Commit Graph

8160 Commits

Author SHA1 Message Date
Campbell Barton
722ddaaccd Remove 'lorem ipsum' operator
its a very specific function, and not hard to paste body text from elsewhere.
We can make an addon if its important to some users.
2015-03-24 06:17:30 +11:00
Antony Riakiotakis
f65e3c7f1b Fix T44076, SSAO in solid mode will disable antialiasing in wireframe
mode.

Yes it will, because those modes stay active. So on user side, expose
depth of field option always (I don't see why not), but disable SSAO in
wireframe/bounding box mode. It is a known limitation that compositing
does not support antialiasing yet, but better give users some more
control.

This could be included in final release but it's not that serious
either.
2015-03-23 18:54:56 +01:00
Antony Riakiotakis
c48ebb44ae Tidy up the user interface for depth of field based on feedback by
NudelZ on irc, thanks!
2015-03-23 12:48:19 +01:00
Antony Riakiotakis
3c21885ec4 Change coefficients to 4 digit precision only.
Need to match convention and sum up to 1.0 (previous set had a minor
10^(-10) overflow) Thanks to Campbell for taking notice.
2015-03-23 12:18:42 +01:00
Jorge Bernal
e7d051043d BGE: New hysteresis offset to improve LOD level transitions
This change introduces a new hysteresis parameter that it will be added
or subtracted to/from the LOD distance to avoid popping when a LOD
object moves close to the LOD transition continuously.

Then, we have the following:

- a new LOD Hysteresis setting per scene (default 10%) which is located
in Scene context --> Level of Detail panel. This scene parameter also
will active/deactive the scene hysteresis.
- and a new LOD Hysteresis setting per object (default 10%) which is
located in Object context --> Levels of Detail panel. The LOD hysteresis
setting per object (if active) will overwrite the hysteresis setting per
scene value.

For the new blends: the hysteresis setting per scene would be active by
default and the per object would be inactive by default.
For the old blends: both hysteresis settings (per scene and per object)
would be inactive by default. A quick way to take advantage of this
feature for old blends would be to activate the hysteresis parameter in
the scene context -> Level of Detail panel

Reviewers: campbellbarton, kupoman, moguri

Reviewed By: kupoman, moguri

Subscribers: nonamejuju, lordodin

Differential Revision: https://developer.blender.org/D957
2015-03-22 18:19:49 +01:00
Campbell Barton
eee538f0d2 UI: minor re-organization of dof options 2015-03-20 06:08:22 +11:00
Antony Riakiotakis
3e9947c4d4 Depth of field high quality:
A new checkbox "High quality" is provided in camera settings to enable
this. This creates a depth of field that is much closer to the rendered
result and even supports aperture blades in the effect, but it's more
expensive too. There are optimizations to do here since the technique is
very fill rate heavy.

People, be careful, this -can- lock up your screen if depth of field
blurring is too extreme.

Technical details:

This uses geometry shaders + instancing and is an adaptation of
techniques gathered from

http://bartwronski.com/2014/04/07/bokeh-depth-of-field-going-insane-

 http://advances.realtimerendering.com/s2011/SousaSchulzKazyan%20-
%20in%20Real-Time%20Rendering%20Course).ppt

TODOs:

* Support dithering to minimize banding.
* Optimize fill rate in geometry shader.
2015-03-19 15:18:14 +01:00
Campbell Barton
156921114e Armature Symmetrize tool
D1147 by @julien, with fixes/improvements

Duplicate bones where needed, otherwise use existing.
Keeps parent relations intact, can operate on parts of an armature.
2015-03-19 19:26:48 +11:00
Antony Riakiotakis
42aac45d7f Part 1 of D1082 by Troy Sobotka, add API in OCIO for luminance
calculation.
2015-03-17 14:15:05 +01:00
Bastien Montagne
b0bbd34ac2 I18n: update for new akward algo names in UI messages... 2015-03-16 20:55:01 +01:00
Campbell Barton
15374d31d5 Update themes for 2.74 2015-03-16 09:29:26 +11:00
Julian Eisel
62070ae6e1 Fix T44003: Flatty Light: GPencil vertices and timeline keyframes black
I noticed our version code and subversion got out of sync in the past, maybe
that's what the issue was here.
Deleting the entries from the .xml makes it fall back to the default values.
2015-03-15 22:13:05 +01:00
Campbell Barton
e160da30ea View3D: Quad-view opposite axis switching
Pressing Numpad9 now orbits to the opposite side in any viewport,
with the advantage that it can switch locked-quadview axis to their opposite side.
2015-03-13 04:48:23 +11:00
Campbell Barton
03c77fbb99 Readme: tweaks to make it less hassle to edit
also remove "this is the Nth release" text, not so helpful and easy to forget to update.
2015-03-13 00:34:27 +11:00
Campbell Barton
2814039ee3 Remove version from readme, (replace on install) 2015-03-12 23:52:48 +11:00
Sergey Sharybin
4aa51096a7 Point submodules to RC1 tags 2015-03-11 20:49:46 +05:00
Campbell Barton
b40b6431c8 2.74 splash
by Manu Järvinen
2015-03-12 02:38:57 +11:00
Campbell Barton
124a226eaa 2.74 release: update HTML
Also remove unneeded metadata
2015-03-12 02:38:56 +11:00
Sergey Sharybin
51a60cbaf8 Fix T43887: Quick Fur duplicate particle system on edit
Forbid add quick fur operator from adding fur to objects in edit mode.

Fur is not visible for them anyway and because of local undo stack used
in edit mode tweaking values of this operator does not lead to proper
operator redo.
2015-03-10 17:02:29 +05:00
Folkert de Vries
7d38d85340 Freestyle: Fix for references of deprecated texture stroke shaders.
Removed all references of deprecated texture shader.  Also deleted
several lines of dead code.

Since texture_shader.py no longer does what it was supposed to do,
the file itself was removed.

Patch reviewed by Tamito Kajiyama (kjym3).
2015-03-09 12:53:13 +09:00
Kevin Dietrich
b1f4301deb Fix typo in "Add" and "Subtract" mode of Vector Math node.
Differential Revision: https://developer.blender.org/D1003
2015-03-06 02:34:03 +01:00
Julian Eisel
d6a6950547 Correction to previous commit
Calling ensure_lookup_table for each face is stupid! :/
(Noted by Sergey - thx)
2015-03-05 20:36:58 +01:00
Julian Eisel
61aede4305 Fix T43900: "Operator Mesh Add" template fails
Another script that was missing the lookup_table call.
2015-03-05 20:26:41 +01:00
Joshua Leung
6856ea0642 Bugfix T43866: 'Purge all' button in the outliner
The cleanups in 08a2101 forgot to modify the UI code which was using these values.
2015-03-03 12:52:18 +13:00
Bastien Montagne
9f6f151536 I18n: Do not skip Polish anymore, translation work has started on it. 2015-02-28 21:51:17 +01:00
Joshua Leung
ea84b0e4ac Action Editor: "New Action" operator now stashes old actions, and is used by default again
This commit modifies the "New Action" operator to always stash the old action
before it creates a new one. As a result, the old active action will now have
a proper user of sorts after the new one is created, preventing previously
created actions from being lost.

Now that the New operator does this, it can be used for the Action Editor header AND
NLA Editor (Animation Data Panel -> Active Action) again. The "stash and create"
operator is somewhat redundant at this point as a result.
2015-03-01 02:34:52 +13:00
Joshua Leung
741a66e472 Action Editor WIP: Adding new actions in Action Editor now uses the "stash and create new" operator
In constrast to the old "new" operator, this operator will stash the existing action
in the stack to prevent it from being lost. This situation isn't totally ideal yet,
since the NLA Editor still calls the old method.
2015-03-01 02:34:51 +13:00
Joshua Leung
9c82a0478f UI Tweak: Display labels for Push Down and Stash
I'm still not sure which version is better, but I suspect that with the labels,
this might help users figure this out more than if they were just unlabelled
icon buttons...
2015-03-01 02:34:46 +13:00
Joshua Leung
ac30378e3e Action Editor: Stash Action Operator
This operator (the snowflake icon, beside the pushdown button on the Action Editor
header) adds the currently active action to the NLA stack in a muted track, then
creates + loads a new action ready to be populated with new keyframes.
Since the NLA is being used to hang on to all the actions here, no actions are
getting lost.

Usage Notes (there will be some additional tweaks to make this nicer):
* To preview different actions that have been "stashed", simply click the "Solo"
  toggle for the track containing the action in question. Playing back the NLA will
  now show the stashed track
* To edit a previously stashed action - simply enter tweakmode on it in the NLA
  while the "Solo" toggle is enabled.

Todo:
* Add some more operators here to polish up the Action <-> NLA bridge to make the
  layered and stash workflows smoother. Examples include some tools to easily
  switch between the different actions layers in the stack, as well as making it
  easier to get out of tweakmode (and sync up the action lengths)

* Review and cleanup the behaviour of the "new" operator here to avoid the old
  problems that users were running into

* After the next release - Implement the full Action Libraries functionality, with
  ways to bridge the stashed strips over to a full-blown library.
2015-03-01 02:34:44 +13:00
Joshua Leung
b28a24091f Action Editor: Added "Push Down" operator to send the current action on to the NLA Stack
This commit exposes the "Push Down" button/functionality found in the NLA Editor
to the Action Editor, so that actions can be added NLA Stack from here too. The
main point of this for now is to make the whole layered-animation workflow nicer
more efficient, but not requiring the second editor be visible in common cases.
It also conveniently sets things up for the next few changes (already hinted at
here)...
2015-03-01 02:34:41 +13:00
Ines Almeida
8bb3e2a3ea gameengine physics: moving collision filtering inside the collision panel and relabeling some parts 2015-02-28 09:09:55 +00:00
Campbell Barton
b00fecc85d UI: place camera DOF buttons to be more compact 2015-02-28 17:26:05 +11:00
Campbell Barton
7293291a40 cleanup: typos 2015-02-27 15:57:59 +11:00
Campbell Barton
f159ed7746 Workaround T43491: Python readline causes crash
loading 'readline' module could crash blender if 'libedit' was already linked (via LLVM).

