Age | Commit message (Collapse) | Author |
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bpy.data.mesh.remove(),
this should give an error message but it didn't.
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local node trees (world and lamp missing).
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also change dump_rna2xml.py to dump bpy.data by default.
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you drag the ruler about.
Request from Bart Veldhuizen.
Access with Shift+Drag
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also expose snapObjectsRayEx() for more convenient ray-casting about the scene.
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open group. Finally now there is a proper check for pasting nodes into groups. It uses the poll_instance callback of node types to determine if a node can be added into a specific node tree. Currently this is only implemented for group nodes and does a recursive check to avoid pasting a node group into itself (on any level, also nested groups).
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Was caused by recent change in image_buffer_rect_update which
was writing data to ibuf-rect_float. Apparently, this buffer
could point to different render layer than came from RenderResult.
Made quick fix for this, which ends up in skipping float buffer
update in image_buffer_rect_update and skipping GLSL when image
has both byte and float buffers.
This will bring speed down a bit, but slower blender is better
than broken blender.
Proper fix will arrive later this week.
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code for node group socket indices was assuming the new group node types even for 2.56.2 files, before these node groups had actually been converted ... Needs to use old way of identifying node group links (fromnode/tonode == NULL) instead of input/output node types.
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nodes. This could lead to crash in node groups when trying to undefined stack values of the extension socket. type just needs to be set to SOCK_CUSTOM==-1, so the BI execution knows not to look for a stack entry.
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* deduplicated a bunch of code and moved it into outliner_dropzone_find()
* moved all the per-dropzone checks into the poll functions
* one functional change, disable drop parenting on self & self->parent
The basic assumption: if poll() == true then outliner_dropzone_find() will return a valid TreeElement
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them away when Empty is not selected
allow 'Transparency' option to be used on empty-images.
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armatures too but it happens in more cases then I originally thought.
for now users of opensource Nouveau and ATI drivers can't use multiple windows, the bug needs to be fixed in the driver.
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switching
to a different texture slot.
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function not checking NULL pointer.
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even if nothing is attached to input.
They'll use black image with render resolution
as a background if nothing is attached to mask input.
Was a request from 4K ToS project.
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colors.
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Uses GLSL for drawing image in Image Editor space.
This requires change in image_buffer_rect_update, so
original float buffer is being updated as well. This
is unlikely be something bad, but will keep an eye
on this change.
Also no byte buffer allocation happens there, this
is so because byte buffer used for display only
and in case of GLSL display such allocation and
partial update is just waste of time.
Also switched OpenGL render from using CPU color
space linearization to GLSL color space transform.
Makes OpenGL rendering pretty much faster (but
still slower than in 2.60).
internal changes:
- Added functions to setup GLSL shader for color
space conversion in colormanagement.c. Currently
conversion form a colorspace defined by a role to
linear space is implemented. Easy to extend to
other cases.
- Added helper functions to glutil.c which does
smarter image buffer draw (calling all needed OCIO
stuff, editors now could draw image buffer with a
single function call -- all the checks are done in
glutil.c).
- Also added helper function for buffer linearization
from a given role to glutil.c. Everyone now able to
linearize buffer with a single call.
This function will do nothing is GLSL routines fails
or not supported.
And one last this: this function uses offscreen
drawing, could potentially give issues on some
cards, also will keep an eye on this.
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- Building without OCIO will give correct results again
- If GLSL failed to compile, fallback to glaDrawPixelsAuto
will happen.
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Sequencer histogram was calculating still badly, now it uses a per-color
component counter to calculate the levels (instead of counter for all)
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material/rendered
draw mode to blender internal.
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shader
and this wasn't the case anymore after recent changes.
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Also, add appropriate lib paths for recent OpenCollada for mingw32 (coming soon to an svn server near you)
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The Scopes and Histogram (Image editor, Sequencer) were not updating on
changes in color or display settings.
- Missing notifiers for refreshing
- Missing code to draw correct for managed byte buffers.
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Historically, F shortcut was for 'add edge/face' in Blender.
In Node editor, F makes a noodle, ctrl+f made a noodle replace too.
To keep ALT+F work for "Unattach from frame", the solution I now propose
is to make CTRL+F for finding nodes, and SHIFT+F for 'add noodle with replace'.
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related forward compatibility bug.
Added a sanity check to the ED_node_link_insert function to ensure it exits gracefully if no suitable sockets can be found. This was the problem with custom pynodes, which don't define the 'type' DNA of old sockets. The operator will have to be generalized for future nodes, but for now just not crashing seems good enough.
Script node crashes in #34810 were caused by uninitialized 'type' integer as well. This is now done in the set_typeinfo function for sockets (like for trees and nodes too), to avoid any potential remaining issues of this kind. Note that new files need to be loaded and saved again once to be forward compatible again.
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selection center was used, but often it was hard to tell where this was and you'd have to guess.
adds ED_region_draw_mouse_line_cb() generic draw callback for mouse helper lines.
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well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.
It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.
Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.
The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.
There is also no GPU support yet, will test if I can get that working later.
Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF
Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
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New operator "Find Node".
Opens search menu, and allows to find a node based on name or label.
On selecting name, menu selects/activates the node and moves the view to it.
Shortcut: ALT+F
Menu: Node editor, "Select"
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Do early out when ibuf has 4 channels only, allocate
4-channels display buffer.
So now we could always assume byte buffer is always
in RGBA format.
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Currently no functional changes for users, but this change
is crucial for further GLSL images display.
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operators) and moved extrude operators into their own file.
also move some selection operators from editmesh_tools.c into editmesh_select.c
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This reverts rev55642 and fixes issue in a different way.
The thing here is: isolated vertices are for sure not in BVH
and updating keyblock could not only rely on idea that all
vertices are in BVH (no idea why it was noticed just now).
Solved in a way, that uses old keyblock coordinates as new
keyblock, and then refines it using coordinates from BVH.
Hopefully it'll cover all cases now :)
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Was a regression in glaDrawPixelsTex changes related on zoom filter.
For background image linear interpolation was used.
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Makes it easier to see what's connected to what.
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* Regression introduced in r55451
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