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2014-07-07Per-material line color settings for Freestyle.Tamito Kajiyama
New properties 'line_color' and 'line_priority' are added to Material ID data blocks. The 'line_color' property allows users to specify a per-material line color that can be used as a Freestyle line color through Material color modifiers of line style settings. The new line color property is intended to provide a solution for line color stylization when a proper Freestyle support for Cycles is implemented (likely as part of the upcoming Blender 2.72 release; see Patch D632). Materials in Cycles are usually set up using shader nodes, and Freestyle won't be capable of retrieving colors and other properties from node-based materials any soon. The new line color property of materials addresses this foreseen limitation by providing artists with an intuitive alternative mean to specify line colors on a per-material basis independently from node trees. The 'line_priority' property gives users a way to control line colors at material boundaries. When a line is drawn along a feature edge at material boundaries, one of the two materials on both sides of the edge has to be picked up to determine the line color. So far there was no way to control this selection (which was in effect at random). Now the material with a higher line color priority will be selected. The new per-material line settings are shown in the new Freestyle Line tab in the Material context of the Properties window (only when Freestyle is enabled).
2014-07-07UI: tooltips, blurry and incorrect rhs-padding in recent updateCampbell Barton
D634 by Severin
2014-07-07Fix for RNA_int/enum mixupCampbell Barton
2014-07-06Add support to lasso masking/flood fill for inverted values.Antony Riakiotakis
This can be used to subtract a region from masks but it's not very user friendly yet. To male this work better, the tool will probably be brushified later.
2014-07-06Fix T40548: After canceling, F-Curve handlers don't go back to original ↵Lukas Tönne
position. Handle vectors for the initial location were only stored when the handles are actually selected for transform. When only the master vertex is moved this can still affect the handles though, since they are constraint to one side of the master vertex. Now the handle data is stored regardless of whether handles are included in the transform, so on cancel their location is reset correctly as well.
2014-07-06Outliner: Added option to RMB menu for "Animation" entries to remove these ↵Joshua Leung
and their data
2014-07-06Bugfix: Selecting object channels in NLA editor didn't make the object activeJoshua Leung
2014-07-06Code cleanupJoshua Leung
- Fixed incorrect section heading - Missed one place where short was still used when the specific enum type would be more appropriate
2014-07-06NLA/AnimEditors: Added operator to remove all "empty" AnimData blocksJoshua Leung
It is sometimes possible to end up with a lot of datablocks which have old + unused "AnimData" containers still attached. This most commonly happens when doing motion graphics work (i.e. when some linked-in objects may have previously been used to develop a set of reusable assets), and is particularly distracting in the NLA Editor. This commit adds an operator which removes AnimData blocks (restricted to only those which are visible in the animation editor where it is run from) which are "empty" (i.e. that is, have no active action, drivers, and nla tracks or strips). This operator can be found from the "Edit" menu in the NLA Editor. Although it also works when run from the DopeSheet or Graph Editors, it is of less use there since those won't show these empty AnimData blocks by default (since by definition, such AnimData blocks necesarily have no keyframes or drivers that can be shown), hence there will be no feedback if the operator fails or succeeds.
2014-07-06Fix for typo in commentJoshua Leung
2014-07-05Fix uninitialized bool in recent own 'sode_select_groupe' commit.Bastien Montagne
Found by CoverityScan.
2014-07-04Style cleanupCampbell Barton
2014-07-04Refactor of Node's 'Select by type' op, to also handle color and name handling.Bastien Montagne
Ne op is similar to other 'Select Grouped' ones in Blender. Based on patch D288 by Cruentus_Nex (Steve). Reviewed by Campbell Barton, thanks! Revision: D288.
2014-07-04Add (r)partition funcs to BLI_string, to get left-most/right-most first ↵Bastien Montagne
occurence of delimiters. Inspired by Python (r)partition str functions. Also added some Gtest cases for those new funcs. Reviewed by Campbell Barton, many thanks!
2014-07-04Fix T40843: Cycles does not support viewport render overrideSergey Sharybin
2014-07-04Fix for a wrong threads count shown in Freestyle debug mode (--debug-freestyle).Tamito Kajiyama
2014-07-04Bugfix T40945: Typo in tooltip for SSS propertyJoshua Leung
2014-07-03Select Grouped -> KeyingSet for bones also shows error messages now when the ↵Joshua Leung
Keying Set is inappropriate
2014-07-03Code Cleanup - Replaced magic numbers with definesJoshua Leung
2014-07-03Make Cursor placement operation a modal operator.Antony Riakiotakis
* Allows drag and place workflow in addition to click workflow * Should be compatible with future use of calling operator and placing instead of left-clicking
2014-07-03Slight cleanup for 4af848e.Mitchell Stokes
2014-07-03Fix T40923: An error from a python controller on a LibFreed object causes a ↵Mitchell Stokes
crash
2014-07-03Correct version check for tip colorCampbell Barton
2014-07-03Fix T40912: Collision Callbacks Don't Work if Set DirectlyMitchell Stokes
2014-07-03Follow-up to rBcc1372546ad5: Fix for segmentation fault in pipeline ↵Tamito Kajiyama
(freestyle/wm related). Render->freestyle_bmain is set to NULL after BKE_main_free() so that the struct Main is not considered for tagging any longer.