Workaround the problem for now since we don't even need readline,
a _real_ fix likely involves changing how LLVM or Python are built.
2015-02-26 22:54:18 +11:00
Antony Riakiotakis
b5b359b48f Warning messagebox for windows when an unsupported implementation of
OpenGL is detected:

Hoping to decrease the frequency of by far one of the most frequent bug
reports by windows users.

There is some reorganization of the GHOST API to allow easy addition of
further OpenGL options in the future. The change is not propagated too
deep to keep the size of the patch managable. We might reorganize things
here later.

For OpenGL we do two checks here:
One is a combination of GDI generic renderer or vendor microsoft
corporation and OpenGL version 1.1. This means the system does not
use GPU acceleration at all. We warn user to install a graphics
driver and of cases where this might happen (remote connection, using
blender through virtual machine)

The other one just checks if OpenGL version is less than 1.4 (we can
easily change that in the future of course) and warns that it is
deprecated.

Both cases will still let blender startup correctly but users should now
have a clear idea of the system being unsupported.

A user preference flag is provided to turn the warning off.

Now stop posting those bug reports without installing a driver first -
please?
2015-02-25 13:51:53 +01:00
Jonathan Williamson
cc388ccca4 Add Inset Faces to the mesh edit mode toolbar.
Inset has been missing from the toolbar for a long time, even though it's a fundamental mesh tool. It now lives, happily, alongside Extrude.
2015-02-24 12:19:24 -06:00
Antony Riakiotakis
07c61e9389 Fix T43743 R key not working after recent rake/random source
refactoring.

Use a new menu instead of old enum key.
2015-02-24 11:56:26 +01:00
Ines Almeida
938fa934c8 gameengine physics: removing compound option for character controllers
Cherrypicking c31d921 onto 117edbb
Conflicts:
	release/scripts/startup/bl_ui/properties_game.py
2015-02-19 11:20:17 +00:00
Thomas Dinges
a74bd1bec7 Generate correct Cycles node setup for quick smoke "fire" preset.
Patch by Gottfried Hofmann.
Differential Revision: https://developer.blender.org/D1103
2015-02-19 00:18:27 +01:00
Sybren A. Stüvel
6920735cff Include SDL information in system info text.
Adds bpy.app.sdl to expose SDL version information.

When SDL is not available on a Linux system, certain Blender features
are silently disabled (like joystick support in the BGE). This change
is the first step towards making it more obvious why something isn't
working.

SDL information is exposed to Python via bpy.app.sdl, in the same way
as OCIO and OIIO information is exposed.

Generated system-info.txt contains SDL loading method (linked or
dynamically loaded by Blender) and SDL version number.

Reviewed by: sergey, campbellbarton

Differential Revision: https://developer.blender.org/D1112
2015-02-18 12:08:20 +01:00
Bastien Montagne
07ba8b96e5 Tweak to new UIList bookmarks & co: extend up to ten entries before using scrollbars.
But again, what we really need to fix is UI saving for that temp area...
2015-02-17 19:27:14 +01:00
Campbell Barton
652b2b656a Fix bake action visual-keying option
Disabling did nothing
2015-02-17 07:19:48 +11:00
Bastien Montagne
00a3c9afc8 UI messages fixes and cleanup. 2015-02-16 20:38:07 +01:00
Sergey Sharybin
6e08aa0a9e Tracking: Expose Filter Tracks operators to the Cleanup panel
Not totally happy with this, but it's better than nothing for until
we've got real outlier detection. Also made it more cleat how exactly
filtering happens, so users don't expect something the operator is not
intended to do.
2015-02-16 17:16:14 +05:00
Campbell Barton
b1dbda143d BMesh: Connect path, use select order
Could connect a pair of verts previously,
now connect all vertices along the path, running a second time closes the loop.

Can also be used for without faces to connect edges between selected points.
2015-02-16 09:44:30 +11:00
Joshua Leung
263518ec49 Outliner: "Purge All" function for Outliner in "Orphaned Datablocks" mode
Many users have been requesting a way to remove unused datablocks from the file/session
"without closing and reopening" Blender (or at least that's the impression I'm getting).

This commit adds a new operator (exposed as the "Purge All" button in the header of
the "Orphaned Datablocks" mode in the Outliner, which seems to be the logical
place for this) for doing so. It does so by wrapping up the save and "revert"
(i.e. reload the saved file from disk, without needing to quit Blender) operators
along with a confirmation prompt for good measure.

Caveats:
* Ultimately, we still cannot really cleanly delete any datablocks from the current
  session outright without reloading the file/data at some point. Thus, we do need
  to reload the file again before it can be used.
* This does mean that this operation is irreversible. Notably, Undo history is lost
  is doing this operation. Hence the warnings...   (Then again, undo/redo actually
  reloads the entire scene DB from memory, so it's not anything uncommon ;)

Other Notes:
* The addition of this operator brings this mode more into line with being a kind of
  "Trashcan" place, with this new operator being the manual "Empty Trash" button.
  If the "Orphaned Datablocks" name is too obscure, maybe we could rename this
  mode to "Trash" or something similar?
2015-02-16 01:21:47 +13:00
Julian Eisel
0ff56ca2aa Revert/Remove "Auto View" Feature
Turned out that I misinterpreted the feature request, plus there are some
minor issues with the commit that would need to be corrected.
After all, I decided to just remove it again as it seems to not be really
useful for the users.
2015-02-15 04:29:11 +01:00
Campbell Barton
616eb6818f cleanup 2015-02-13 16:17:00 +11:00
Jorge Bernal
2b847d1e65 BGE: Remove translation and rotation constrains subpanel from dynamics type
The translation and rotation locks subpanel was not used by dynamic physics type to avoid inestability in the application of forces and/or torques. Therefore it is better to remove it from UI (for dynamics) to avoid misunderstandings.

Reviewers: moguri, dfelinto, campbellbarton

Reviewed By: campbellbarton

Subscribers: panzergame

Differential Revision: https://developer.blender.org/D1090
2015-02-13 00:05:16 +01:00
Antony Riakiotakis
8de421bbf1 Use the RNA for overriding the name instead. 2015-02-12 19:59:34 +01:00
Antony Riakiotakis
d0a91eb1b4 More naming refinement GPU fstop -> Viewport f-stop 2015-02-12 19:50:19 +01:00
Antony Riakiotakis
f20fa24ba1 Add DOF fstop property for cycles, also don't grey it out when object is
set as focused
2015-02-12 19:35:43 +01:00
Antony Riakiotakis
5e613198e5 Viewport compositing - first code
This commit introduces a few ready made effects for the 3D viewport
and OpenGL rendering.

Included effects are Depth of Field, accessible from camera view
and screen space ambient occlusion. Those effects can be turned on and
tweaked from the shading panel in the 3D viewport.

Off screen rendering will use the settings of the current camera.

WIP documentation can be found here:

http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing
2015-02-12 18:54:41 +01:00
Lukas Tönne
d70c7c06e7 Removed the cloth preroll feature.
This feature has been totally broken for a long time. It was added
originally because negative frames were not supported.

Giving simulations (cloth and others) time to settle before animation
starts needs to be solved in a much better and more generic way.
2015-02-12 16:30:07 +01:00
Campbell Barton
912b4659ec Tracker operators: filter & copy track settings
D1069 by @sebastian_k
2015-02-13 02:22:39 +11:00
Joshua Leung
d92d8c3768 GPencil: Some tweaks to make GPencil UI more compact when there are 0 or 1 layer(s) only
As brought up in T43595, the Grease Pencil layers list could sometimes end up
taking up too much space when there are no layers. Another issue raised there
was that the up/down buttons are redundant when there is only a single layer.
This commit makes some changes to get these a bit more compact for the case where
you have an empty GPencil datablock left over from previous work.
2015-02-13 02:48:49 +13:00
Campbell Barton
e408e632a1 Addons: print short message if an addons missing
Was printing full traceback, harmless but verbose.
2015-02-12 23:44:37 +11:00
Bastien Montagne
b9ffd70960 FileBrowser Bookmarks: fix issue with invalid bookmarks.
Reported by maxon through IRC, thanks.

Invalid (inexistant) bookmarks would not be selectable, hence not removable.

First, made invalid bookmarks grayed out in lists, so that user knows when there are some.

Then, added a new 'cleanup' operator that removes all invalid bookmarks.

This solution may not be completely satisfaying, but should do the work for now.
I do not want to add back those ugly 'X' delete buttons for each entry in list,
so better solution would be to make UIList able to select several items at once...
2015-02-11 17:13:16 +01:00
Antony Riakiotakis
f7e131a6ac Cavity masking - add curve control to cavity mask and move relevant
structs to paint struct (might be useful for vertex paint too in the
future)

Cavity masking now has a curve control. The control will set the amount
of masking for positive cavity ("pointness") or negative cavity
("cavity") with x axis being the amount of cavity and 0.0 = full cavity,
1.0 = full pointness, 0.5 = no cavity and the y axis being the amount of
alpha.
2015-02-11 15:07:24 +01:00
Julian Eisel
b7bac19aca Fix T43621: Layout only using 65% of available width
Not really a bug, more like a silly typo.
2015-02-11 14:41:35 +01:00
Bastien Montagne
9e2abbc9ba FileBrowser: Editable Bookmarks.
Bookmarks are now editable (i.e. you can rename them, and reorder them).
They are also listed in regular UILists, so you can filter/sort them as usual too.

Also, FileBrowser 'T' side area is changed to something similar to 3DView one,
in this case because we need op panel to remain at the bottom, and later because
we'll more than likely need tabs here!

Thanks to Campbell and Sergey for reviews.

Differential Revision: https://developer.blender.org/D1093
2015-02-11 00:09:45 +01:00
Antony Riakiotakis
a3b7f83cb5 Cavity mask support for texture painting.
Title says it all, options can be found in the options panel,

A slider controls the amount of cavity masking that is applied while
it's also possible to invert the mask and paint outside or inside
cavities.

