Commit Graph

191 Commits

Author SHA1 Message Date
Campbell Barton
24acf58fc4 quiet harmless py resource warning - file opened but not closed. 2011-08-08 09:01:09 +00:00
Campbell Barton
22d2764d50 use static sets rather then tuples, python optimizes this case.
minor change to lightmap unpack collecting unique meshes.
2011-08-08 05:21:37 +00:00
Campbell Barton
0160901c90 - update X3D and FBX testing checksums
- building with GHOST/SDL now adds the PREFIX
- image.external_edit operator errors out if the filepath isnt set (was annoying and loaded gimp while running tests)
2011-08-08 03:31:25 +00:00
Campbell Barton
38280ba38e fix [#28172] Cannot restore Add-ons tab in user preferences after a failed attempt to install an add-on.
non utf8 addons would make the addon UI vanish, now give a message in the console and UI.
2011-08-07 04:55:58 +00:00
Brecht Van Lommel
e6e4c7ef8b KEYMAP REFACTORING
Diff Keymaps

User edited keymaps now no longer override the builtin keymaps entirely, but
rather save only the difference and reapply those changes. This means they can
stay better in sync when the builtin keymaps change. The diff/patch algorithm
is not perfect, but better for the common case where only a few items are changed
rather than entire keymaps The main weakness is that if a builtin keymap item
changes, user modification of that item may need to be redone in some cases.

Keymap Editor

The most noticeable change here is that there is no longer an "Edit" button for
keymaps, all are editable immediately, but a "Restore" buttons shows for keymaps
and items that have been edited. Shortcuts for addons can also be edited in the
keymap editor. 

Addons

Addons now should only modify the new addon keyconfiguration, the keymap items
there will be added to the builtin ones for handling events, and not get lost
when starting new files. Example code of register/unregister:

km = wm.keyconfigs.addon.keymaps.new("3D View", space_type="VIEW_3D")
km.keymap_items.new('my.operator', 'ESC', 'PRESS')

km = wm.keyconfigs.addon.keymaps["3D View"]
km.keymap_items.remove(km.keymap_items["my.operator"])

Compatibility

The changes made are not forward compatible, i.e. if you save user preferences
with newer versions, older versions will not have key configuration changes that
were made.
2011-08-05 20:45:26 +00:00
Campbell Barton
db319f8544 move the ndof menu into the userpref's since it adjusts preferences, also renamed VIEW3D_MT_ndof_settings -> USERPREF_MT_ndof_settings since it has no view3d specific settings. 2011-08-05 14:53:13 +00:00
Campbell Barton
ad7ea2f892 get a tad more vertical space in the toolbar. 2011-08-05 09:04:11 +00:00
Kent Mein
79c87852d2 Add .py extension if it is missing from keymap file.
This is for bug #28141
While not really a bug, it makes it a lot easyer to use if it 
has the exension.  (Isn't hidden from the user when they try to load it...)

