Commit Graph

19997 Commits

Author SHA1 Message Date
Brecht Van Lommel
3d57e84088 Bugfix: new bump mapping with UV coordinates wasn't working
correct, my mistake in merging the patch.
2009-10-14 11:17:59 +00:00
Campbell Barton
0b19577930 skin/loft was broken, was passing short[2] as float[2] 2009-10-14 10:33:27 +00:00
Joshua Leung
d389406766 DopeSheet/Action Editors - Summary Channel Tweaks:
* Summary channel now works in DopeSheet AND Action Editors
* By clicking on the expand/collapse widget on the summary channel, you can now show/hide all the other channels in the editor.
2009-10-14 09:54:29 +00:00
Damien Plisson
107447b79e Cocoa : bugfix #19591
Add trackpad 2 fingers gesture handling, to have it mimicking correctly mouse wheel, and thus zoom in/out correctly in the 3D view
2009-10-14 09:46:41 +00:00
Brecht Van Lommel
8884f3fe5c Bugfix: compositing nodes + border render + crop didn't work correct. 2009-10-14 09:40:09 +00:00
Joshua Leung
1ef163f1e0 UI Templates: ('Any ID' Selector)
Added new template for choosing to use any type of ID-block. The first combo box allows you to choose the type of ID-block that gets used, and the second box allows you to choose the ID-block of the type specified by the first one.

This is currently used for setting the ID-block used for Keying Sets, but the main user for this was intended to be the Drivers UI. However, I still need to clear up a few button-event issues there before I can port this over.


Additional Bugfixes:
* Adding new Keying Set path was setting the active path wrong, meaning that you had to click on the list to get some response after adding
* Bone Groups list was being drawn too long by default (when empty)
2009-10-14 09:08:53 +00:00
Brecht Van Lommel
daebfaaa49 Bugfix: uv editor transform operators were not working anymore
after the recent retopo/snap commit.
2009-10-14 09:08:48 +00:00
Damien Plisson
6f2146e848 Cocoa : bugfix on continuous grab (cursor was returning to a wrong position upon button grab end) 2009-10-14 08:24:40 +00:00
Joshua Leung
828e3f3059 Left in debug prints 2009-10-14 03:00:35 +00:00
Joshua Leung
e87839b673 Bugfix: Automerge keyframes was broken - the function call to perform the merging was commented out 2009-10-14 02:18:59 +00:00
Joshua Leung
adddfffe23 * Fixed crash with operator cheat-sheet
* Removed obsolete comment
2009-10-14 00:01:34 +00:00
Martin Poirier
a9cf4bbf02 Use new operator to toggle view3d draw type. 2009-10-13 23:15:34 +00:00
Nicholas Bishop
3b805af8af Various warning fixes 2009-10-13 19:02:30 +00:00
Campbell Barton
e3d8c8eba8 added back space switching keys Shift+F2 to F12
- Shift+F2 was Export DXF, made Logic Editor
- Shift+F4 was data browser, made console
- Shift+F11 was fullscreen in 2.5, changed fullscreen to Alt+F11

added Area.type so RNA can switch the type.
2009-10-13 17:50:14 +00:00
Thomas Dinges
ee29802378 [#19634] Missing - "All Edges" Button in edit mode Preferences 2009-10-13 17:49:05 +00:00
Brecht Van Lommel
12b3d458f2 Bugfixes for particle mode:
* Fix crash removing all particles.
* Brush added particles did not get correct coordinates.
2009-10-13 17:15:12 +00:00
Martin Poirier
52f1ed4db8 Rename all enums called "prop_mode_items" into something more sensible. 2009-10-13 16:08:34 +00:00
Martin Poirier
db763fc445 - Identify and use retopo icon from icons image.
- Reuse proportional edit enums between rna scene and transform operator
2009-10-13 16:08:02 +00:00
Martin Poirier
4636438394 Enable snapping for curve edit mode.
It's still not possible to snap TO a curve, but at least curves control points can be snapped (or projected) to mesh geometry.
2009-10-13 16:05:57 +00:00
Campbell Barton
edfe78aec9 Context operators for adjusting context values directly to avoid adding operators for adjusting single values which also need duplicate notifiers.
wm.context_set(path="scene.tool_settings.someattr", somevalue)
wm.context_toggle(path="scene.tool_settings.somebool")
wm.context_toggle_values(path="scene.tool_settings.some_enum", value_1="somevalue", value_2="othervalue") # switch between 2 values
wm.context_cycle_enum(path="scene.tool_settings.some_enum", reverse=False)

the path value is taken from the context so the full path is 
context.scene.tool_settings...