Again we might greatly benefit from caching of the cavity result, but
that should only affect startup time for the stroke.
2015-02-10 20:23:43 +01:00
Campbell Barton
c6abfa6114 Fix for mask modifier invert UI missing
D1066 by @gregzaal
2015-02-08 16:30:27 +11:00
Campbell Barton
8ab1188e39 rename SIPO_AUTOVIEW -> SIPO_AUTO_VIEW_SELECTED
The term auto-view on its own isn't very meaningful
2015-02-07 03:47:06 +11:00
julianeisel
dffdde4cdc Graph Editor: Auto View
Auto View automatically adjusts the view based on selection, so that the view is
always focused on the current selection.
A checkbox in the header is used to access it and it works for the following
selection methods: Toggle All, Border, Circle, Lasso, Left, Right, More, Less,
Linked, Column (so all except of single selection, in which this can be a bit
annoying)

Reviewed by @Aligorith (thanks for that :) )
2015-02-06 15:53:13 +01:00
Antony Riakiotakis
ced4c5fe22 Animation play: Follow feature. Enabled from playback menu in the
timeline.

When enabled, ipo, dopesheet, NLA, timeline, clip and sequence editors
will follow the current frame during animation. When the cursor reaches
the end of the screen, then the next range of frames of the same width
is displayed.
2015-02-05 22:14:38 +01:00
Bastien Montagne
f6e7989460 Custom Loop Normals: Add NormalEdit modifier
Nothing much to say here, basic tool to make normals point toward a target,
or to make them point 'outward' as if object was a spheroid (useful for game bushes etc.).

Also, forgot a big thank you to Campbell for the extensive review work he has done on this project!
2015-02-05 14:59:52 +01:00
Bastien Montagne
138c9dba9b Add Custom Loop Normals.
This is the core code for it, tools (datatransfer and modifier) will come in next commits).
RNA api is already there, though.

See the code for details, but basically, we define, for each 'smooth fan'
(which is a set of adjacent loops around a same vertex that are smooth, i.e. have a single same normal),
a 'loop normal space' (or lnor space), using auto-computed normal and relevant edges, and store
custom normal as two angular factors inside that space. This allows to have custom normals
'following' deformations of the geometry, and to only save two shorts per loop in new clnor CDLayer.

Normal manipulation (editing, mixing, interpolating, etc.) shall always happen with plain 3D vectors normals,
and be converted back into storage format at the end.

Clnor computation has also been threaded (at least for Mesh case, not for BMesh), since the process can
be rather heavy with high poly meshes.

Also, bumping subversion, and fix mess in 2.70 versioning code.
2015-02-05 14:32:57 +01:00
Campbell Barton
4339caf7cb Cleanup: name flip x/y 2015-02-05 03:56:24 +11:00
Antony Riakiotakis
fe03bc2a02 Support rotation and flipping for background images, patch by Andre D.
(T34583) with minor changes. Thanks for the patch!
2015-02-04 15:05:36 +01:00
Campbell Barton
c69458985c Hook Modifier: add falloff & radius options
- Add falloff types & curves (matching warp-modifier)
- Add uniform scale option,
  important when adding hooks to non-uniform scaled objects,
  especially for use with lattice objects which can't avoid uneven scaling.

  This uses relative transformation set when the hook is assigned,
  when measuring the distances.
2015-02-04 07:16:20 +11:00
Bastien Montagne
2d4980e68e Fix T42510: bake animation wrong result.
Caused by own rBfb7ff31315a1c9 - not surprising code using Object.matrix_local
in other contexts than mere Object parenting fails, since it was using a broken
implementation before...

Note that whole NLA_OT_Bake op would need some love, it is quite brittle in many aspects.
2015-02-03 15:44:20 +01:00
Campbell Barton
64124ba904 BMesh: tool to ensure all faces are convex
Access from Mesh -> Cleanup
2015-02-02 09:23:44 +11:00
Campbell Barton
26f9a92453 WM: empty menu so addons can extend the splash 2015-02-01 04:19:55 +11:00
Antony Riakiotakis
f7e8da6f5a Proxy enable operator:
* Enable operator for proxies now becomes set operator for selected and
can unset-set all options.
* Properties become read-only labels, only use operator to set proxies.
2015-01-30 15:13:59 +01:00
Daniel Salazar
6b81ee6bea Committing the impressive RTheme to the default collection 2015-01-29 23:24:30 -06:00
Campbell Barton
c6d4a3f3ba Correct location of 'text' button in frame-node 2015-01-30 13:41:07 +11:00
Antony Riakiotakis
ebc064f5c0 Gooseberry request: Dithering support for byte images when painting on
projection painting (2D will be separate commit).
2015-01-29 19:23:57 +01:00
Bastien Montagne
43fab448f3 Followup for previous commit: fix mismatches between menu entry and shortcut properties.
For now, did most of the changes in menu entries (i.e. py space UI scripts).

Note we do not get 100% same results as previously, but current situation is
globally better than previous one, though the whole system to retrieve shortcuts
remains a bit weak...
2015-01-29 17:34:05 +01:00
Antony Riakiotakis
e0fa282340 Add some convenience operators to sequencer proxy panel:
Enable proxies for all selected movie strips (won't do recursive
enabling for metastrips yet)
Generate proxies operator here, as well as in strip menu
2015-01-29 12:37:57 +01:00
Campbell Barton
eb150ef337 Node UI: add support to show text-blocks in frames
Some node setups benefit from being documented like this.
2015-01-29 22:04:32 +11:00
Jorge Bernal
c44d7b0340 BGE: Remove duplicated audio panel from Render context
This commit removes the audio panel from Render context as it exists a similar panel in Scene context.
Also, it gives to the Distance Model a similar UI layout as it was in the removed render->audio panel
2015-01-29 18:26:28 +11:00
Campbell Barton
65574b0b03 cleanup: shebang lines
D888 by @sambler
2015-01-29 15:56:23 +11:00
Campbell Barton
7095f47665 cleanup: pep8
also remove empty class parenthesis
2015-01-29 15:35:06 +11:00
Antony Riakiotakis
17cb55e442 Fix warning from previous commit:
Set slot to NULL when no active slot is found.
2015-01-28 15:24:37 +01:00
Antony Riakiotakis
5d04470851 Texture painting, support cycles UV Map nodes:
Support UV Map nodes for determining active UV layer. Now when an image
node is enocuntered, the system will recursively search the node's input
sockets for any UV Map nodes. Obviously this won't fetch any coordinate
transforms into painting, and it will only choose the first UV Map node
encountered if more than one UV Map nodes are combined.

However it should allow custom UV setups per materials and tweaking of
the UV Map node's UV layer from the Slots panel.
2015-01-28 14:43:07 +01:00
Sergey Sharybin
7c72ba60d7 Sequencer: Option to skip strip proxy generation if they already exists
This is a per-strip option next to the build proxy size which tells blender
whether to skip building proxy size if the file for it already exists or not.
The option is called "Overwrite" for simplicity.

This option is enabled by default to avoid changes in the file behavior.

TODO: Would be nice to do something like that for movie clips as well.
2015-01-28 17:32:33 +05:00
Campbell Barton
e17c6f79a5 cleanup: py imports 2015-01-28 16:50:51 +11:00
Lukas Tönne
ddc0d28031 Fix T43408: Putting steps and keys properties into an inactive sublayout
based on the interpolate property does not make any sense at all.

These settings are still totally confusing - this code has not been
touched since 2009 at least! Go figure ...
2015-01-27 09:09:07 +01:00
Joshua Leung
e0ee74a171 Fix T38619: Confusing logic for Keying Set keyframing Settings
The logic used for determining whether certain keyframing settings (i.e. visual,
only needed, xyz -> rgb) got applied was wonky. The original intention here was
that the Keying Set settings would override the global settings, and the path
settings would override what was used for the Keying Set. However, that was not
happening in all cases previously, as it was only possible to add flags and not
to turn them off.

This commit fixes that by introducing separate toggles to control whether the
Keying Set/Path's settings override the settings inherited from its parent
(i.e. the Keying Set for the Path, and the User Prefs for the Keying Set).
The icons used for these toggles could get revised a bit (we need something
which communicates "override this"; the current one is the closest I could find)

WARNING: If you have old keying sets, this may cause some breakage!
2015-01-27 02:10:26 +13:00
Campbell Barton
b648ba4103 Fix T43345: Dirty Vertex Colors - odd behavior
was cancelling when the dynamic range was zero, but gave odd behavior,
using the last value, not the values from the UI.
2015-01-26 22:44:59 +11:00
Joshua Leung
8db4a24e4e Bugfix T43343: Buttons for Keyframing Settings are Mutually Exclusive
Since 1c3f2354f83b3e79dee31d837ca4d7c08d2c3f26 the keyframing settings on
Keying Sets have been incorrectly displayed as a clump of toggle buttons,
which are usually only used when only one of the options apply.

Reverting this back to how it was, while leaving bl_options in place still for
the one case where it makes sense to do it that way (i.e. for KeyingSetInfo)
2015-01-26 19:19:33 +13:00
julianeisel
b112ea3d76 Fix T43315: Minor Conflict in Maya Key Configs
Alt+Mousewheel was used for frame scrubbing which isn't really good as users
may often use this by accident while using Alt for Viewport navigation.

Frame scrubbing/frame_offset() is now called by Ctrl+Alt+Mousewheel (shift +
Mousewheel was already used for scrolling up/down)
2015-01-25 03:25:25 +01:00
Campbell Barton
3ff3f563e5 PyAPI: don't adjust prefs when an fails to load
Recent addons commit meant that addons would be enabled even if they weren't found.
This would give an error (which is fine), but also remove from preferences.
2015-01-23 21:18:35 +11:00
Campbell Barton
7733bd5efc PyAPI: avoid scanning all addons on startup
Gives small speedup
2015-01-23 16:38:29 +11:00
Campbell Barton
783b4cd1ca PyAPI: use set.discard instead of set-subtraction 2015-01-23 16:37:56 +11:00
Campbell Barton
3e8c0027a3 Cleanup: replace deprecated imp -> importlib 2015-01-23 12:37:58 +11:00
Pablo Vazquez
87fb7ee7e9 Theme Flatty Light
As discussed, welcome flatty light to master!
2015-01-22 23:52:14 +01:00
Lukas Tönne
47bf0934f5 Removed generic debug1..4 values from the cloth data.
These were used as UI buttons during development. If such parameters are
needed again later they should instead be added in the (now global)
SimDebugData and made accessible with a dev addon or so.
2015-01-21 10:07:11 +01:00
Campbell Barton
88222fac63 Remove 'addons_extern' was used before git move 2015-01-21 12:56:03 +11:00
Bastien Montagne
280ed325a2 Update icons after recent cleanup in svg file.
Note differences in those five icons are invisible by eye, just for sake of consistency.
2015-01-20 21:53:06 +01:00
Bastien Montagne
f67c6445e1 Cleanup SVG icon file, pass II.
Name each icon group from its define in Blender.

