Age | Commit message (Collapse) | Author |
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brush scaling/strengthening/etc tools/hotkeys to
the Sculpt menu. Also made a couple of other small
changes for easier text scan reading.
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adding menu slot ScriptTemplate
new script scripttemplate_mesh_edit is a template for an editmesh script.
The function Text makeCurrent() is a dummy until I can get it working when the script runs from a menu.
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Armature undo was incomplete; no less then 6 places needed undo pushes.
Added undo pushes, and made sure deselectall_armature/posearmature played nice
and only did undo pushes when they're called with AKEY.
This seems like a fairly old issue. I guess people just didn't notice it enough
to file a bug report. :)
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Replace references to "Gears" in the header by "Grid". This is more consistant with the rest of the UI and even if I like gears better, grid, I think, is what people expect.
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Fixed bug #5829, Exiting editmode with TAB key toggles RETOPO
* Moved the retopo_mode setting to ToolSettings.
* Renamed the other retopo_mode to the (more accurate) retopo_paint_tool
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Buttons: Missing linked-library lock reset in code could invoke error menu
Bugfix #5770
Renamed option "Clear Pose" to "Clear User Transform" to indicate that this
differs from rest-pose. This option clears all Pose channel transforms, but
leaves Action values in pose unchanged. Means that when you do this, an
'insert key' won't change the animation.
Own fix:
Missing test for NULL pointer could crash Image Properties panel for linked
Image data.
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Partial fix for bug #5771, Multires tool deletes crease flags on edges
* Modified the edge flags code to support all of the edge flags (not just seams.)
* Added a new array to the Multires struct to store creases.
* For Mark Sharp, Clear Sharp, and Crease, displays an error if applied to a multires mesh not on level 1.
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"Clear Pose" in the Pose menu acted as "Clear Position", had wrong
event number.
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also only display the controls for each tool (pen, line, and ellipse) when that tool is selected.)
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controls whether to use partial redraw and whether to draw the brush circle. Added new menu option for display of brush circle.
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Snap/Grid icon button in 3D view header (edit mesh). FIXME NOTICE: make nice looking icons (yes, that's for you Matt)
When snap is on, a drop down appears for the target method (closest, median, center)
Hotkey to toggle snap is Shift-Tab (this was previously used for a not totally equivalent to Tab. Ton said OK to scrap it). That hotkey is currently restricted to edit mesh (where snap is currently restricted).
Changed a couple of ugliness on how snap settings are stored.
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when not sculpting flat relative to screen
Fix for bug #5248, sculpt - mirrored tiled texture odd results
Changed the algorithm used for projecting the brush texture onto the model. The old algorithm was never implemented properly, causing increasingly
wonky distortions of the brush as it got farther away from parallel to the screen. The new system uses the screen coords of vertices, the obvious
advantage being that 2D screen coords can be mapped quite easily to 2D texture coords. The main disadvantage of this method is that there are still
distortions in the brush as the surface beneath it becomes less parallel the screen. These distortions, however, are not as bad as the old ones
because they are predictable from the user's perspective. (It's analogous to a movie being projected onto a sphere; if the viewer is in front of the
sphere there is no apparent distortion, but from the side the movie appears stretched and distorted.)
This may still be worth revisiting after the release.
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affects brush strength and brush size.
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(Implementing Matt's idea)
Grid and Snap are now exclusively controlled by the Control key (pun intented).
You can switch to Snap by selecting the snap option in the Transform menu (this option is only available in edit mode on a mesh. this option is per 3D view) (NOTE: There is currently no hotkey for that, anyone should feel free to add one).
When Snap is selected, holding down Ctrl during translations (grab) snaps to vertex.
All other situations which have no snapping code yet defaults to Grid.
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Draw a circle around the snapping point for visual aid.
Different snapping target method, switchable in the 3d view header menu in the Transform menu.
* Closest: Snaps the closest vertex to the point
* Median: Snaps the median of the selection to the point
* Center: Snaps the transform center to the point (this is different from median because you can use Cursor/Boundbox as center)
Fix a bug with constraints/snap handling.
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Moved the retopo tool settings into ToolSettings.
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added menu item for that), pageup/pagedown for changing multires level, and alt+HKey for unhiding hidden areas of the sculptmesh.
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using the standard drawing functions. Enabling the "Partial Redraw" item in the
sculpt menu will turn on the optimizations which stores unmodified parts of the
color buffer and only redraws the polygons that are within the modified area(s).
The Partial Redraw option uses the accumulation buffer to store the copy, and
unfortunately this is not accelerated on older cards. There are alternatives,
e.g. drawing to an auxiliary buffer or downloading the data from the graphics
card with glReadPixels, but there's no guarantee that these will run at an
acceptable speed on older graphics cards either. For the cards that do
accelerate the accumulation buffer (for nvidia cards, I would assume that is at
least FX5200 and up, and maybe earlier) it provides a very significant speedup.
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http://projects.blender.org/pipermail/bf-committers/2006-November/016311.html
As recommended on bf-committers, I created an entirely separate section for
sculptmode hotkeys, so none of the standard hotkeys in space.c carry over.
(However, the standard hotkeys in toets.c are left unchanged.)
There are probably some useful hotkeys that have been disabled with this commit,
and other hotkeys that still need to be added, so this needs review.
