where to rearrange the order if necessary. - Then i added some changes in the code to get the groups better arranged visually. I am pretty sure that this can be done much better, more clever, more generic, whatever. This is just what i could figure out on my own so far. Reviewers: aligorith, sergey, gaiaclary Subscribers: sergey Projects: #user_interface Maniphest Tasks: T47295 Differential Revision: https://developer.blender.org/D1757
2016-02-17Use high precision for scene scaleCampbell Barton
Without this its possible to accidentally truncate the value.
2016-02-15Cleanup: reorganize BKE ID tagging functions.Bastien Montagne
BKE_main_id_tag_/BKE_main_id_flag_ were horrible naming now that we split those into flags (for presistent one) and tags (for runtime ones). Got rid of previous 'tag_' functions behavior (those who were dedicated shortcuts to set/clear LIB_TAG_DOIT), so now '_tag_' functions affect tags, and '_flag_' functions affect flags.
2016-02-15Cleanup: rna_main_api: use macro to define tag() and is_updated rna functions.Bastien Montagne
2016-02-15Fix white balance, was doing unnecessary linear conversionsCampbell Barton
This made byte & float images behave differently, where other modifiers remain the same. Also remove scene from the modifier (should have been passed as arg but no longer needed).
2016-02-11Disable bmesh-boolean modifier for 2.77 releaseCampbell Barton
Edit-mode boolean is still available