Simplifies searching for a given icon (in one way or the other), and could also be
useful one day in some scripting.

Also, removed/fixed more empty and stray groups...

Finally, found that we have several svg icons not linked to any defines, and one define
with no icon (dyntopo), would be nice to sort this one way or the other too.
2015-01-20 21:53:06 +01:00
Bastien Montagne
fc6d10f5e8 Cleanup SVG icons file: pass I.
Made sure each icon has its own, 'private' group.
Removed empty groups, and some stray paths and rects (among other benefits,
'make icons' do not generate anymore that half o dozen of empty icons one had to remove
by hand before committing ;) ).

Note: double checked, only five generated icons differ (on binary level) from before,
with no actual visual diff.
2015-01-20 21:53:05 +01:00
Lukas Tönne
bffd824800 Fixed missing import in particles UI script. 2015-01-20 10:36:05 +01:00
Lukas Tönne
755734c12f Second variant of the copy-to-select operator for particles to only
copy the active particle system (and not remove existing in the process).
2015-01-20 09:30:11 +01:00
Lukas Tönne
2a41d8ebdc Added a "specials" menu button next to the particle systems list for
accessing the copy operator.
2015-01-20 09:30:11 +01:00
Lukas Tönne
2fe96f3f88 New texture influence option for particle kink amplitude (as opposed to
frequency).
2015-01-20 09:30:11 +01:00
Lukas Tönne
9698182227 Renaming "Kink" texture influence to "Kink Frequency" to be more
specific.
2015-01-20 09:30:11 +01:00
Lukas Tönne
90e46ae6c0 Optional randomization factors for the spiral radius and axis orientation. 2015-01-20 09:30:10 +01:00
Lukas Tönne
6edeb43c16 Nicer calculation of the kink axis and result of the spiraling for
negative radius.
2015-01-20 09:30:10 +01:00
Lukas Tönne
307c4a4df9 Another crappy approach to spirals on hairs, crazy expensive though.
Conflicts:
	source/blender/blenkernel/intern/particle.c
2015-01-20 09:30:10 +01:00
Lukas Tönne
9bf7633936 Spiral kink mode for particles.
This is BAD code, but the particle kinking does not make it easy to
write a non-local modifier that requires neighboring positions,
curvature, etc. The feature is needed for Gooseberry.
2015-01-20 09:30:10 +01:00
Lukas Tönne
c2306919b7 Optional clumping noise feature for simulating twisted hair strands.
This adds another level of clumping on child hairs. When enabled, child
hairs chose a secondary clumping target using a Voronoi pattern. This
adds visual detail on a smaller scale, which is useful particularly when
the number of parents is relatively small.

Natural fibres behave in a similar way when they become sticky and
intertwined. Hairs close to each other form a first twisted strand, then
combine into larger strands. Similar features can be found in ropes:
http://en.wikipedia.org/wiki/Hair_twists
http://en.wikipedia.org/wiki/Rope

Conflicts:
	source/blender/blenloader/intern/versioning_270.c
2015-01-20 09:30:10 +01:00
Lukas Tönne
7f219137cf Disable scope updates in texture and image paint modes.
Scope update is very slow for high resolutions, and currently blocks
the UI thread(!). This is especially terrible in paint modes, where
each stroke causes a scope update and unacceptable freezing.

The scopes update method tries to avoid this somewhat by skipping if the
toolbar is disabled, but this doesn't help when painting where brush
tools etc. are frequently needed. It's also a bad-level poll, with the
core system accessing a UI element.

Eventually scope updates should become a low-priority background job,
as well as becoming threaded. Until then this polling provides a usable
workaround to the most outrageous cases.
2015-01-20 09:30:09 +01:00
Lukas Tönne
d1246969ed Curve-based control for "roughness" (noise displacement) of child hair. 2015-01-20 09:30:09 +01:00
Lukas Tönne
c86d55d5e7 Curve-based control for child path tapering.
This is an alternative method to the current fixed function with a
clump factor and "shape" parameter. This function is quite limited and
does not give the desired result in many cases (e.g. long, parallel
rasta strands are problematic). So rather than trying to add more
parameters there is now a fully user-defined optional curve for setting
the tapering shape.
2015-01-20 09:30:09 +01:00
Lukas Tönne
bb76e96339 Presets for hair dynamics.
This is necessary because the hair dynamics settings are not part of the
ParticleSettings datablock, but part of the convoluted cloth modifier
inside the particle system struct. In the future this will be recoded
properly, but in the meantime presets provide a simple an unobtrusive
way to have reusable dynamics settings for hair.

Conflicts:
	release/scripts/startup/bl_ui/properties_particle.py
2015-01-20 09:30:09 +01:00
Lukas Tönne
d031831a05 Randomness factor for hair bending stiffness.
This helps to create some variation in a hair system, which can
otherwise become very uniform and boring. It's yet another confusing
setting in a system that should have been nodified, but only option for
now (broken windows ...)

Conflicts:
	source/blender/blenkernel/intern/particle_system.c
	source/blender/physics/intern/BPH_mass_spring.cpp
2015-01-20 09:30:08 +01:00
Lukas Tönne
325990ff6e Use dedicated debug values in cloth settings instead of abusing unused
other values.

Conflicts:
	source/blender/physics/intern/BPH_mass_spring.cpp
2015-01-20 09:30:08 +01:00
Lukas Tönne
b3cbafb966 Implementation of a target density feature for the hair simulation.
This allows setting a target density which the fluid simulation will
take into account as an additional term in the pressure Poisson
equation. Based on two papers
"Detail Preserving Continuum Simulation of Straight Hair" (McAdams et al. 2009)
and
"Two-way Coupled SPH and Particle Level Set Fluid Simulation" (Losasso et al. 2008)

Currently the target pressure is specified directly, but it will be
a lot more convenient to define this in terms of a geometric value such
as "number of hairs per area" (combined with hair "thickness").

Conflicts:
	source/blender/physics/intern/BPH_mass_spring.cpp
2015-01-20 09:30:07 +01:00
Lukas Tönne
bf96400558 Use a fixed, uniform cell size for hair continuum grids.
This is a bit more awkward for artists to use, but necessary for
a stable solution of the hair continuum calculation. The grid size is
defined by the user, the extent of the grid is then calculated based on
the hair geometry. A hard upper limit prevents bad memory allocation
in case too small values are entered.

Conflicts:
	source/blender/physics/intern/BPH_mass_spring.cpp
2015-01-20 09:30:06 +01:00
Lukas Tönne
c3968861b3 Debug drawing feature to visualize the hair continuum grid. 2015-01-20 09:30:05 +01:00
Lukas Tönne
a351e8b6ef Reorganizing hair dynamics UI layout a bit to make settings slightly
more intuitive.

Also removed a couple of unused or useless features from the UI:
* collider friction is unused and replaced in favor of true collision
* spring damping refers to structural springs (stretch), which is
  not noticable in hair due to extreme stiffness atm.
* pressure factors are not sure since this feature is too unstable atm.

Conflicts:
	release/scripts/startup/bl_ui/properties_particle.py
2015-01-20 09:30:05 +01:00
Lukas Tönne
c01ed4875b New hair editing feature "Shape Cut", for cutting hair based on a mesh
shape instead of a brush tool.

The brush cutting tool for hair, while useful, is not very accurate and
often requires rotating the model constantly to get the right trimming
on every side. This makes adjustments to a hair shape a very tedious
process.

On the other hand, making proxy meshes for hair shapes is a common
workflow. The new operator allows using such rough meshes as boundaries
for hair. All hairs that are outside the shape mesh are removed, while
those cutting it at some length are shortened accordingly.

The operator can be accessed in the particle edit mode toolbar via the
"Shape Cut" button. The "Shape Object" must be set first and stays
selected as a tool setting for repeatedly applying the shape.
2015-01-20 09:30:04 +01:00
Lukas Tönne
173bdfe05e Guide hair drawing for hair particles.
Without this the particle system only shows the actual non-simulated
hairs ("guide hairs") during edit mode. These hairs are used for goals
as well, so showing them in the regular viewport is pretty important.

Also the usual hair curves are interpolated along the entire length,
which makes it very difficult to see exact vertex positions, unless
using exact powers of 2 for the segment number and match the display
steps.

Conflicts:
	source/blender/blenkernel/intern/particle.c
2015-01-20 09:30:03 +01:00
Lukas Tönne
48e67c49a5 Added separate damping for bending springs.
The bend damping factor was hardcoded to the same value as the stiffness.
Now it has its own factor in the settings and button in hair dynamics.
2015-01-20 09:30:03 +01:00
Lukas Tönne
491e7493c7 Basic solver result feedback from the mass-spring (cloth/hair) solver.
This returns a general status (success/no-convergence/other) along with
basic statistics (min/max/average) for the error value and the number
of iterations. It allows some general estimation of the simulation
quality and detection of critical settings that could become a problem.
Better visualization and extended feedback can follow later.
2015-01-20 09:30:02 +01:00
Lukas Tönne
f03d253f55 Disabled the velocity filtering feature for now, since the weighting is
incorrect.

The voxel grid needs better tool support to make it usable, so fixing
the filtering is not high priority right now.
2015-01-20 09:30:02 +01:00
Lukas Tönne
226beb9866 Added basic filtering feature for velocity smoothing.
This is part of the original method from "Volumetric Methods for
Simulation and Rendering of Hair". The current filter is a simple box
filter. Other energy-preserving filters such as gaussian filtering
can be implemented later.

