Commit Graph

5953 Commits

Author SHA1 Message Date
Campbell Barton
bc8f602601 style cleanup 2012-10-20 18:46:57 +00:00
Bastien Montagne
95a414955c Remove six languages from Blender UI (rational: very low level of translation, 1-2% at most, and no commit done in branch since more than one year): fi (Finnish), ca (Catalan), bg (Bulgarian), el (Greek), ne (Nepali) and pl (Polish).
Also fix compile in paranoid warning=errors mode for own last commit.
2012-10-20 08:52:54 +00:00
Sergey Sharybin
a75f11d036 Fix #32219: Inconsistent influence of Units Scale on new objects
Made it so meshes, curves, surfaces and metaballs are scaling to a grid cell size,
which makes them behave consistently now.

There're still issues to be resolved still:

- Lattice is not scaled to grid cell size yet, it uses slightly different add
  function which makes scaling a bit tricky and hacky. Would prefer to do a
  bit bigger refactor here, so it's a TODO for now.

- Cameras, speakers and other helpers are not scaling. They don't have data
  on which scale could be applied and perhaps it should be some kind of draw
  scale. Also would consider it's a TODO for now.
2012-10-19 12:53:03 +00:00
Campbell Barton
b7642348e4 simplify addon install print, Now it only prints the source and destination dirs, with a list of addons added.
don't think its needed to print the full path of each addon.

also remove the __MACOX check, its harmless and people can make sure there zips dont have cruft in them before distributing them.
2012-10-19 10:37:24 +00:00
Gaia Clary
9d1873154f [#32921] Fix: Python error triggered when installing an addon via 'install addon' button 2012-10-19 08:51:31 +00:00
Bastien Montagne
b8267a0dfb More UI messages and BKE_reportf<->BKE_report fixes... 2012-10-18 16:25:58 +00:00
Campbell Barton
0c2a1500f2 minor changes
- stub from last commit was incorrect (copied old docs)
- decimator was making copy of quadric for no reason.
- correct typo
2012-10-17 16:10:04 +00:00
Campbell Barton
f83ae34e03 add a template for a stub script - runs the script relative to the currently open blend file. 2012-10-17 16:01:57 +00:00
Brecht Van Lommel
20585a8b8d Render: local light group option for materials, blender internal feature from
the render branch.

When a material is linked in and has a light group override, this can now use
a local group in the scene file, by replacing the linked light group with a
local group that has the same name. A use case might be controlling the specular
highlight on linked character's eyes per scene.

Patch from render branch by Pablo Vazquez.
2012-10-17 13:32:43 +00:00
Campbell Barton
12a8c19956 un-subdivide bmesh operator, useful for making lower polygon versions of models, can give nicer results then edge collapsing which tends to give a lot of sharp triangles.
works on edges and faces, has iteration option to further reduce the poly count.

access from the edge menu, under subdivide.

example: http://www.graphicall.org/ftp/ideasman42/bmesh_unsubdivide.png
2012-10-16 16:04:12 +00:00
Sergey Sharybin
9be4c94204 Cycles: non-camera viewport render border support
This makes it possible to do a border render inside a viewport even
when not looking through the camera.

Render border could be defined by Ctrl-B shortcut (works for both
camera render border and viewport render border).

Camera render border could still be defined using Shift-B (so no
muscule memory would be broken). Currently used a special flag of
operator to do this, otherwise you'll need to either two operators
with different poll callback or it could go into conflict with a
border zoom,

Border render of a viewport could be enabled/disabled in View
panel using "Render Border" option.
2012-10-16 11:57:46 +00:00
Nicholas Bishop
1de76baf88 Add BMesh and WM symmetrize operators
* The symmetrize operation makes the input mesh elements symmetrical,
  but unlike mirroring it only copies in one direction. The edges and
  faces that cross the plane of symmetry are split as needed to
  enforce symmetry.

* The symmetrize operator can be controlled with the "direction"
  property, which combines the choices of symmetry plane and
  positive-negative/negative-positive. The enum for this is
  BMO_SymmDirection.

* Added menu items in the top-level Mesh menu and the WKEY specials
  menu.

* Documentation:
  http://wiki.blender.org/index.php/User:Nicholasbishop/Symmetrize

* Reviewed by Brecht:
  https://codereview.appspot.com/6618059
2012-10-15 23:50:09 +00:00
Campbell Barton
6533ebff28 code cleanup: picky rna naming convention 2012-10-15 23:17:24 +00:00
Bastien Montagne
45d6eb5dea Adding Estonian and Esperanto iso codes in allowed non-capitalized UI messages... 2012-10-15 17:52:09 +00:00
Joshua Leung
c483a54207 Making "Jump to Keyframes" operator (for Action/Graph Editors) more obvious
This operator used to be called "Jump to Frame". It basically takes the midpoint
(frame number and/or value) of selected keyframes, and positions the current
frame (or2d-cursor in Graph Editor) at this point.

The hotkey for this is now Ctrl-G (i.e. as it's similar to a "Goto Frame"
feature). It is also now in the Key menu instead of in the relatively obscure
View menu, even though it doesn't actually result in any keyframe edits taking
place.