This means in keymaps you can cycle draw modes, change PET- anything with rna access.
If its not so nice to map keys to operators like wm.context_set we could use macro's to wrap it and have its own name

Use this for PET and setting pivot options

- Made userpref key shortcut Ctrl+Alt+U since its not used in 2.4x
- added pivot_point_align (Alt+Comma)
- added PET wasnt rna wrapped correctly.
2009-10-13 15:30:19 +00:00
Joshua Leung
bdbae46519 Armature Ghosting Bugfix:
I noticed that armature drawing seemed to be using the wrong colours for ghosting in some situations (in particular, Cessen's biped rig for 2.5). Commented out what appears to be the offending code for now. 

Not totally sure why this broke yet, but as possible bonus of this, we sometimes get coloured ghosted controls (if bone groups were in use).
2009-10-13 12:09:11 +00:00
Joshua Leung
d3ebd62139 Animation Editors: Filtering buttons Cleanup
The filtering buttons for datatypes will now only be shown if there is data of that type present in the current file. They will still be shown in the same order, but by hiding the ones that won't be of any relevance, the presentation of the views should be cleaner (I hope ;)
2009-10-13 11:32:03 +00:00
Joshua Leung
de818dace5 DopeSheet: DopeSheet Summary Channel
Added a summary channel that appears as the first channel in the DopeSheet. For now, this is disabled by default, but can be enabled using the 'Summary' toggle in the header between the mode selector and the standard filtering options. This has been done, since there is a possibility that it will make the DopeSheet run a bit slower.

In this channel you can do everything that you can normally do with DopeSheet channels (i.e. select, transform, edit, etc). It might be worth noting though that care probably needs to be taken when trying to use Copy/Paste, since that is still a bit fidgety...

In the process, I've fixed a few bugs, mostly with selection:
- Selecting keyframes in scene summaries wouldn't work
- Border select only worked in F-Curve and Group channels
2009-10-13 11:21:02 +00:00
Andre Susano Pinto
f4d2926986 Fix [#19602] Rayshadow that goes through transparent plane disappears
(some bugs may show on other places if some of the code isnt prepared to handle non-normalized is->vec)
2009-10-13 10:52:18 +00:00
Campbell Barton
8f25c0a799 moving textures up and down didnt move the material flag, made editmesh skin Ctrl+Alt+F 2009-10-13 08:55:11 +00:00
Campbell Barton
4063c230af fix for warnings, wkey menu wasnt registered 2009-10-13 07:39:08 +00:00
Joshua Leung
4b593ce328 * Fixing crash on mingw when entering world buttons
* Changing hotkey in text editor for 'jumping' to a particular line to Ctrl-G, since this appears to be more standard (and is easier to hit).
2009-10-13 06:15:41 +00:00
Joshua Leung
f8ab477f45 2.5 Bugfixes:
* Reverting some changes I made to try and get Action Groups with no viewable F-Curves, but were collapsed to get hidden. These were causing buggy behaviour

* Move bones to armature layers, and change armature layer operators now use the new automatic properties drawing invoke callback. This allows changing the buttons there immediately affect the bones in the viewport

* #19581: Text Editor: "Jump To" (go to line) not working
Made this use the automatic operator props invoke callback, and fixed an RNA properties bug for this (the default value and range values were swapped).

* PoseLib rename pose operator now works again. Once again, this uses the auto-props popup. Also, improved the code here while I was at it.

* Disabled non-functional/old entry in Select Linked operator ("IPO's")
2009-10-13 05:50:26 +00:00
Joshua Leung
7171c5928e Changing the animation editor filters should now result in the editors updating in realtime afterwards again. 2009-10-13 02:21:18 +00:00
Matt Ebb
1aeb98a3c2 * ui fix for texture influences 2009-10-13 02:04:08 +00:00
Martin Poirier
3a1216a2f2 Project option for snap to faces.
This is similar to the old retopo all option but uses the snapping code and not the openGL depth buffer (it's thus more precise).

Not sure if making it available as a snap option is sensible, this is up for discussion.

NOTE: it will get slow fast on large meshes, we need to plug in an acceleration structure into snapping.