The filter size is currently given as a cell count. This is not ideal,
rather it should use a geometrical length value, but this is too
abstract for proper artistical use. Eventually defining the whole grid
in terms of spatial size might work better (possibly using an external
object).
2015-01-20 09:30:01 +01:00
Lukas Tönne
bbae8f88b8 Made the voxel grid size for hair interaction configurable and increased
the default to 32.

Conflicts:
	source/blender/blenloader/intern/versioning_270.c
2015-01-20 09:30:01 +01:00
Lukas Tönne
d8cf12fe5a Debug drawing for simulations, to aid in visualizing abstract data such
as forces, velocities, contact points etc.

This uses a hash table to store debug elements (dots, lines, vectors at
this point). The hash table allows continuous display of elements that
are generated only in certain time steps, e.g. contact points, while
avoiding massive memory allocation. In any case, this system is really
a development feature, but very helpful in finding issues with the
internal solver data.
2015-01-20 09:29:56 +01:00
Lukas Tönne
ba8b8ec998 Implemented internal hair pressure to prevent hair from collapsing in
on itself.

This uses the same voxel structure as the hair smoothing algorithm.
A slightly different method was suggested in the original paper
(Volumetric Methods for Simulation and Rendering of Hair), but this is
based on directing hair based on a target density, which is another
way of implementing global goals. Our own approach is to define a
pressure threshold above which the hair is repelled in the density
gradient direction to simulate internal pressure from collisions.
2015-01-20 09:29:21 +01:00
Lukas Tönne
b331a82910 Support for various data properties of the hair grid in the voxel
texture.
2015-01-20 09:29:21 +01:00
Lukas Tönne
5f41b19463 New voxel texture mode "Hair", for displaying the internal hair volume
structure as a texture.

This is mostly a debugging feature that may be removed again later.
2015-01-20 09:29:21 +01:00
Bastien Montagne
4a4297ba02 I18n tools minor update. 2015-01-19 20:49:36 +01:00
Campbell Barton
09c83d6fea Viewport: Add adjustable safe areas, 3d-view & VSE
Also adds safe-area presets.

D325 by Diego Gangl with own edits.
2015-01-19 16:47:57 +11:00
Campbell Barton
e91148e463 RNA/API: name outliner sort option like UIList 2015-01-19 14:22:02 +11:00
julianeisel
ffe56536f1 Outliner: Make alphabetical sorting optional
A new option to the Outliner's View menu is added to enable/disable sorting of items.
2015-01-19 01:01:23 +01:00
Lukas Tönne
913e2bae19 Show buttons for particle system modifiers render/viewport toggles
in the particle buttons list.

This is much more convenient than having to switch back and forth
between particle and modifier buttons. The modifier box for particles
does not contain anything useful other than these two toggles anyway.
2015-01-16 17:08:07 +01:00
Ines Almeida
588656a568 Review for the gsoc UI cleanup for the BGE
Review for the gsoc UI cleanup for the BGE.
Surviving commits are:
 - Game Engine UI cleanup: removing Scene/Active Clip
 - Game Engine UI cleanup: Adding missing 'not available' labels in empty panels
The rest was reverted for being subjective and polluting the UI code with an if for every button:
http://wiki.blender.org/index.php/User:Brita/GSoC_BGE_cleanup_and_support/reports/final#UI_Review

Reviewers: kupoman

Subscribers: dingto

Projects: #game_ui

Differential Revision: https://developer.blender.org/D982
2015-01-15 10:47:02 +01:00
Lukas Stockner
4118c1b4e6 Cycles: Adding field-of-view options to the equirectangular panorama camera
This patch adds the option to set minimum/maximum latitude/longitude values for
the equirectangular panorama camera in Cycles, as discussed in T34400.

The separate functions in kernel_projection.h are needed because the regular
ones are also used as helper functions for environment map sampling.

Reviewers: #cycles, sergey

Reviewed By: #cycles, sergey

Subscribers: dingto, sergey, brecht

Differential Revision: https://developer.blender.org/D960
2015-01-14 23:22:24 +05:00
Campbell Barton
bcd9b29a0d PyAPI: name OrientationHelper (io prefix in module name already) 2015-01-14 23:55:16 +11:00
Bastien Montagne
edad3f93f6 Py IO utils: Add helper class to handle orientation (axes).
Also 'fix' T43243, since we can easily add a common better behavior now
when both axis settings are incompatible, by systematically changing
the other axis.

Will update 'main' addons in next commit, contrib ones I'll let to the authors
(old behavior is still possible anyway).
2015-01-14 13:10:18 +01:00
Campbell Barton
3d503ea8d6 UI: Eyedropper for view-depth
Currently this is mainly useful for picking camera DOF depth.

- EKey over a distance field prompts you to pick a depth from the camera.
- WKey (Specials menu) to pick from the 3D view (when the active camera's selected).
2015-01-14 08:46:55 +11:00
Bastien Montagne
be2994a6f1 FileBrowser: minor tweak/UI consistency: add 'viewzoom' icon to search field. 2015-01-13 16:43:55 +01:00
Bastien Montagne
0d7c41d789 FileBrowser: Add an 'hidden file' icon, and use it instead of named checkbox for 'show hidden' param. 2015-01-13 16:37:27 +01:00
Joshua Leung
f0361fcf54 Pataz-Gooseberry Request: Limits on Volume Preservation for Spline IK
This commit adds a new type of volume preservation mode to Spline IK
which makes it possible to set limits on the minimum and maximum
scaling of bone "fatness".

* The old volume preseving mode has been kept but renamed, to avoid
  breaking old rigs. "Volume Presevation" uses the new method, while
  "Inverse Preservation" is the old one.

* The code and settings for this new xz scale mode are directly lifted
  from the improved Stretch To constraint
2015-01-13 18:06:53 +13:00
Campbell Barton
d47804cb06 correct last commit: less cryptic camera check 2015-01-13 05:55:10 +11:00
Campbell Barton
a4366497db Fix T43206: region_2d_to_origin_3d has no ortho offset
With ortho views the value would be aligned to the 'rv3d->ofs'
Now it works in camera ortho & regular ortho views.
2015-01-13 05:41:56 +11:00
Bastien Montagne
3027ff8b13 Second try to fix missing previews of mat/tex/etc. in .blend files.
This time, it's a dedicated operator user has to run before saving the file.

And it recursively check all IDs linked from each scene, therefore rendering
materials etc. previews using a scene they are used in.

Note the renderengine issue is not completely addressed this way
(existing code for icon previews seems to ignore completely other engines,
and IDs not linked anywhere (fake-user ones) will be rendered with current scene's engine
as fallback, also you can get a material linked to an hidden object in a scene, etc.).

Reviewers: sergey, campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D980
2015-01-12 15:13:46 +01:00
Sebastian Koenig
9d02e2626b Fix typo in OCIO configuration file 2015-01-12 15:06:03 +05:00
Bastien Montagne
1b3b011354 Transfer data: cleanup: Remove 'vertex_group_transfer_weight' operator.
We can now use 'generic' data transfer instead.

Note new one is not an exact replacement, it should be able to do
everyting old op could do though, and more.
2015-01-11 18:33:12 +01:00
Bastien Montagne
79d8617424 Transfer data: add modifier.
Not much to add, modifier uses same code as operator basically, only key difference
is that modifier will never create data layers itself, you have to use dedicated operator
for that.
2015-01-10 00:04:43 +01:00
Bastien Montagne
ee4453f083 Transfer Data: add main core code and operators.
This add code needed to map a CD data layout from source mesh towards destination one,
and code needed to actually transfer data, using BKE's mesh remap generated data.

This allows to transfer most CD layers (vgroups, vcols, uvs...) as well as fake, boolean ones
(like smooth/sharp edges/faces, etc.). Some types are not yet transferable, mainly
shape keys, this is known TODO.

Data transfer can also use some advanced mixing in some cases (mostly, vgroups and vcols).

Notes:
* New transfer operators transfer data from active object towards selected ones.
* Modifier will be committed separately.
* Old weight transfer code (for vgroups) is kept for now, mostly because it is the only
  usable one in weightpaint mode (it transfers from selected object to active one,
  this is not sensible in Object mode, but needed in WeightPaint one). This will be addressed soon.

Again, heavily reviewed and enhanced by Campbell, thanks!
2015-01-09 19:32:44 +01:00
Antony Riakiotakis
2f16098d20 Gooseberry animation request: Paste flipped pose in action
and graph editor.

This was a tricky commit that was not so straightforward to make work.
The information for bones is not easy to come by in the animation curves,
however we do have some string manipulation tricks to make it happen.

Testing in gooseberry worked for the rigs there, commiting to master now
2015-01-09 12:16:58 +01:00
Sergey Sharybin
c66d7359fd Submodules: Make them pointing to the master branch
Otherwise it gives all sort of weird and wonderful artifacts.
2015-01-07 00:18:18 +05:00
Campbell Barton
8e73b770d4 Remove slurph shape-key feature
This is an old option which wasn't working in over a year without complaint.
2015-01-07 02:06:37 +11:00
Sergey Sharybin
22c9979b51 Point submodules ot latest release tags 2015-01-06 18:48:04 +05:00
Antony Riakiotakis
4b586895f2 Expose viewer panels also when backdrop is active. Allows to select
proxy size, render type etc.
2015-01-06 12:17:06 +01:00
Sergey Sharybin
a922be9270 Cycles: Repot CPU and CUDA capabilities to system info operator
For CPU it gives available instructions set (SSE, AVX and so).