(Also, fixed a typo/grammer issue with one of Remove Bone Group operator)
2012-10-15 03:52:27 +00:00
Campbell Barton
4d4664d98f code cleanup: check for msvc directly when using warning pragma's. 2012-10-15 02:15:07 +00:00
Joshua Leung
977aaeb95c Streamlinining Bone Groups menu (Ctrl G)
The Ctrl-G menu for managing Bone Groups has always been a bit clunky,
especially when compared to the Hooks menu (Ctrl-H). This was because the old
menu was more data-orientated (Bone Group Management, Membership to these
groups) whereas this new arrangement should be a bit more task-orientated (Add
to new group, Add to active group, Remove from all groups, Remove active group).
2012-10-15 02:01:39 +00:00
Bastien Montagne
7b8dc4be0d Few minor fixes to i18n tools (mostly use ordered dicts too for "xgettexted" messages...). 2012-10-14 14:18:30 +00:00
Campbell Barton
643f331cb5 Rip-fill mesh tool (option for rip operator)
Alt+V will fill the area inbetween the ripped faces - a bit like extrude.
faces are flipped to match existing geometry and customdata (uv, vcols etc) is copied from surrounding geometry too.
2012-10-14 04:42:11 +00:00
Bastien Montagne
3d6ab52f2b Add translation of reports messages (only direct uses of BKE_report(f)/BKE_reports_append(f) funcs for now). Already adds quite a bunch of new msgids! 2012-10-13 13:55:14 +00:00
Bastien Montagne
9f21b799c4 And more UI messages spell check. 2012-10-13 13:40:05 +00:00
Campbell Barton
ee67123748 code cleanup: minor edits on recent commit. 2012-10-13 11:23:04 +00:00
Bastien Montagne
4ef69febeb More spell check exceptions... 2012-10-13 11:08:00 +00:00
Joshua Leung
b6b2f37f27 Lattice Editing: Distortion-Free "Flip" Operator
This operator (Ctrl-F) allows you to flip the lattice coordinates without
inverting the normals of meshes deformed by the lattice (or the lattice's
deformation space for that matter). Unlike the traditional mirror tool, this
tool is aware of the fact that the vertex order for lattice control points
matters, and that simply mirroring the coordinates will only cause the lattice
to have an inverted deform along a particular axis (i.e. it will be scaling by a
negative scaling factor along that axis).

The problems (as I discovered the other day) with having such an inverted
deformation space are that:
- the normals of meshes/objects inside that will be incorrect/flipped (and will
disappear in GLSL shading mode for instance)
- transforming objects deformed by the lattices will become really tricky and
counter-intuitive (e.g. rotate in opposite direction by asymmetric amounts to
get desired result)
- it is not always immediately obvious that problems have occurred

Specific use cases this operator is meant to solve:
1) You've created a lattice-based deformer for one cartoonish eye. Now you want
to make the second eye, but want to save some time crafting that basic shape
again but mirrored.
2) You've got an even more finely crafted setup for stretchy-rigs, and now need
to apply it to other parts of the rig.

Notes:
* I've implemented a separate operator for this vs extending/patching mirror
transform tool as it's easier to implement this way, but also because there are
still some cases where the old mirroring seems valid (i.e. you explicitly want
these sort of distortion effects).
* Currently this doesn't take selections into account, as it doesn't seem useful
to do so.
2012-10-13 10:42:38 +00:00
Gaia Clary
4941f8ac44 added filter for user installed addons 2012-10-13 10:33:09 +00:00
Gaia Clary
3fa24c7d5f differenciate log message for enabled/disabled modules 2012-10-13 10:31:35 +00:00
Thomas Dinges
1958fda91f Templates:
* UI Panel: Add examples for different button sizes.
2012-10-12 18:10:15 +00:00
Campbell Barton
3d9812c5d1 fix for own error in copy_as_script(), imports were incorrect. 2012-10-12 04:00:41 +00:00
Campbell Barton
f97dfdf227 quiet clang static checker warning by returning an error for invalid situation getting an IDProp mapping from a PyObject.
also print the path installed to when installing an addon.
2012-10-12 03:24:47 +00:00
Bastien Montagne
0e6e171cdd Revert part of own r51193 (now I know where Courant comes from...), and add another exception to UI messages spellchecker! Thanks to Lockal for pointing this. 2012-10-11 18:41:07 +00:00
Joshua Leung
d876e4876f Limit Distance Constraint - jpbouza Feature Request
The Limit Distance constraint is now allowed to use the owner/target space
settings. Previously this wasn't exposed it didn't seem sensible/useful.
However, this can be useful when dealing with dependencies between bones and the
armature gets scaled.

