Age | Commit message (Collapse) | Author |
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* Ensure "Base" is fully nullified before anyone uses it
* Force channel flush when changing Action Editor modes
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strings of the file/layer slots of the file output node would crash, due to missing id.data pointer in the PointerRNA. Solved by using the iter->parent.id.data pointer for the RNA collection iterator.
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Removing this option from the UI. Cyclic offset and/or other the myriad of other
half-working walk/stride cycle stuff has been removed pending further review at
a later date about what's really needed, and the best way to do so with regards
to different rig types (i.e. setup antagonistic).
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Added four new functions as shortcuts to creating GHashes that use the
standard ptr/str/int/pair hash and compare functions.
GHash *BLI_ghash_ptr_new(const char *info);
GHash *BLI_ghash_str_new(const char *info);
GHash *BLI_ghash_int_new(const char *info);
GHash *BLI_ghash_pair_new(const char *info);
Replaced almost all occurrences of BLI_ghash_new() with one of the
above functions.
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evaluate the curve and update after changes.
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This is similar to the 'view' mode, but uses the average local surface
normal rather than the view normal for projection.
Original code by Jason Wilkins (GSoC).
Documentation:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Sculpting#Brush_Map_Mode
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Settings are shown in both the View3D toolbar and texture properties
panel; code is now in shared sculpt_brush_texture_settings() function
in properties_paint_common.py.
Also added a few new properties to the SculptCapabilities RNA to
replace "X in {Y, Z}" tests in the Python code.
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* Renamed flip_coord as flip_v3_v3
* Added flip_v3 for same input/output
* Moved special case for grab brush's normal into calc_area_normal()
* Renamed 'fixed' texture mode as 'view plane', mirrors
Brush.sculpt_plane terminology
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off the last element
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* Make it more clear that the Memory Cache Limit is used by the Clip Editor as well.
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from Dan Eicher (dna)
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is already known.
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clamping was ignored when calling RNA_property_int_set() when setting operator int/floats.
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autocomplete will allocate a sequencer.
... instead add scene.sequencer_editor_create / clear, these match id.animation_data_* functions.
- refactor for names, for scene level functions call them BKE_sequencer_*
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layers that don't follow Blender's rlayer.rpass naming scheme.
--- Changes to File Output node ---
* Flat layer names in EXR multilayer files.
For a socket with name "AAA" the previous resulting EXR layer name would be "AAA.AAA", i.e. the render layer as well as render pass would use the socket name.
Now the "render_layer.render_pass" scheme is ignored in multilayer files, socket names are directly written to EXR layers (EXR layer name is "AAA" in this example). If sockets should have a notion of "render layer" this can still be achieved by explicitly adding a separator, e.g. "AAA.BBB". When loading such layers into a Blender Image struct, the name is interpreted as a "render_layer.render_pass" again (although the image node does not care about it, see below).
* Socket sub-paths (for singlelayer) or layer names (for multilayer) are stored in dedicated string variables in the socket storage data. This way the RNA can define precise string subtypes (PROP_FILEPATH) and length. The file/layer slots are defined as separate structs with own name properties in the RNA as well, so they can be used nicely with the list template.
* Ensure unique socket paths/layer names to prevent overwriting of files and layers respectively.
--- Changes to Image node ---
* Loading multilayer OpenEXR files has improved layer name splitting into render layer + render pass names now. This properly supports arbitrary EXR layer names now.
Example:
OpenEXR layer name: AAA.BBB.CCC
is split into
Render layer name: AAA.BBB
Render pass name: CCC
If the layer name has no '.' separators the render layer name is empty.
* Image node ignores the selected render layer in the image user data. Instead all existing layers are displayed at the same time by combining the render layer names with render pass names again, to reconstruct the original EXR layer name. This avoids the problem that render layers with empty name are not selectetable in the dropdown and allows using all image layers at the same time without duplicating the node.
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The mask brush currently has two modes, 'draw' and 'smooth'.
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New function is RNA_enum_name_from_value.
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- rename seqelements.push(file) --> filename
- rename SoundSequence.waveform --> show_waveform
- dont pass context to sequencer functions. editing any scenes sequence can be done, irrespective of context.