Kent
2011-08-03 17:58:06 +00:00
Thomas Dinges
4fc56e39bd Patch by oenvoyage - olivier amrein, thanks a lot!
* Material Diffuse Ramp was not greyed out when shadeless was enabled.
2011-08-02 18:56:03 +00:00
Campbell Barton
08426ec2e7 fix [#28148] User Preferences Scripts Path not working 2011-08-02 10:21:25 +00:00
Campbell Barton
70b4758ff8 Made wmNDOFMotionData use a vector rather then xyz members, makes it nicer to use with math functions.
ndof_to_angle_axis and ndof_to_quat now use math functions.
2011-08-02 07:08:22 +00:00
Nathan Letwory
24def76ac8 svn merge -r38753:38813 https://svn.blender.org/svnroot/bf-blender/trunk/blender . 2011-07-29 07:58:03 +00:00
Nathan Letwory
73a9ce7ec0 svn merge -r38558:38752 https://svn.blender.org/svnroot/bf-blender/trunk/blender . 2011-07-27 07:42:53 +00:00
Mike Erwin
876e0c2a8b updated ndof popup menu (part 2 of 2) 2011-07-25 00:21:35 +00:00
Nathan Letwory
7b1bb26135 Show NDOF sensitivity field in userprefs 2011-07-21 22:26:58 +00:00
Nathan Letwory
32004f11aa Keymap editor now understands NDOF (button) events too. 2011-07-21 21:43:42 +00:00
Nathan Letwory
eea7c358c7 svn merge -r37276:38555 https://svn.blender.org/svnroot/bf-blender/trunk/blender . 2011-07-21 09:40:59 +00:00
Campbell Barton
4ad43aaf16 added bpy.path.basename because "//" prefix breaks os.path.basename. 2011-07-20 08:10:01 +00:00
Daniel Salazar
fd7825e7dc Speedup, do only one global matrix grab per obj 2011-07-19 15:30:19 +00:00
Daniel Salazar
1191c1ead9 Object Align operator: coudn't resist and added a high quality (slower) option to get perfect alighment on complex shapes with rotation/scaling :D
sexy example:
http://www.pasteall.org/pic/show.php?id=15171
2011-07-19 15:07:29 +00:00
Daniel Salazar
c7d8d28939 Object Align operator now correctly computes a *global* bounding box for all objects. This makes rotated or scaled objects work like they should. Now it's still derived from object's bounding box so it will not be completly acurate on complex objects.. to solve this Id need to cycle over all verts. Don't think that's a good idea to do in py 2011-07-19 13:27:05 +00:00
Jeroen Bakker
4024b14b43 fix for [#28012] Mat ID messy with shader nodes
Issue was that the Shader tree execution changed the ShaderInput.
Changes are that the UI is updated that only the main material will have the pass_index this is displayed in the "render pipeline options" panel.
When the material is not a node material the pass_index will be shown at the "options" panel

To test enable nodes on the material
Add a new input material
change the pass_index of the material (render pipeline options)
Enable RenderPass material ID and use the compositor to read out the material pass

Jeroen
2011-07-19 08:31:53 +00:00
Mike Erwin
7f74abeaca translated ndof menu from C to Python, enabled helicopter fly mode 2011-07-19 04:12:49 +00:00
Campbell Barton
ce00a32f05 fix [#27996] Smart UV Unwrap Still Results in Overlaps
real fix this time :S, I thought using old code from 2.4x would fix but quaternion needed to be inverted.
2011-07-18 06:44:41 +00:00
Campbell Barton
8dd72c476e fix [#28005] Python Add-Ons are constantly reloaded if twice in the path
Addons are checked for their timestamps and reloaded when it changes but this failed when, 2 addons had the same name since different times caused 2 reloads on every redraw.

Now when duplicate addons are in the path now give a error message in the UI and print path conflict in the console and don't thrash reloading.
2011-07-18 05:41:46 +00:00
Brecht Van Lommel
f94c9d5d61 Fix python error in image sampling panel drawing when
there is no texture slot available.
2011-07-13 18:07:30 +00:00
Brecht Van Lommel
74536efa91 Fix #26704: activating a texture node inside material nodes did not show that
texture in the texture properties.
2011-07-13 17:52:23 +00:00
Jeroen Bakker
b724c7f27e Add delete with reconnect feature.
this will reconnect nodes as if the deleted node is muted.
Operation is added to the space_node node menu and to the keymap as CTRL-X

to test this just add some nodes to the space_node
select one or multiple nodes and press CTRL-X

It should reconnect the nodes as they were muted

limitations:
1. it performs a delete and reconnect per node. It does not evaluate all selected nodes as one whole
2. mute only supports Value, Vector and Color data types, so does this feature
3. not usable for nodes where input and output does not match (like colorToBW)

Where reconnect could not be preformed the links will be removed from the model.

Undo works with this delete with reconnect.
2011-07-12 18:59:54 +00:00
Campbell Barton
dbc9e36f72 make python3.3 compatible, __class__ is no longer in the class methods namespace. 2011-07-11 05:50:49 +00:00
Campbell Barton
301e5b4ea0 fix for various python bugs and remove unused var. 2011-07-10 17:26:15 +00:00
Campbell Barton
b62a956cc8 cleanup for python scripts - unused vars and imports 2011-07-10 12:51:37 +00:00
Campbell Barton
357afe06bc fix issue raised by [#27819] Unwrap Menu (U) -> Lightmap Pack throws Python Exception. But use a different fix. 2011-07-08 03:07:51 +00:00
Jeroen Bakker
c4491f558b Current situation
A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done.

In blender movies this feature is known to be implemented, but until now it never got integrated into trunk.
Proposal

With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index.