For GPU CUDA it reports most of the attribute values returned by
cuDeviceGetAttribute(). Ideally we need to only use set of those
which are driver-specific (so we don't clutter system info with
values which we can get from GPU specifications and be sure they
stay the same because driver can't affect on them).
2015-01-06 14:13:21 +05:00
Bastien Montagne
dcc5997527 FileBrowser: add search field in header bar.
Not much to add, pretty straightforward...
2015-01-03 21:55:16 +01:00
Bastien Montagne
8e37a45ac0 Fix (unreported) 'pad9' not shown by UserPrefs' KeyBinding filter.
Minor glicth, but still... Safe for 2.73.
2015-01-02 18:24:25 +01:00
Bastien Montagne
fdddd4ed66 Fix same operator (curve.separate) in double in Curve menu.
Reported by Leon Cheung on IRC, thanks.
2015-01-01 15:09:42 +01:00
Joshua Leung
c24b694986 Add GPencil Copy/Paste to secondary pie + toolshelf 2015-01-01 12:50:00 +13:00
Dotsnov Valentin
01c187fb93 Gamma node support for Blender Internal
Patch by Blend4Web Team, thanks!

Reviewers: psy-fi

Subscribers: yurikovelenov, AlexKowel, Evgeny_Rodygin

Differential Revision: https://developer.blender.org/D899
2014-12-31 13:36:14 +01:00
Joshua Leung
d5f3aee41f Operator to duplicate the active Grease Pencil layer
TODO: this needs a proper "duplicate" icon, without the "ID" label
2014-12-31 14:20:44 +13:00
Antony Riakiotakis
9e950ea661 Fix issue in separate rake control commit:
Mask slot still depended on regular slot to check some capabilities.
Some angle capabilities now only depend on the texture slot, not the
brush, so separate them and use the slot where appropriate.
2014-12-30 18:07:12 +01:00
Bastien Montagne
4748e34642 I18n scripts: minor spelling exceptions update. 2014-12-29 21:55:51 +01:00
Joshua Leung
155bb058f4 GPencil UI: Color swatches for both Stroke and Fill colors are now shown
The layers list and the Dopesheet channels now show color swatches for both the
stroke and fill colours now. This is useful when you've got layers that only
use either/or.

* Currently, these only get shown if the relevant opacity setting is high enough
  for that aspect to contribute to the result.

* The sizing of these items could do with some more tweaking (especially in the
  Dopesheet), as these may now be too small to accurately see and/or interact with.

* There are some potential issues when using near-gray (or actually, colours similar
  to the list backgrounds, but that issue exists in other areas of Blender anyway.


(NOTE: At this stage, these changes are still experimental, and not for 2.73 yet)
2014-12-28 03:05:11 +13:00
Antony Riakiotakis
c7c10e5e28 Brush Texture Angle Goodies:
This commit includes a few things:

* It moves the Rake and Random flags from the brush to the MTex.
* The first change allows mask textures to have independent rake
support.
* Random rotation now has an angle value that controls the width of the
effect from the rake or default angle
* Rake and Random are now supported together.
2014-12-26 23:51:27 +01:00
Bastien Montagne
3e034831de Refactor 'immediate search' feature
Currently, code just checks whether a text-edited button uses a given icon (VIEWZOOM) to decide to apply changes on each typed char.

This patch adds a propper button flag (UI_BUT_TEXTEDIT_UPDATE) and a dedicated RNA flag (PROP_TEXTEDIT_UPDATE) for that.
It's also now usable not only for text buttons, but also for example for num buttons when in 'text edit' mode, etc.

It also fixes an actual bug, which is for text properties, in 'immediate' mode, hitting escape would not restore org value, because `ui_apply_but_TEX()` would set its orgstr to NULL on first call (giving it to `but->rename_orig` instead of copying it).

Note no change in behavior is expected from user POV.
Update for addons using that 'VIEWZOOM' icon 'feature' will follow (if any).

Reviewers: campbellbarton

Reviewed By: campbellbarton

Projects: #user_interface, #bf_blender:_next

Differential Revision: https://developer.blender.org/D938
2014-12-25 12:55:29 +01:00
Sergey Sharybin
273fa0a4ef Blender 2.73 release candidate commit
This commit contains:

- Subversion bump to 2.73
- Release cycle is set to "rc"
- Submodules are pointed to appropriate tag now
  (addons contrib just points to the latest contrib repo)
- New shiny splash screen!
2014-12-23 20:42:01 +05:00
Campbell Barton
20aed660f5 Add missing keymap for paint curve 2014-12-23 20:01:47 +11:00
Bastien Montagne
abf39fa31f Quick fix for UI themes, by meta-androcto (Brendon Murphy), thanks. 2014-12-22 09:57:56 +01:00
Campbell Barton
85f6fc501c Fix T42943: Crash with multiple calls to rna_info.BuildRNAInfo()
Thanks to @nesse for the fix
2014-12-18 14:31:33 +01:00
Campbell Barton
f0f1c7995b PyAPI: disallow assigning members to 'bpy.ops' 2014-12-18 13:52:31 +01:00
Campbell Barton
9f61350a05 Sequener: Move waveform-draw option into view menu
also simplify preview/sequencer checks
2014-12-18 13:47:40 +01:00
Antony Riakiotakis
f1ddf99580 Fix T42859 smart UV unwrap does not support aspect correction.
Can be considered TODO but it's not bad to support either. Also added
RNA api to get aspect ratio of assigned UV image - returns aspect
corrected image dimensions so needs adjustments for uv editing.
2014-12-11 19:46:35 +01:00
Lukas Tönne
1e02a5ff43 Fix for object_utils.object_data_add: Now supports None obdata for
creating empties.

The documentation says None is a valid argument for obdata (making
empties), but this would cause an exception. Now obdata is only used
when it is defined. An optional name argument can be passed to override
obdata.name as well.
2014-12-10 17:22:26 +01:00
Campbell Barton
aaa02bd490 startup.blend, update movie-tracking layout T41660
Layout by @sebastian_k, now includes 3D view.
2014-12-10 16:49:00 +01:00
Campbell Barton
9783d9297c cleanup: pep8 2014-12-09 21:49:46 +01:00
Campbell Barton
117a7e3545 Sequencer: optionally show strip offsets
was disabled in recent sequencer refactor, enable with view menu option.
2014-12-09 21:42:25 +01:00
Campbell Barton
c07f6c02b3 Docs: reference the new manual 2014-12-08 11:18:58 +01:00
julianeisel
b88e700df4 Cleanup: Minor edits to widget emboss code
* Rename "emboss" to "widget_emboss"
* Remove duplicated UI_GetThemeColor4ubv function

I made sure version bump and Save User Settings are working correctly ;P
2014-12-08 00:38:36 +01:00
Joshua Leung
fe4d0c234e Bugfix T42774: BSurface addon doesn't work on new builds
It turns out that several important modelling addons depend on the assumption
that Grease Pencil data gets created on the active object instead of on scene
level. This commit adds a toggle for setting whether new Grease Pencil data
is created on scene or object level.

These work as follows:
* "Scene" = The behaviour originally introduced as part of the GPencil_EditStrokes
  changes. New strokes are added to the scene instead of the active object, making
  it easier to manage things when working with Grease Pencil in general.
* "Object" = The previous behaviour (from 2.50 to 2.72), where new strokes are added
  to the active object. This is now being reintroduced to soften the transition
  for addons out there which have been doing this in a lazy/lax way so far.


Now, what may be slightly confusing are the "fallback" measures in place:
* "Scene" - To ensure that loading old files goes ok without needing a version patch,
   if the active object has GPencil data, that will be used in place of the scene's
   own GPencil data.
* "Object" - If there was no active object at the time of creating strokes
  (for instance, if you delete the active object immediately before drawing),
  GPencil data gets attached to the current scene instead.

Since some tweaks may still be needed here, I've decided to bump the subversion
number so that we have a reference point when doing version patches.
2014-12-08 02:42:45 +13:00
Joshua Leung
e54d571176 Amendment to previous commit: Add an option to scene strips to disable GPencil
On second thought, it is probably still worthwhile to be able to disable GPencil
drawing on strips. By default, GPencil strokes are still shown by default now,
but they can be turned off using this option if it turns out that they are
getting in the way (e.g. a director/animator make some planning notes in the shot
at an earlier stage which are hidden for normal display now, but are still there
popping up sproadically during the animatic).
2014-12-05 16:39:49 +13:00
Sergey Sharybin
c57d9c05d6 Gray out keyframe selection option when modal solver is used 2014-12-04 20:09:51 +05:00
Tamito Kajiyama
e1f5e19eee Freestyle: Avoid quietly ignoring errors in parameter_editor.lineset_pre callbacks. 2014-12-02 23:08:22 +09:00
Joshua Leung
367204a063 Lasso Select for GPencil Strokes 2014-12-02 13:52:48 +13:00
Campbell Barton
4ad0d33d69 UI: auto-run error could push buttons off the visible header 2014-12-01 14:54:13 +01:00
Joshua Leung
2334e5ecd4 Bugfix T42763: In GPencil Edit Strokes: Proportional edit mode hidden when there is no active object in scene 2014-12-01 12:36:05 +13:00
Joshua Leung
14b951747f Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch)
This merge-commit brings in a number of new features and workflow/UI improvements for
working with Grease Pencil. While these were originally targetted at improving
the workflow for creating 3D storyboards in Blender using the Grease Pencil,
many of these changes should also prove useful in other workflows too.

The main highlights here are:
1) It is now possible to edit Grease Pencil strokes
   - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions
     to enter "Stroke Edit Mode". In this mode, many common editing tools will
     operate on Grease Pencil stroke points instead.
   - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less,
     Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete.
   - Proportional Editing works when using the transform tools

2) Grease Pencil stroke settings can now be animated
   NOTE: Currently drivers don't work, but if time allows, this may still be
         added before the release.

3) Strokes can be drawn with "filled" interiors, using a separate set of
   colour/opacity settings to the ones used for the lines themselves.

   This makes use of OpenGL filled polys, which has the limitation of only
   being able to fill convex shapes. Some artifacts may be visible on concave
   shapes (e.g. pacman's mouth will be overdrawn)

4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing
   has been added which draws strokes as a series of screen-aligned discs.

   While this was originally a partial experimental technique at getting better
   quality 3D lines, the effects possible using this technique were interesting
   enough to warrant making this a dedicated feature. Best results when partial
   opacity and large stroke widths are used.