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toggle button from the sculpt panel, where it didn't really fit, and put it in the menu instead.
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Modified version of patch #5281 by Joshua Leung.
It's a two part patch:
Add a Roll button in the transform properties floating panel with bones selected in edit mode
Add a Roll transform (Ctrl-R) that can be used to modify the roll of selected bones in edit mode
The transformation modifies the roll of all selected bones incrementally (like a rotation does to the bones' rotation) [that is the part that differs from the patch. The patch would set the same roll value to all bones]
Also, this commit includes some shuffling around of the functions, to keep the previously logical order. :)
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This appears as a new 'Cameras' menu in the 3D View's View menu, containing a
command to set the active object as active camera, and a list of the available
cameras in the scene to choose from.
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Also cleaned up bad global variable stuff in vpaint.c, now only need a
good place to store the paint settings in file still...
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All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
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Reported by Matt, via Campbell, thanks!
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THE OBJECT PROXY
Or simple said; local control of referenced data from libraries.
Having library files with references is a very common studio setup, and
Blender did do quite well in that area. Were it not that for character
setups it was impossible to use still.
This commit will enable a full rig+character to remain in the library,
and still have - under strict control - local access for animation edits.
Full log:
http://www.blender3d.org/cms/Proxy_Objects.824.0.html
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* Changed multires panel's width to the default
* Removed floating multires panel
* Made multires panel always visible (in EditButtons)
* Moved Make/Delete [multires] button into the multires panel
* Moved the two sculpt panels into tabs of the multires panel
* Removed two extra sculptmode buttons from view header
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Four more selection options in Curve editing;
- select more/less (ctrl+numpadplus/minus)
- select first/last point
All nice in menus and toolbox even!
Patch note: had to fix bugs in using 'continue' inside of while() loops.
Turned all oldstyle while() in for() for going over lists.
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From the tracker:
https://projects.blender.org/tracker/index.php?func=detail&aid=5018&group_id=9&atid=127
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NLA window now follows visibility for scene layers, cleaning up complex
files quite some. Only note we could make is if this could be optional,
sometimes it's also nice to see the entire scene.
Note for Roland: this is a recoded version, with about 10% of code :)
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This allows to select parent bones in PoseMode and EditMode. Hotkey: P.
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* potentially a NULL-pointer could be referenced, causing a segfault.
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Embryon functionnality for snapping.
- Only snaps to grid on translations (grab)
- Transform constraints are supported but header display is wrong.
- Can be turned on/off in the Object/Mesh header menu under Transform Properties (tentative spot, will have to integrate better and in other object type menus too)
- Can be turned on/off during transform with ` (Back Quote, also tentative)
This is, of course, very much Work in Progress.
This implements part of the structural ideas for the transform cleanup I've been juggling around with.
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"Add to Active Objects Groups"
removed "Make Link -> DupliGroup" because Copy->Duplis does the same thing.
Python's Group.c had an unneeded scene/base lookup.
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Make Links -> Group to DupliGroup
added "Make Linkes -> Groups" so you can add other selected objects to the groups of the active object.
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the active object.
also speed up for select group, only find group status for unselected objects.
Updated the select group menu in 3 places, the space bar menu was out missing some other group options also.
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The wait cursor was being called during editmode enter and exit for meshes.
This was a problem for several reasons. First of all, python modules like
Mesh now make use of editmode features. These methods that wrap editmode
tools may be called many times during the execution of a script
and lead to the wait cursor rapidly flickering on and off.
The other problem was that the wait cursor wasn't being called for editmode
enter and exit of all data types. This is unified now.
-New Arguments
enter_editmode() should be passed a nonzero integer or simply EM_WAITCURSOR
if the wait cursor is desired. Currently only the python API passes a '0'
to enter_editmode()
exit_editmode() has several options and they are passed in as the bitflags
EM_FREEDATA, EM_FREEUNDO and EM_WAITCURSOR. These flags are defined in
BDR_editobject.h.
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This is another proportional edit falloff that slightly randomises the
influence. It's not strictly random, it's blended with linear falloff so that
it's a bit smoother. The nice thing is that it works with all transforms, axis
locking etc, including the special ones like to sphere, shrink/fatten/etc. It
can be used for all sorts of things like roughening surfaces. I most recently
used it to add a bit of randomness to the folds of some cloth. I
made a short demo video here: http://mke3.net/blender/etc/prop_random-h264.mov
Also included nicer icons for the falloff types.
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exception of the clone tool.
One level undo for image- and texturepaint, only storing those tiles
that changed.
Test to improve texturepaint performance using glTexSubImage2D, only
enabled with 2^n sized textures and mipmapping off. Painting a 2048x2048
texture is then pretty smooth here, as long as the geometry is not too
complex.
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- All code is in #ifdef ... #endif
- Only make build system is supported and you have to add:
export WITH_VERSE=true
to user-def.mk file
- Blender can share only mesh objects and bitmaps now
- More informations can be found at wiki:
http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlender
http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlenderUserDoc
I hope, that I didn't forget at anything
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- Added "Shift+P" note in 3d window menu for preview panel
- Added Preview, passepartout in spacebar toolbox
- Info pulldown "Render" -> "Render buttons" did cycle, should not.
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paint menu was for vertex paint - a bit confusing, order fixed.
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- Toolbox select menu in faceselect mode was calling object mode
functions.
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