2014-07-03Mistake in last commitCampbell Barton
2014-07-03Correct recent fix for knife in camera ortho modeCampbell Barton
now use real view clip ranges for win-to-ray segment
2014-07-02Fix T40823 LoD Add and Remove crash without valid objectDaniel Stokes
Changed the polling method used for both the add and remove LoD operators to a more appropriate one.
2014-07-02Fix T40815: Particle birth times not initialized correctly.Lukas Tönne
In rB78c491e the `initialize_particle` function was split into 2 parts for particle texture initialization. The texture init part however also initializes birth times, which is now missing in the main init function in some cases (notably when setting start/end directly without a subsequent time step).
2014-07-02Fix T40364: Texture images are not properly displayed in the material ↵Sergey Sharybin
preview in BI when using SSS Blender Internal only uses materials with non-zero user counter for SSS and new mutable libblock copy was keeping users counter at zero. Now it sets user counter to 1, which is a bit of arguable decision, but which also kind of makes sense -- meaning callee owns the copied block.
2014-07-02Added missing G_DEBUG_DEPSGRAPH flag entry in the bpy.app.debug ↵Lukas Tönne
getters/setters list.
2014-07-01Fix T40257: Frustum culling not working properlyMitchell Stokes
Adding a hack so that KX_GameObjects' culling status is updated based on mesh slots.
2014-07-01Fix for segmentation fault in pipeline (freestyle/wm related)Jeroen Bakker
2014-07-01Fix T40903: Rendering: Alpha Channel is BrokenSergey Sharybin
2014-07-01Second attempt to fix T40833: Crash when rendering with freestyle.Tamito Kajiyama
The cause of the crash was identified in an uninitialized member variable `Main->lock`. Now that struct Main has a few member variables whose values are dynamically allocated, per-render Freestyle-specific Main data structures will be allocated and released using `BKE_main_new()` and `BKE_main_free()`, respectively. This revision complements the commit rB6135556f4556.
2014-07-01Fix T40556: Curve Modifier does not work when used in a Background sceneSergey Sharybin
A bit hackish solution for now, cleaner solution we'll look into as a part of the new DAG project, when it's clear what kind of data is passed to the evaluation callbacks.
2014-07-01Code cleanup: use scene variable rather then calling CTX_data_sceneCampbell Barton
2014-07-01Correct enum size incase compiler makes enum signedCampbell Barton
2014-07-01Fix T40895: Curves panel, zooming out a lot crashes BlenderSergey Sharybin
2014-07-01Fix strict flags compilationSergey Sharybin
2014-07-01Code cleanup: use enum for setup_app_dataCampbell Barton
2014-07-01Python: remove redundant castsCampbell Barton
2014-07-01Fix T40761: Bone constraints broken in the BGEMitchell Stokes
Extra bonus: calculating bone constraints now happens parallel!
2014-07-01CMake: correct include dirsCampbell Barton
2014-06-30Usual UI messages fixes.Bastien Montagne
2014-06-30Correct use-after-free in recent commitCampbell Barton
2014-06-30Fix odd situation where you could assign a background image without ↵Bastien Montagne
increasing its usercount. Probably a leftover from old code, I don't think this invoke usage of VIEW3D_OT_background_image_add was actually reachable anywhere from the UI, but managed to get it working from py, without increasing user count...
2014-06-30Fix image user count not being decreased when deleting a 3DView background ↵Bastien Montagne
image. Patch by julien (Julien DUROURE) as T40568 (with own minor style edits), many thanks!
2014-06-30Experiment with the compositor border in editorSergey Sharybin
Preserve buffer form previous runs so it's possible to make a compo of full frame, then draw a border and start tweaking nodes and see updates in that border. Main idea is to make it able to visually compare difference between what was changed inside the border and how frame looked before the tweaks outside of the border. Also implemented Clear Viewer Border in compositor, shortcut it Ctrl-Alt-B. Reviewers: lukastoenne, jbakker CC: venomgfx, sebastian_k Differential Revision: https://developer.blender.org/D582
2014-06-30Fix T40818: libpng warning: iCCP: known incorrect sRGB profileSergey Sharybin
Suppress warning for now, it's harmless and only happens with new libpng. In the future we might try enabling it for non-datatoc-ed files, but it's really not worth spending lots of time on.