This will need an icon too.
2009-10-12 22:33:32 +00:00
Campbell Barton
1fc616351b updated to work with 2.5x, currently no UI options. 2009-10-12 21:12:30 +00:00
Campbell Barton
565622dac3 skin tool from 2.4, am loathed to do this but durian artists want. 2009-10-12 21:11:31 +00:00
Campbell Barton
d2e1e0d2a9 remove C specials menus, reuse python ones from the header menu instead. 2009-10-12 21:06:03 +00:00
Brecht Van Lommel
10198e99ff Deep Shadow Buffer
Since the deep shadow buffer summer of code project is not actively under
development anymore, I decided to build my own DSM implementation from
scratch, based on reusing as much existing shadow buffer code as possible.
It's not very advanced, but implements the basic algorithm. Just enough so
we can do shading tests with it, optimizations and other improvements can
be done later.

Supported:
* Classical shadow buffer options: filter, soft, bias, ..
* Multiple sample buffers, merged into one.
* Halfway trick to support lower bias.
* Compression with user defined threshold.
* Non-textured alpha transparency, using Casting Alpha value.
* Strand render.

Not Supported:
* Tiling disk cache, so can use a lot of memory.
* Per part rendering for lower memory usage during creation.
* Colored shadow.
* Textured color/alpha shadow.
* Mipmaps for faster filtering.
* Volume shadows.

Usage Hints:
* Use sample buffers + smaller size rather than large size.
* For example 512 size x 9 sample buffers instead of 2048 x 1.
* Compression threshold 0.05 works, but is on the conservative side.
2009-10-12 19:41:40 +00:00
Campbell Barton
b5f820cd87 added rna api MVert,MFace & MEdge index properties
eg.
 for v in me.verts: print(v.index)

added calc_edges as an option eg.
  mesh.update(calc_edges=True)

This is needed when adding faces to an existing mesh which create new edges.
2009-10-12 19:34:58 +00:00
Brecht Van Lommel
0696cf23e5 Fix #19631: soft size setting for lamps was not RNA wrapped correct. 2009-10-12 19:19:29 +00:00
Brecht Van Lommel
d2551d1bb1 Bugfix: crash in assigning automatic vertex weights from armature. 2009-10-12 17:16:44 +00:00
William Reynish
6b03b4285c *Moved the texture reordering buttons to the side
*Use same icons for reordering in constraints, modifiers.
2009-10-12 17:00:38 +00:00
Damien Plisson
9c7fe13a57 Cocoa : fix secondary window display bug issue 2009-10-12 16:51:36 +00:00
William Reynish
9cefe50e1f *Added ability to enable GLSL display in the 3D Views View panel (n key).
*Commented out the Quad View options since they don't work yet.
2009-10-12 16:34:55 +00:00
Campbell Barton
fbde77ce80 texture slots up/down back 2009-10-12 16:00:39 +00:00
Campbell Barton
50fd4f967f minor changes to texture ui, not user visible 2009-10-12 14:38:35 +00:00
Martin Poirier
0eab183a66 Following up on revision 23783
Transform saves back tool settings only when they weren't set as operator argument (and only when running modal).
2009-10-12 13:37:07 +00:00
Brecht Van Lommel
f1a0df22df Bugfix: texture nodes header was still showing wrong texture
when using node materials.
2009-10-12 13:12:45 +00:00
Campbell Barton
e36003e8e7 macro's can set options for the operators they execute
changed extrude, rip and duplicate to disable proportional editing however this gives a different problem now.
Commented in transform.c
 // XXX If modal, save settings back in scene

this changes disables the option whenever the macro used used.
2009-10-12 12:54:08 +00:00
Thomas Dinges
715f682f22 Fixed [#19624] Small typo in Network Render. 2009-10-12 12:39:05 +00:00
Damien Plisson
600fcd98f3 Fix some mem leaks 2009-10-12 11:41:20 +00:00
Joshua Leung
237cd688aa Animation Editors: 'Only Selected' filtering option now works on Pose Channels too
* Only F-Curves and Drivers that affect selected bones will be visible when this happens. 
* Moved the function to grab text within a pair of "" following some prefix to blenlib.
2009-10-12 11:27:34 +00:00
Damien Plisson
b4a113669d Cocoa : Fullscreen mode improvement (Bugfix# 16682)
Instead of capturing the display and all user input (video game mode), the mechanism is now to hide dock & menu bar, and enlarge the window made borderless to cover the whole screen surface.

Thus all OS X window management features remains available (other windows,multi screens compatible, process switching, expose, spaces, ..)
2009-10-12 09:53:28 +00:00