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from Dan Eicher (dna)
--- message from the tracker
Classes for all effect types with proper input attributes
Added new/delete functions for SequenceEditor.sequences.
push/pop functions for ImageSequence.elements to add/remove images
Moved waveform from the base class to SoundSequence (probably should be renamed use_waveform or show_waveform)
Fixed user count for scene and movie clip types
--- my own comments
- dont have blending mode argument from sequencer.new_*() functions. Better edit this after.
- dont change waveform attribute, seems unrelated change and should be kept for sound afaik.
- dont apply scene, clip usercount changes - Sergey dealt with these separately.
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space size and location were outdated often, and already computed on demand
by blender internal, now do that through RNA as well.
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function has to check that before making the update call.
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reported by blendernation
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smoothing factor to reduce high values near the light.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Light_Falloff
Note that this was already possible to do manually with the Ray Length, but
this adds a convenient node for it. This commit also makes the mapping node
min/max option work, fixing #31348.
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used term in Blender
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transforms on all bones (not just selected - mango request - was possible in 2.4x).
- rename only_select op property to only_selected (both were used).
- only do mingw workaround when building with FREE_WINDOWS defined.
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While testing the other my previous commit (removing deformflag stuff), I
noticed that trying to change set a parent object for the current object (via
the Object Properties) would cause the current object to "blow up", and for
cyclic dependency warnings to be spewed to the console.
Adding a dummy usage of one of the vars here seems to solve it. Perhaps a case
of weirdo compiler optimisations?
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As far as I could tell, these were really only still used for "virtual
modifiers", though we really don't use these anymore. Instead, most of the time,
people need to set these settings in armature modifiers directly (these didn't
even get copied over in that case). This was a source of confusion and
redundancy, so removing these now.
This change can be reverted if these were actually of some use out there...
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also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
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* ID-blocks referenced by Constraints but not being used as the target objects
(such as Actions in the Action Constraint, or Text Blocks in PyConstraints) now
get usercounts for being referenced in this way. This should fix ancient bugs
such as [#19205] and [#8593]. More tests still needed to verify that this
does now play nicely with proxies.
* Changing actions used by NLA strips should now update the usercounts
accordingly
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new image. (not use existing one)
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also stop numpy from being found in /usr/include with cmake.
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a bevelled curve which isn't fully covered with a bevel.
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For sample images see:
http://www.dalaifelinto.com/?p=399 (equisolid)
http://www.dalaifelinto.com/?p=389 (equidistant)
The 'use_panorama' option is now part of a new Camera type: 'Panorama'.
Created two other panorama cameras:
- Equisolid: most of lens in the market simulate this lens - e.g. Nikon, Canon, ...)
this works as a real lens up to an extent. The final result takes the
sensor dimensions into account also.
.:. to simulate a Nikon DX2S with a 10.5mm lens do:
sensor: 23.7 x 15.7
fisheye lens: 10.5
fisheye fov: 180
render dimensions: 4288 x 2848
- Equidistant: this is not a real lens model. Although the old equidistant lens simulate
this lens. The result is always as a circular fisheye that takes the whole sensor
(in other words, it doesn't take the sensor into consideration).
This is perfect for fulldomes ;)
For the UI we have 10 to 360 as soft values and 10 to 3600 as hard values (because we can).
Reference material:
http://www.hdrlabs.com/tutorials/downloads_files/HDRI%20for%20CGI.pdf
http://www.bobatkins.com/photography/technical/field_of_view.html
Note, this is not a real simulation of the light path through the lens.
The ideal solution would be this:
https://graphics.stanford.edu/wikis/cs348b-11/Assignment3
http://www.graphics.stanford.edu/papers/camera/
Thanks Brecht for the fix, suggestions and code review.
Kudos for the dome community for keeping me stimulated on the topic since 2009 ;)
Patch partly implemented during lab time at VisGraf, IMPA - Rio de Janeiro.
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All operators which changes tracking data now just tags dopsheet as outdated,
actual re-calculaiton of happens only when this information is actually needed
(like on dopesheet draw).
This makes things a bit faster when there's no dopesheet visible in current
screen and also makes it much easier to update dopesheet using dependency
graph.
Also renamed dopesheet_sort_order to dopesheet_sort_method in rna and internal
stuff which makes much more sense and also correlated with naming in
file browser.
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