5) Improved Onion Skinning Support
   - Different colours can be selected for the before/after ghosts. To do so,
     enable the "colour wheel" toggle beside the Onion Skinning toggle, and set
     the colours accordingly.
   - Different numbers of ghosts can be shown before/after the current frame

6) Grease Pencil datablocks are now attached to the scene by default instead of
   the active object.
   - For a long time, the object-attachment has proved to be quite problematic
     for users to keep track of. Now that this is done at scene level, it is
     easier for most users to use.
   - An exception for old files (and for any addons which may benefit from object
     attachment instead), is that if the active object has a Grease Pencil datablock,
     that will be used instead.
   - It is not currently possible to choose object-attachment from the UI, but
     it is simple to do this from the console instead, by doing:
     context.active_object.grease_pencil = bpy.data.grease_pencil["blah"]

7) Various UI Cleanups
   - The layers UI has been cleaned up to use a list instead of the nested-panels
     design. Apart from saving space, this is also much nicer to look at now.

   - The UI code is now all defined in Python. To support this, it has been necessary
     to add some new context properties to make it easier to access these settings.
     e.g. "gpencil_data" for the datablock
          "active_gpencil_layer" and "active_gpencil_frame" for active data,
          "editable_gpencil_strokes" for the strokes that can be edited

   - The "stroke placement/alignment" settings (previously "Drawing Settings" at the
     bottom of the Grease Pencil panel in the Properties Region) is now located in
     the toolbar. These were more toolsettings than properties for how GPencil got drawn.

   - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a
     suggestion for an earlier discussion on developer.blender.org

   - By default, the painting operator will wait for a mouse button to be pressed
     before it starts creating the stroke. This is to make it easier to include
     this operator in various toolbars/menus/etc.   To get it immediately starting
     (as when you hold down DKEy to draw), set "wait_for_input" to False.

   - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor

   - Toolbar panels have been added to all the other editors which support these.

8) Pie menus for quick-access to tools
   A set of experimental pie menus has been included for quick access to many
   tools and settings. It is not necessary to use these to get things done,
   but they have been designed to help make certain common tasks easier.

   - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and
              spatially stable manner.
   - D Q    = "Quick Settings" pie. This allows quick access to the active
              layer's settings. Notably, colours, thickness, and turning
              onion skinning on/off.
2014-12-01 01:52:06 +13:00
Tamito Kajiyama
e3b68dbaf8 Freestyle: Py-Hooks for custom pre/post-processing line style
Patch D839, needed for SVG-render to be made into an addon.
2014-11-24 22:46:44 +01:00
Antony Riakiotakis
649a2bcc3d Politically correct terrible consequencer changes
This patch includes the work done in the terrible consequencer branch
that hasn't been merged to master minus a few controversial and WIP
stuff, like strip parenting, new sequence data structs and cuddly
widgets.

What is included:

* Strip extensions only when slipping. It can very easily be made an
option but with a few strips with overlapping durations it makes view
too crowded and difficult to make out.
* Threaded waveform loading + code that restores waveforms on undo (not
used though, since sound_load recreates everything. There's a patch for
review D876)
* Toggle to enable backdrop in the strip sequence editor
* Toggle to easily turn on/off waveform display
* Snapping during transform on sequence boundaries. Snapping to start or
end of selection depends on position of mouse when invoking the operator
* Snapping of timeline indicator in sequencer to strip boundaries. To
use just press and hold ctrl while dragging.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D904
2014-11-24 18:23:44 +01:00
Antony Riakiotakis
0085c3c5e5 Typo fix (not related to previous drumroll) 2014-11-24 14:48:20 +01:00
Antony Riakiotakis
fae3850293 Allow explicit control over world background.
Previosuly, world was shown on the background if "Render Only" was used.
Now user should be able to set it independently. This is a prelude to
(drumroll)...
2014-11-24 14:29:09 +01:00
Joshua Leung
cd54f07a3c Fix: Shift-H now works in main graph editor area too
In the process, I've removed the old operator (ANIM_OT_channels_visibility_set)
and folded that option in with the hide operator, to make this consistent
with how this is done in the 3D view and other parts of Blender.
2014-11-20 03:07:09 +13:00
Campbell Barton
2ad61438d8 Cleanup: name hide/reveal, like rest of operators 2014-11-19 14:35:00 +01:00
Joshua Leung
fbd4dfb2c6 Graph Editor: H/Shift-H now hide and unhide selected curves (Gooseberry Request)
Revised the tools for managing which FCurves are visible in the Graph Editor
curves area. Now, there are the following tools in place:
* V (channels region only) = Hide all curves except those in selected channels  [OLD]

* H       = Hide all selected curves  [NEW]
* Shift-H = Show all previously hidden curves [NEW]

I've removed the old operator to toggle visibility status of selected curves,
as it doesn't seem that useful anymore.
2014-11-20 02:24:42 +13:00
Campbell Barton
3563276d70 Revert "OSX/cpack: add a dummy bg and ds_store for dmg"
This reverts commit 5f7b273236fc09ad4752529b964e0e1d6c681979.

Binary files for release should be added to svn lib from now on.
2014-11-18 11:40:16 +01:00
Jens Verwiebe
5f7b273236 OSX/cpack: add a dummy bg and ds_store for dmg 2014-11-18 10:31:22 +01:00
Daniel Salazar
c721ef5fd6 Slight improvements to vgroup tooltips 2014-11-17 07:58:22 -06:00
Jonathan Williamson
64ac46126b Add Make Edge/Face to mesh Edit Mode toolbar.
The Mesh Tools have quite few crucial tools that're missing from the toolbar. This is the main one.

The tools that're here should also be reorganized a bit to introduce actual orgnization, as it's quite sporadic at the moment. Will do that later.
2014-11-14 15:48:18 -06:00
Antony Riakiotakis
8d5d6de761 Reuse local view for UVs for previous commit, thanks to Campbell for the
suggestion.

Also minor compile fix after viewport patch
2014-11-14 14:06:39 +01:00
Antony Riakiotakis
fcadf47a91 Fix T42561 (semi feature request/comeback) UVs in image editor can get
too crowded.

UVs in the same layer can be used for many images. It used to be
possible to filter UV faces based on the image, but this is impossible
now due to the way the system works, so I added an option to allow
filtering UVs based on active material index.

Rationale on using option and not being smart here (options are bad tm)
is that for some workflows, such as preserving image space by using the
same image for many materials, people might want to turn this off.
2014-11-14 13:50:21 +01:00
Campbell Barton
2c3a503731 UI: Rename Addons -> Add-ons
D812 by @thefallenweeble

internally variable names & paths remain the same, this is for labels & tips only.
2014-11-14 12:19:14 +01:00
Bastien Montagne
cbf76d165f Fix missing UV field in Wave modifier. 2014-11-13 08:56:39 +01:00
Thomas Dinges
83dee4a3b1 Readme for Blender 2.73. 2014-11-08 16:47:05 +01:00
Bastien Montagne
a8ea35da05 Themes auto-update from py script. 2014-10-31 18:16:28 +01:00
Bastien Montagne
72454fafb0 Fix T42454: Themes: Some colors were missed somehow in an update two years ago.
Had to fix it by hand (restting them to default values), theme maintainers,
please check your theme from time to time and track such ugly 'pitch black' fields.

And we devs should run theme update script much more often too - will do in next commit!
2014-10-31 18:16:28 +01:00
Antony Riakiotakis
a6a3989617 Texture Paint Add Simple UVs:
Add simple uvs now does a cube unwrap and pack operation. Result is not
optimal by far but it should not result in crashes and it will be quite
usable for simple cases.
2014-10-31 14:37:55 +01:00
Bastien Montagne
279cfdeef5 Fix T42394: Copy Rigid Body Tools would not work as expected if dest ob had no rigidbody yet.
Adding new object to RigidBodyWorld obgroup is not a good way to do that, since it only
takes effect (create rigid_body for new objects) when you change current frame.

Better to use rigidbody.object_add() operator here!
2014-10-29 13:11:10 +01:00
Lukas Tönne
a6c2d02366 Fix T42389: Removed outdated comment from custom_nodes.py example script.
There was some confusion about the bl_icon attribute being optional. In
fact the functionality for hiding a tree type in the editor header is
now controlled by writing a poll function for the tree type instead,
which is more flexible and clean.

http://www.blender.org/documentation/blender_python_api_2_71_6/bpy.types.NodeTree.html#bpy.types.NodeTree.poll
2014-10-29 13:05:21 +01:00
Campbell Barton
b2b1d8e290 Cleanup: remove redundant 'object' parent class 2014-10-28 18:42:06 +01:00
Jonathan Williamson
6c2ce7a382 Add Theme Option for UI Emboss
This adds a theme option for the embossing of UI widgets. By doing this users have much greater flexibility for creating nice themes. Previously many themes (particularly dark ones) looked quite bad due to the very obvious emboss. This made simpler, flat-style themes very challenging.

Closes T42228

Reviewed by @campbellbarton
2014-10-27 18:14:00 +01:00
Antony Riakiotakis
179ad7dcba Terminology Trim -> Slip tool. It's how it's mostly called in other
software.
2014-10-23 16:48:46 +02:00
Antony Riakiotakis
3b7794dab7 Fix T42330 game engine does not allow texture slots generation. 2014-10-23 13:39:45 +02:00
Jonathan Williamson
db8e6311f8 Fix T42352.
Add Recalcuate Normals to the Faces menu, next to other shading options.

Differential revision: https://developer.blender.org/D841
Signed-off-by: Thomas Dinges
2014-10-22 23:27:34 +02:00
Bastien Montagne
00ff9da2ee ShapeKeys: rework 'move skey' code, and add options to move to first/last position.
Main moving logic is moved to new `BKE_keyblock_move()`, which makes it available from anywhere.
In addition, move code was reworked so that it only loops once on whole keyblocks list,
and it accepts arbitrary org and dest indices, not only neighbor ones.

Partly based on work by revzin (Grigory Revzin) in his soc-2014-shapekey GSoC branch, thanks!
2014-10-21 12:07:24 +02:00
Bastien Montagne
62ceada48f UI Icons: add 'triangle-bar' left/right/up/down icons. 2014-10-21 12:07:23 +02:00
Antony Riakiotakis
f95241eb3e Merge trim tool from terrible_consequencer
The trim tool (T key) allows users to change the position of the
contents of a strip without moving the strip itself.
2014-10-20 15:40:18 +02:00
Bastien Montagne
04178d7fe4 Fix T42304: blender 2.72a 3D view object selected color wrong in 2.4x theme.
I would not have endured such a critical and monstruous bug one more femtosecond!

