Age | Commit message (Collapse) | Author |
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also minor warning cleanup
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D389 by @kevindietrich
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The term auto-view on its own isn't very meaningful
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Auto View automatically adjusts the view based on selection, so that the view is
always focused on the current selection.
A checkbox in the header is used to access it and it works for the following
selection methods: Toggle All, Border, Circle, Lasso, Left, Right, More, Less,
Linked, Column (so all except of single selection, in which this can be a bit
annoying)
Reviewed by @Aligorith (thanks for that :) )
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option was confusing users a bit.
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'.', was a bit too rough.
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timeline.
When enabled, ipo, dopesheet, NLA, timeline, clip and sequence editors
will follow the current frame during animation. When the cursor reaches
the end of the screen, then the next range of frames of the same width
is displayed.
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Nothing much to say here, basic tool to make normals point toward a target,
or to make them point 'outward' as if object was a spheroid (useful for game bushes etc.).
Also, forgot a big thank you to Campbell for the extensive review work he has done on this project!
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Titles says everything, just two notes:
* We have to actually transfer plain *normals*, not 'compressed' clnors,
so had to add pre/post process to transfer to make the conversions.
* Also added interpolation and advanced copy/mixing to CD_NORMAL, for same reasons.
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This is the core code for it, tools (datatransfer and modifier) will come in next commits).
RNA api is already there, though.
See the code for details, but basically, we define, for each 'smooth fan'
(which is a set of adjacent loops around a same vertex that are smooth, i.e. have a single same normal),
a 'loop normal space' (or lnor space), using auto-computed normal and relevant edges, and store
custom normal as two angular factors inside that space. This allows to have custom normals
'following' deformations of the geometry, and to only save two shorts per loop in new clnor CDLayer.
Normal manipulation (editing, mixing, interpolating, etc.) shall always happen with plain 3D vectors normals,
and be converted back into storage format at the end.
Clnor computation has also been threaded (at least for Mesh case, not for BMesh), since the process can
be rather heavy with high poly meshes.
Also, bumping subversion, and fix mess in 2.70 versioning code.
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This is mandatory for incoming custom normal imports from io scripts, because
often geometry here is corrupted, so we need to call mesh.validate() to clean it up.
Issue is, we cannot set custom normals before geometry is clean, so we need to store
temporary plain loop normals in a CD_NORMAL layer, validate, and then set custom normals.
So we need a way to prevent 'temp' lnors to be freed by validate.
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D1047 by @lichtwerk
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That kind of stuff shall not be animated! :)
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Note passing data assumes user knows what he is doing, else segfault is guaranted
(there is no good ways to pass raw bytes data to RNA func currently, and using
int array is way too heavy in this case).
And image->packedfile was never freed...
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(T34583) with minor changes. Thanks for the patch!
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Increasing those values beyond 5 is important for exact physics
simulation. Soft limit is increased to 50, hard limit to 10000.
To be able to set different values for hardlimit and softlimit,
RNA_def_property_range needs to precede RNA_def_property_range, hence
the swapped order.
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Quite striaghtforward change, and in theory we can even try supporting motion
blur for the corner pin node (which is tricky because coordinates actually
coming from sockets, but with some black magic should be doable).
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- Add falloff types & curves (matching warp-modifier)
- Add uniform scale option,
important when adding hooks to non-uniform scaled objects,
especially for use with lattice objects which can't avoid uneven scaling.
This uses relative transformation set when the hook is assigned,
when measuring the distances.
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Similar to 'Root' but without noticeable spike/pinch in the center.
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This is actually issue with Image datablock, which had obscure Fields settings
but didn't allow to de-interlace the video.
Now added the option to de-interlace Image with Movie input type.
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Basically title says it all. Could be not totally optimized but the code is there now.
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projection painting (2D will be separate commit).
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Enable proxies for all selected movie strips (won't do recursive
enabling for metastrips yet)
Generate proxies operator here, as well as in strip menu
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Some node setups benefit from being documented like this.
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Use generic function for consistent behavior
D949 by @lordloki
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internal when using nodes.
Using nodes in blender internal is not well supported, but there's no
harm in allowing this and it will help manu do his texturing better :)
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This is a per-strip option next to the build proxy size which tells blender
whether to skip building proxy size if the file for it already exists or not.
The option is called "Overwrite" for simplicity.
This option is enabled by default to avoid changes in the file behavior.
TODO: Would be nice to do something like that for movie clips as well.
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The issue was caused by the conflict between preview render which would set
R_NO_IMAGE_LOAD flag on the renderer and texture samplers called outside of
the render pipeline trying to use this flag.
Now the sampler functions accepts extra argument so render pipeline can
still skip image load, but calls outside of the pipeline will nicely load
all the images.
Not cleanest change in the world but good enough to unlock gooseberry team,
and assuming we already had pool passed all over the place it should be all
fine.
Will need to reshuffle arguments into SamplerOptions structure later.
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This is the same as blender internal's texture mapping from another object,
so this way it's possible to control texture space of one object by another.
Quite straightforward change apart from the workaround for the stupidness of
the dependency graph. Now shader has flag telling that it depends on object
transform. This is the simplest way to know which shaders needs to be tagged
for update when object changes. This might give some false-positive tags now
but reducing them should not be priority for Cycles and rather be a priority
to bring new dependency graph.
Also GLSL preview does not support using other object for mapping.
This is actually correct for BI shading as well and to be addressed as
a part of general GLSL viewport improvements since it's not really clear
how to support this in GLSL.
Reviewers: brecht, juicyfruit
Subscribers: eyecandy, venomgfx
Differential Revision: https://developer.blender.org/D1021
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Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
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The logic used for determining whether certain keyframing settings (i.e. visual,
only needed, xyz -> rgb) got applied was wonky. The original intention here was
that the Keying Set settings would override the global settings, and the path
settings would override what was used for the Keying Set. However, that was not
happening in all cases previously, as it was only possible to add flags and not
to turn them off.
This commit fixes that by introducing separate toggles to control whether the
Keying Set/Path's settings override the settings inherited from its parent
(i.e. the Keying Set for the Path, and the User Prefs for the Keying Set).
The icons used for these toggles could get revised a bit (we need something
which communicates "override this"; the current one is the closest I could find)
WARNING: If you have old keying sets, this may cause some breakage!
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Since 1c3f2354f83b3e79dee31d837ca4d7c08d2c3f26 the keyframing settings on
Keying Sets have been incorrectly displayed as a clump of toggle buttons,
which are usually only used when only one of the options apply.
Reverting this back to how it was, while leaving bl_options in place still for
the one case where it makes sense to do it that way (i.e. for KeyingSetInfo)
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use bools for return values and some api naming consistency.
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This way it is possible to probe shading compatibility of a given node from
python, making things like versioning code much easier to perform.
it's only valid for shading nodes, for other nodes the property also exists
but reads as an empty enum.
To access this compatibilities:
node.shading_compatibility
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This way Cycles finally becomes feature-full on image projections
compared to Blender Internal and Gooseberry Project Team could
finally finish the movie.
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These were used as UI buttons during development. If such parameters are
needed again later they should instead be added in the (now global)
SimDebugData and made accessible with a dev addon or so.
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This way it doesn't have to be stored as DNA runtime pointers or passed
down as a function argument. Currently there is now no property or
button to enable debugging, this will be added again later.
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