Usage notes:
- It is advised to select the same space for both owner and target, otherwise
the comparisons are meaningless
2012-10-11 08:26:49 +00:00
Daniel Genrich
cb634b9100 Google Summer of Code project: "Smoke Simulator Improvements & Fire".
Documentation & Test blend files:
------------------
http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements

Credits:
------------------
Miika Hamalainen (MiikaH): Student / Main programmer

Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012
2012-10-10 13:18:07 +00:00
Campbell Barton
844916d46e check addons are enabled before disabling them (would cause python exceptions when removing a disabled addon). 2012-10-10 11:37:38 +00:00
Joshua Leung
cc8c0d89e3 Graph Editor: Added a filtering option for Drivers mode to only show F-Curves
with errors

This filtering option is useful when rigging and you want to figure out if any
of your drivers are not functioning, and/or which one(s) are not, so that you
can go through fixing them. It saves you from having to check on each one
individually, or going into the console to try to infer which ones are not
working.
2012-10-10 08:46:07 +00:00
Sergey Sharybin
cf3a5d94f0 Fix #32780: Maya keymap selection issues
Maya keymap used LMB press to select object and also used tweak event
of LMB for border select. This lead to selecting object under the cursor
before border select could start.

This could be pain when working on huge scenes.

Solved by switching selection from LMB press to release.
2012-10-10 08:07:28 +00:00
Gaia Clary
3606cd5216 Cosmetic: Changed label of the 'Install Addon...' Button to 'Install from File...' 2012-10-10 08:04:04 +00:00
Campbell Barton
d81d75b20d transfer weight's now operates on selected vertices (when vertex select is enabled). 2012-10-09 22:55:05 +00:00
Sergey Sharybin
08fc8c3561 Fixed wrong preset settings for motion tracking 2012-10-09 16:29:27 +00:00
Ove Murberg Henriksen
cb42de588d Adding weightpaint transfer tool.
From: https://svn.blender.org/svnroot/bf-blender/branches/meshdata_transfer

Bachelor project at Narvik university collage (Norway).
By Ove M Henriksen (Cyborgmuppet)
 
Thesis will be published at Cyborgmuppets blender page.

Thanks for letting me participate!
2012-10-09 12:25:10 +00:00
Campbell Barton
8730b390fb patch [#31919] limit the number of bone deform weights per vertex. Many game engines require a limit of 4.
from Kesten Broughton (kestion)


Usage: In weight paint mode, select the mesh to have its weights culled. Click on "Limit Weights" button. A sub-panel will appear "Limit Number of Vertex Weights" with a slider field "Limit" which you can set to the appropriate level. The default level is 4, and it gets executed upon pressing "Limit Weights" so you will need to do an "undo" if your max bone limit is above 4. The checkbox "All Deform Weights" will consider all vertex weights, not just bone deform weights.
2012-10-09 10:56:35 +00:00
Ove Murberg Henriksen
7247af6af5 svn merge ^/trunk/blender -r48592:HEAD 2012-10-09 10:53:20 +00:00
Sergey Sharybin
6712e74282 Motion Tracking; expose View All and Center to Current Frame to View menu of graph view 2012-10-09 10:33:24 +00:00
Sergey Sharybin
33f35647e9 Motion Tracking: move keyframe settings to per-tracking object settings 2012-10-09 10:33:18 +00:00
Joshua Leung
a2a9b6b9a3 Made the autokeying warning optional by adding a user pref for this
By default, this is enabled, so that newbie users who are most likely to be
caught short by this will get the benefits of this option, while seasoned
animators are likely to know where to go to turn things off (i.e. the scratch-
an-itch urge is quite a powerful motivating force...)
2012-10-09 00:59:40 +00:00
Campbell Barton
ea3db4a71a resize info header (was too much white space) 2012-10-08 10:50:18 +00:00
Campbell Barton
5a721a4071 speaker and empty where hardly visible 2012-10-08 10:19:59 +00:00
Campbell Barton
5b14ce7218 update to ubuntu theme 2012-10-08 10:04:36 +00:00
Campbell Barton
9fa36b12cc style cleanup: pep8 2012-10-08 08:28:05 +00:00
Joshua Leung
b2a5f28421 Follow Path Constraint - "Animate Path" Operator
Added a convenience operator to the Follow Path constraint which adds a F-Curve
for the path (or the operator's "fixed position" value if no path is assigned),
with options for setting the start frame and length of motion. This makes it
easier for common users to just set up a quick follow-path animation where the
camera (e.g. flying around a set over certain number of frames).

A key advantage of this is that it takes care of the underlying math required
for setting up the generator curve accordingly (I've got some plans for making
this a bit friendlier to use later). Now, animating the paths is a one-click
operation, with the start and length properties able to be controlled using the
operator properties.
2012-10-05 14:51:35 +00:00
Bastien Montagne
00ce0c9aae Clean up in "add object" code:
* Get rid of ED_object_add_generic_invoke() and all invoke callbacks using it, it was doing nothing exec() callbacks would not do. In fact, its only action (setting part of common add ops properties, like loc, layers, etc.) was needed too by direct exec call, so it was done twice in case of using invoke()!
* Replace custom invoke code for metaballs by WM_menu_invoke helper (as already used by lamps).
* Add a new OBJECT_OT_empty_add op, to allow direct addition of empties of a given drawtype.
* And some general code cleanup (like trailing spaces, empty lines, ...).

Did quite a bunch of tests/verifications, but obviously could not tackle all possible scenarios... Anyway, if any, bugs should arize quite quickly (but I don’t expect any! :p ).
2012-10-05 12:59:09 +00:00