Age | Commit message (Collapse) | Author |
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once again, some cleanup of old UI code). It makes the following changes:
* RNA's editor types enum (space_type_items) has been re-ordered, added icons, and removed internal-only SPACE_EMPTY value, so that it matches the menu.
* Two fixes in code drawing enums as dropdown menu:
** All items were taken into account when computing the number of needed columns, now simple separators (void string items) are ignored.
** Simple separators items were drawn as labels, taking far too much space!
And now translators will be free from that ugly, insane menu-string! :P
Thanks to Brecht for the review.
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also changed lattice to use this, it used a hard-coded green color which was hard to see over the default background.
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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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`context` for style vars.
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the "shrink" option were not shown in the node editor sidebar. This was because the RNA type for the node was not using
NodeInternal as a base, which is a wrapper to expose the C callbacks as methods in bpy. Now these basic node types are also based on NodeInternal to ensure the full interface is available to py scripts.
In the process removed the unused NodeGroup register function, this doesn't work nicely anyway because it requires multiple inheritance which RNA doesn't support (so py node groups should be done
entirely in python in the future).
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- made precision configurable.
- report a warning when doubles are found since they cause problems.
added Polygon.center attribute to avoid calculating in python.
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- Ctrl+RMB only worked for edges & faces
- Menu item 'Select Shortest Path' only worked for vertices.
Now Ctrl+RMB works for vertices and the menu item works for verts/edges/faces (depending on the current selection).
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faces
optionally limit by face flipping, also added support to delimit by material and edge crease.
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An optional 'internal' argument was added to the bpy.data.texts.load() operator.
The changes in revision 57153 were reverted, so that the is_in_memory and is_dirty
properties of text datablocks are not editable again.
In the C API layer, BKE_text_load_ex() was introduced to allow for optionally
making text datablocks internal after loading.
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define a menu class first.
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The rationale of this revision is to provide an easy way to make text datablocks internal
from within Python (i.e., by setting these properties to True and the 'filepath' property
to empty string).
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Implements an automatic keyframe selection algorithm which uses
couple of approaches to find out best keyframes candidates:
- First, slightly modifier Pollefeys's criteria is used, which
limits correspondence ration from 80% to 100%. This allows to
reject keyframe candidate early without doing heavy math in
cases there're not much common features with first keyframe.
- Second step is based on Geometric Robust Information Criteria
(aka GRIC), which checks whether features motion between
candidate keyframes is better defined by homography or
fundamental matrices.
To be a good keyframe candidate, fundamental matrix need to
define motion better than homography (in this case F-GRIC will
be smaller than H-GRIC).
This two criteria are well described in this paper:
http://www.cs.ait.ac.th/~mdailey/papers/Tahir-KeyFrame.pdf
- Final step is based on estimating reconstruction error of
a full-scene solution using candidate keyframes. This part
is based on the following paper:
ftp://ftp.tnt.uni-hannover.de/pub/papers/2004/ECCV2004-TTHBAW.pdf
This step requires reconstruction using candidate keyframes
and obtaining covariance matrix of 3D points positions.
Reconstruction was done pretty much straightforward using
other simple pipeline routines, and for covariance estimation
pseudo-inverse of Hessian is used, which is in this case
(J^T * J)+, where + denotes pseudo-inverse.
Jacobian matrix is estimating using Ceres evaluate API.
This is also crucial to get rid of possible gauge ambiguity,
which is in our case made by zero-ing 7 (by gauge freedoms
number) eigen values in pseudo-inverse.
There're still room for improving and optimizing the code,
but we need some point to start with anyway :)
Thanks to Keir Mierle and Sameer Agarwal who assisted a lot
to make this feature working.
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Was missing keymap for REGION_TIMER, which ended up
in missing updates happening.
Added this kind of timer to RNA, so keymaps could
bind to it.
Also made 3ds max keymap working again. Too bad it
was broken in 2.67 and 2.67a :S
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flag which can be replaced by simply checking for nodetype->uifunc/uifuncbut callbacks (if these callbacks are defined the node
type generally supports options). Note that the node->flag still uses NODE_OPTIONS as a switch to toggle the display of such options!
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function as a fallback if no extended draw function is defined.
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remove MEM_sys_types.h which was a duplicate.
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a separate Blender Object/World Space that is compatible with Blender render
baking and uses the YZ flipping convention.
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the mapping functionality.
replace ED_mesh_calc_normals with BKE_mesh_calc_normals().
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point is edited
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The Emission panel now has a Use Modifier Stack option to emit particles from
the mesh with modifiers applied. Previously particles would only be emitted from
faces that exist in the original mesh. There are some caveats however:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.68/Tools#Particles
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- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4
these temporary names were used to avoid problems when argument order was switched.