In the compositor the ID Mask node can be used to extract the information out of the Render pass.
Impact
User interface

On the properties-space the next changes will be done

    Scene⇒Render layer⇒Passes⇒Material index will be added
    Material⇒Options⇒Pass index will be added

DNA

    Material struct will get an new field called “index”. this will be a short-type.
    Material struct the field pad will be removed.
    A new Render-layer pass will be added (bit 1«18)

RNA

    Material RNA is updated (based on “pass index” from object)
    Render layer RNA is updated (based on IndexOB)

Blender internal renderer

The Blender internal renderer will process the render pass as a copy of the Object index.
Blender compositor

The render layer input will get a new output socket called “IndexMA”
Usage

An example on how to use material index can be found at:

https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend

This is also example of a commit message longer than the commit itself :)
2011-07-04 18:14:41 +00:00
Campbell Barton
abb21a4da0 fix for python error when pinning a non mesh object in mesh editmode. 2011-07-03 07:21:33 +00:00
Campbell Barton
dcd8933b95 quick explode failed if executed with no active object 2011-07-01 13:26:20 +00:00
Campbell Barton
590682bac1 uv mirror poll function wasnt checking UV's were available on the mesh. 2011-07-01 13:25:00 +00:00
Campbell Barton
2c66ab12e9 minor pep8 edits 2011-07-01 12:33:34 +00:00
Campbell Barton
66b565a376 improve error report [#27775] External Image Editor Preference does not work
also correct tooltip typo.
2011-06-30 04:32:59 +00:00
Campbell Barton
7f70f78376 Addon UI: button for removing addons which are installed to user/home paths, this is not displayed for system addons, or ones which come with blender. 2011-06-29 15:56:22 +00:00
Campbell Barton
57f4844c43 make drawing faces in the UV editor an image space option, re-using the mesh option was lazy and doesn't make much sense. 2011-06-28 09:42:17 +00:00
Campbell Barton
b4682414c2 fix [#27787] Smart UV Unwrap Results in Overlaps
added optional face area weighting (from 2.4x) since this can result in overlapping faces.
2011-06-28 06:51:55 +00:00
Campbell Barton
4dd18f7e6f fix for editmode option toggle 2011-06-27 11:40:15 +00:00
Campbell Barton
a1abdf1c1c fix [#27778] Set Bone Flags - No Scale - Toggle seems not to work.
Toggling options on the selection is better done as a generic operator.
Replace ARMATURE_OT_flags_set and POSE_OT_flags_set with WM_OT_context_collection_boolean_set and use menus to access it with specific settings.

This way its easy make a key shortcut which toggles any boolean on any collection - sequences, metaballs, objects, bones etc.
2011-06-27 07:51:52 +00:00
Campbell Barton
33e554799b Minor warning cleanup & fix
- comment/remove assignments from values to themselves.
- add case break statements (no functional change but some source code checkers notice).
- fix python errors when the sculpt brush is None.
2011-06-27 03:36:14 +00:00
Matt Ebb
826ed5ed1d Fix [#27748] undeterministic behaviour of volumetric renderer
* Made clearer in the UI that the approximate multiple scattering always enables light cache
* Fixed a potential problem in anisotropic scattering
2011-06-25 00:33:36 +00:00
Campbell Barton
fd60b73b7b fix [#27742] Smart UV project no longer works in 2.58
failed with active, unselected objects.
2011-06-24 04:12:01 +00:00
Campbell Barton
3cf2e6b7dc fix [#27747] Modal operator in Special Menu (W) ignores continues grab 2011-06-24 03:59:41 +00:00
Daniel Salazar
fc95ebbc55 W special menu for changing orthographic camera lens scale was missing
btw continues grab doesn't work with this modal ops.. whats up?
2011-06-24 03:41:07 +00:00
Brecht Van Lommel
a014886c57 Fix typo in addon user preferences menu. 2011-06-23 19:42:54 +00:00
Lukas Toenne
587b51831d More flexible size options for particle billboards. This adds scale factors for width and height of billboards, relative to the particle size. It's useful when the particle size is primarily used for collision and the like, so the billboard appearance can be adjusted independently. Also allows non-square billboards.
In addition the billboards can be scaled by the particle velocity with optional head and tail factors (similar to line drawing options). This allows for pseudo-motionblur effects.
2011-06-23 18:59:47 +00:00