And even worse - active color was awfully wrong too! Shocking!
2014-10-19 20:55:38 +02:00
Campbell Barton
4dd5b635e8 Revert "Freestyle: Built-in SVG exporter."
This reverts commit 61a330baca0ff9bb3cf477c04f539ef276a0356f.

This completes reverting D785

This feature is to be reworked into an addon.
2014-10-19 19:10:32 +02:00
Campbell Barton
4c86271bd9 Revert "Fix for rB61a330baca0f: Changed SVG file encoding from UTF-16 to UTF-8."
This reverts commit 490f2aeb8247463a7ea1a86a3a8c4246fcf45f23.
2014-10-19 19:09:58 +02:00
Campbell Barton
2103cf9355 Revert "Freestyle: rename module to export_svg"
This reverts commit db249b787fe0875944e00df1a3d12a58d9a07249.
2014-10-19 19:09:49 +02:00
Campbell Barton
b495395ee5 Revert "Freestyle: add GPL headers"
This reverts commit 3cbb066b838b4d52673f3fd76c2f695a3491b8b6.
2014-10-19 19:09:41 +02:00
Campbell Barton
a9fdb70162 Revert "Cleanup: pep8"
This reverts commit 06cdc35a68d9a0bd2a84fd92bda2be11318d46ff.
2014-10-19 19:09:33 +02:00
Campbell Barton
0f1c959b05 Revert "Cleanup: unused import"
This reverts commit fc7752b53c793a6985525d4c099108a97cd7867e.
2014-10-19 19:09:26 +02:00
Campbell Barton
dd2525c362 Revert "Freestyle: lazy load 'export_svg'"
This reverts commit c35a649a0a6c3c07bb8d56caba680887f726b9e9.
2014-10-19 19:09:18 +02:00
Campbell Barton
c35a649a0a Freestyle: lazy load 'export_svg'
Loading XML module, registering etree namespaces... etc
on startup for everyone on chance someone may want to export
an SVG from Freestyle is unacceptable.

This shouldn't have got through the review.

also disable loading when built without freestyle.
2014-10-18 17:49:06 +02:00
Campbell Barton
fc7752b53c Cleanup: unused import 2014-10-18 17:32:05 +02:00
Campbell Barton
06cdc35a68 Cleanup: pep8 2014-10-18 17:30:46 +02:00
Campbell Barton
3cbb066b83 Freestyle: add GPL headers 2014-10-18 17:28:24 +02:00
Campbell Barton
db249b787f Freestyle: rename module to export_svg
Convention for existing export modules
2014-10-18 17:25:55 +02:00
Tamito Kajiyama
490f2aeb82 Fix for rB61a330baca0f: Changed SVG file encoding from UTF-16 to UTF-8. 2014-10-18 23:42:16 +09:00
Tamito Kajiyama
61a330baca Freestyle: Built-in SVG exporter.
Features:
* Both still image and animation rendering, as well as polygon
  fills are supported.
* The exporter creates a new SVG layer for every Freestyle line
  set. The different layers are correctly sorted.
* SVG paths use data from line styles, so the base color of a
  line style becomes the color of paths, idem for dashes and
  stroke thickness.
* Strokes can be split at invisible parts.  This functionality is
  useful when exporting for instance dashed lines or line styles
  with a Blue Print shader
* The exporter can be used not only in the Parameter Editor mode,
  but also from within style modules written for the Python
  Scripting mode.

Acknowledgements:
The author would like to thank Francesco Fantoni and Jarno
Leppänen for their [[ https://github.com/hvfrancesco/freestylesvg | Freestyle SVG exporter ]].

Differential revision: https://developer.blender.org/D785

Author: flokkievids (Folkert de Vries)

Reviewed by: kjym3 (Tamito Kajiyama)
2014-10-18 18:35:29 +09:00
Bastien Montagne
09351c68e1 Cleanup, since we don't put Cycles compat into regular bl_ui files. ;) 2014-10-17 21:07:21 +02:00
Thomas Dinges
b0ef008741 Different fix for T42262, we don't put Cycles compat into regular bl_ui files. 2014-10-16 23:27:38 +02:00
Bastien Montagne
b28aa182f3 Fix T42262: Ocean texture options cannot be edited while in Cycles 2014-10-16 23:02:23 +02:00
Lukas Tönne
b6f0ad5d97 Disable color editing for bone group color sets unless custom colors is
selected.

The bone group colors are not actually used _unless_ when the set is
"custom colors". But they were still editable, which is very confusing.
2014-10-15 13:54:21 +02:00
Dalai Felinto
7c25f16f1a Fullscreen Editor (new fullscreen mode for clean UI)
Organize Maximize/Fullscreen mess and add a new fullscreen mode with no UI

* Maximize Editor: (old Ctrl+Up)
* Full Screen Window: (old Alt + F11)
* Full Screen Editor: new operator (Alt + F10)
* Change Show/Hide Header: (Alt + F9)

When the mode is on moving the mouse near the top right corner of the
editor shows an icon to go back to the normal editor mode.

This was originally intended for the multiview branch, but this
functionality also benefits non-stereo workflows, thus it can be
reviewed and committed independently.

Development notes:
* This includes cleanups in the code to sanitize the naming of
  fullscreen/maximize across the window/editor code.

* Originally the idea was to make the window fullscreen as well, but
  this idea was dropped.

* You can see the clicking area when debug is 1

* Technically the user can be left with an unfaded icon in the corner
  (specially when using a tablet). If we think this is too bad we can
  increase the action zone to be the whole screen, or something similar.

Reviewers: campbellbarton [1], ton [2], fsiddi [2]

[1] actual code review
[2] design review

Differential Revision: https://developer.blender.org/D678
2014-10-14 15:11:41 -03:00
Sergey Sharybin
3620e3e331 Fix for previous commit which changed submodules
Never ever stash submodules for commit, it also real helps checking the
commits before you do push.
2014-10-14 11:14:59 +02:00
Lukas Tönne
0297763afa Tweak for smoothing limits in stretch-constraint volume preservation.
Uses a arctan instead of sine function now, which has the advantage of
not overestimating the bulging.
2014-10-14 11:03:13 +02:00
Sergey Sharybin
79aa9feee8 Update submodules to point to 2.72 tag 2014-10-14 09:05:48 +02:00
Lukas Tönne
f9cbb908a3 Integrated limits for volume preservation in stretch-to constraints.
Currently the volume variation feature in stretch constraints is
unlimited. This has to be compensated by riggers by adding scale limit
constraints, but these are unaware of the stretch orientation and can
lead to flipping. Also the stretch calculation itself is not working
properly and can lead to collapsing volume.

The patch fixes this with several modifications:
- Interpret the volume variation factor as exponent, which works better
  with large values for artistic purposes.
- Add integrated limits to the volume "bulge" factor, so secondary
  constraints for compensation become unnecessary
- Add a smoothness factor to make limits less visible.

Eventually a generic volume preservation constraint would be nicer,
because multiple constraints currently implement volume variation of
their own. This feature could actually work very nicely independent from
other constraint features.

Differential Revision: https://developer.blender.org/D826
2014-10-13 19:58:53 +02:00
Tamito Kajiyama
f4a260fb3c Fix T42198: Linked lines only work with linked objects.
The reported issue was caused by a backward incompatibility due to careless
code changes made when per-material Freestyle line colors were introduced
in rB7915d7277ac8c605f016f30f943080556244fb59.  In 2.71 line style
Material color/alpha/thickness modifiers was retrieving alpha transparency
from Material.alpha, whereas in 2.72 Material.line_color[3] was referenced.

The present fix reverts the aforementioned code changes.

This issue is a regression from 2.71, so the fix is appropriate for inclusion in
the 2.72a release.
2014-10-14 01:14:33 +09:00
Antony Riakiotakis
9fcc1a32df Pie menus: Confirm threshold
This commit adds a confirm threshold property to pie menus.

Basically, this will confirm the pie menu automatically when
the distance from the center of the pie exceeds that threshold without
a need to release the pie button.

The confirm threshold will only work if it is larger than the pie
threshold.

The confirmation actually occur when the mouse stops moving, to
allow multiple pie menus to be better linked together, (see below)

This functionality also facilitates the ability for chained pie menus by
dragging. Basically, a pie menu item can be a call_menu_pie operator and
the new pie menu will still use the original pie menu release event for
confirmation. This should allow for quick, gesture based navigation in
pie menu hierarchies (going back in the hierarchy is still not supported
though)

There will be a demonstration pie in the official add-on soon
2014-10-13 14:35:41 +02:00
Antony Riakiotakis
4f8b513c1a Fix T42168 mask texture UI missing. Own sillyness after last data fix
commit.

If we include the data cleanup commit to an alpha version for 2.72a this
should be included as well
2014-10-10 12:33:02 +02:00
Sergey Sharybin
375d2dc855 Implement custom names for render slots
Basically the title tells it all, quite straightforward implementation.

The only thing is the image.render_slot which used to represent the active
render slot index is now moved to image.render_slots.active_index.

Reviewers: venomgfx, campbellbarton

Differential Revision: https://developer.blender.org/D821
2014-10-09 11:17:31 +02:00
Tamito Kajiyama
14df7de916 D801: Freestyle: remove old and unused stroke shaders
This patch removes several stroke shaders written in C++ that are unused
and don't serve a real purpose any more.  The removed shaders are:

  - BPy_ColorVariationPatternShader
  - BPy_StrokeTextureShader
  - BPy_TextureAssignerShader
  - BPy_ThicknessVariationPatternShader
  - BPy_fstreamShader
  - BPy_streamShader

and a few more that weren't even exposed to the Python API.

Some minor edits were made by the reviewer.

Differential Revision: https://developer.blender.org/D801

Reviewed by: kjym3
2014-10-09 01:31:07 +09:00