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Made it more consistent with blender convensions
and now it's very familiar to curve's python api.
- Made it spline.points.add(count) wich is more
efficient in cases lots of points are adding.
(points.new was removed tho).
- Removed mask_layer.splines.add(), now it's only
mask_layer.splines.new(), which is how splines
are adding for curves.
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previuos "manual" menu. Pointed out by sebastian_k on IRC, thanks.
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* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering.
* There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon
Example render & blend file:
http://www.pasteall.org/pic/show.php?id=51970
http://www.pasteall.org/blend/21579
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- Added MaskLayer.splines.new (which creates single spline
and returns pointer to it).
- Added MaskLayer.splines.remove() to remove given spline.
- Added MaskSpline.points.new() which creates new point
in the origin and returns pointer to it.
- Added MaskSpline.points.remove() to remove given point.
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of threads to the number of cores when the fluid is created. Rather it is now
set to 0 which means "use the number of threads specified for the scene".
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reason, -pthread too.
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include conflicts later on.
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* Added a wireframe node (Input category) to get access to Mesh wireframe data.
The thickness can be controlled via a "Size" parameter, and is available in world units (default) and screen pixel size.
* Only the triangulated mesh is available now, quads is for later.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wireframe
Render and Example file:
http://www.pasteall.org/pic/show.php?id=51731
http://www.pasteall.org/blend/21510
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* Added a Modulo operation to the math node, available in Compositor, Shader and Texture Nodes.
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Previously it was nearly impossible to have fast moving objects emitting smoke or they would just leave behind a row of smoke poofs instead of continious stream of smoke. Now it's possible to set number of subframes for each smoke flow.
Another new thing is ability to set size of smoke flow particles instead of using closest smoke cell. This also works with my earlier "full sample" commit, so no more blocky particles either. :)
For more info check my blog post: http://www.miikahweb.com/en/blog/2013/05/17/blender-smoke-subframes
This commit also includes couple of fixes I spotted while testing:
* Fix: dissolve was applied at different time for low res and high res simulations.
* Fix: full sample setting didn't get copied with domain.
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Blender with default (BI) renderer. To do so, it's defining an "other" texture context, and when in this one, it switches to using the "new shading" texture handling already known with Cycles engine.
So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures...
I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene).
This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles).
Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too.
Thanks to Brecht for reviewing.
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* Editing number of segments for particle hair did not update the viewport.
* Hidden particles were confusing, the paths were drawn but without the points.
Now it draws the path faded to indicate that they are hidden/locked.
* Select tips/roots operators now have options to select/deselect/toggle/invert.
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down, this time by the operator properties getting converted to a string for
display in the info window.
With 1000+ stroke points this can get slow, and takes up too much space anyway,
so now it's (somewhat arbitrarily) limited to printing only 10 points.
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to point users at the recent API change from node.type enum identifiers to the generic node.bl_idname strings. Not really nice, but could prevent a few bug reports and make scripters' lifes easier.
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Straightforward patch, point tructure was already defined,
was just matter of defining RNA collection property for
mask spline.
Available via: mask.layers[0].splines[0].points
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Fix turned out to remove as much "manual UI" from 3D view header as possible. Mode selector and all transform manipulators/orientations stuff are now RNA-based UI (leaving basically only edit mesh select modes with custom handlers, as they have some quite specific features).
To achieve this, four main modifications were done:
* enum-operator-generated menus are now MENU (i.e. dropdown lists) in headers too.
* All bit-flag enums expanded in ROW buttons now have a handling consistent with e.g. layers, or what we already have for transform manipulators, i.e. clicking select only one element, shift-click to select multiple ones.
* Consequently, the three RNA booleans manipulators flags are merged into a single bit-flag enum (yes, this is also an API change, though I doubt many scripts use it).
* Now the width of enum-based dropdown lists is computed from longest item name in enum, no more from a dummy place holder string (when no label/name is given).
All this allows to remove some code from 3DView/transform areas, that was actually mostly duplicating RNA/operator one.
Also done a few optimizations here and there (among others, do not pass &numitems to RNA_property_enum_items() when you do not need it, saves at least an iteration over enum items to count them).
Many thanks to Brecht for the reviews!
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If you have three scenes, current is A, others are B and C.
B uses C as background, and C uses B as a background.
(which is possible via linked libraries)
If you then try to use B or C as background of A, code went to eternal loop.
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work anymore. This was due to a bugfix to show missing shortcut keys for e.g. the
mesh > vertices > separate menu. Both should work now.
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