Commit Graph

3097 Commits

Author SHA1 Message Date
Guillermo S. Romero
7b201c7693 SVN maintenance. 2011-02-14 04:47:55 +00:00
Joshua Leung
54190dd8e5 Bone Colour Sets (theme ones) can now be edited from the User
Preferences UI again
2011-02-14 03:43:28 +00:00
Joshua Leung
35abb674b2 Forgot NLA Editor support for this... 2011-02-14 03:04:59 +00:00
Joshua Leung
b8a19d3a43 Graph Editor part of the changes in the previous commit... 2011-02-14 02:50:52 +00:00
Joshua Leung
52525a00f7 DopeSheet: Add menu entries and hotkeys to select all keyframes
left/right to current frame in dope sheet

This commit separates out this selection functionality out of the
click-selection operator into a separate operator, so that hotkeys and
menu entries can be assigned to it.

This is based on an idea+patch (#23738) submitted by Torsten Rupp
(rupp), though I've ultimately decided not to go with the suggested
implementation as I don't think this fits that well under the "column"
select operator.

Todo: Graph Editor support will be coming shortly...
2011-02-14 02:30:33 +00:00
Janne Karhu
7b4c4183f3 Small addition to particle grid distribution:
* New option to distribute particles in a hexagonal grid.
* This is much more stable for fluids than normal grid distribution and looks quite nice otherwise too :)
* Also some small scale code cleanup of grid distribution code.
2011-02-13 13:50:19 +00:00
Janne Karhu
373fea6662 Small update for billboards:
* Renamed the old split uv's animate option "time" to "age" and added a new option to change the used split frame by frame. These are good changes were suggested/implied by Hannu Hoffren over 3 years ago in his tutorial video! (oh my how time flies)
* Also cleaned up the billboard ui quite a bit. For example now the uv channels can be properly chosen from the existing channels.
2011-02-12 23:25:03 +00:00
Janne Karhu
0a83817672 Small particle effectors update:
* Greetings from farsthary: particle rotation is now taken into account for particle effector direction.
** This gives all kinds of new possibilities as he shows in his blog http://farsthary.wordpress.com/2011/02/08/vortex-particle-simple-tut/.
**The only modification I made to his patch was to use the actual rotated particle direction as the effector direction as this defaults to the particle velocity vector, so no actual new options are needed.
* I also added an "effector amount" setting for particle effectors so that only a part of the particles can be considered as effectors. This makes it possible to create simple "farsthary vortexes" with only one particle system.
* Also some tiny reorganization of the falloff min/max values for a nicer ui.
2011-02-12 17:54:24 +00:00
Janne Karhu
fafbd9d71b Particles todo item: particle textures
* Effecting particle properties with textures was possible in 2.49,
  but not in 2.5 anymore.
* Now particles have their own textures (available in texture panel
  for objects with particle systems), which are totally separate from
  the material textures.
* Currently a basic set of particle properties is available for
  texture control. Some others could still be added, but the whole
  system is not intended as an "change anything with a texture" as
  this kind of functionality will be provided with node particles in
  the future much better.
* Combined with the previously added "particle texture coordinates"
  this new functionality also solves the problem of animating particle
  properties through the particle lifetime nicely.
* Currently the textures only use the intensity of the texture in
  "multiply" blending mode, so in order for the textures to effect
  a particle parameter there has to be a non-zero value defined for
  the parameter in the particle settings. Other blend modes can be
  added later if they're considered useful enough.
2011-02-12 14:38:34 +00:00
Campbell Barton
e70ca00f71 - move keyingsets_utils.py into modules.
- add gplv2 header
- define __all__ so when importing '*' it wont being in locally defined vars.
2011-02-12 08:12:00 +00:00
Campbell Barton
9bd57cd302 update templates for registration changes 2011-02-12 08:04:32 +00:00
Campbell Barton
c50bf404d2 patch [#25978] mathutils fixes for bpy_types.py and vertexpaint_dirt.py
from Filiciss Muhgue (filiciss)
2011-02-11 12:30:17 +00:00
Campbell Barton
7f6946d4f7 add torus script wasnt registering. 2011-02-11 03:42:36 +00:00
Campbell Barton
17efeb310d bpy.utils.register_module() generator could go into eternal loop. 2011-02-11 01:27:00 +00:00
Campbell Barton
2f4f046b6f UI functions added to existing UI classes (operators adding their own menus for eg),
would stop the entire menu from drawing if they raised an exception.

now print the exception and continue.

Also added a verbose argument for bpy.utils.(un)register_module() to help test whats being registered.
2011-02-11 01:12:01 +00:00
Campbell Barton
b1cdf5c344 use weak references for the internal metaclass typemap,
this should help with blender leaking memory with python classes though the bug is still not fixed.
2011-02-11 00:39:07 +00:00
Campbell Barton
fb8c135584 minor python register changes.
- KeyingSetInfo classes are now collected like Panels, Operators etc so bpy.utils.register_module() can be used.
- move bpy.types.register() to bpy.utils.register_class
2011-02-11 00:11:17 +00:00
Campbell Barton
4612034cf4 patch [#25809] Auto-Registration as utility function.
This removes auto-registration, committed by Martin r30961.
Realize this is a contentious topic but Brecht and myself both would rather opt-in registration.

TODO:
- addons need updating.
- class list will be modified to use weakrefs (should have been done for existing system too).
- will move bpy.types.(un)register functions into bpy.utils.(un)register_class, currently including these functions in a type list is internally ugly, scripts which loop over types also need to check for these.
2011-02-10 23:48:22 +00:00
Campbell Barton
d240206c88 fix for crash with GLSL material when image couldn't be loaded.
also quiet pep8 warnings.
2011-02-10 14:59:17 +00:00
Joshua Leung
fc3b29b637 Small consistency fixups 2011-02-10 09:39:55 +00:00
Michael Fox
446299db1c small feature request from zanqdo, merging in the mirror modifier is now optional, simply turning town the merge limit just simply do anything, and merging is off by default as this seems more logical behaviour 2011-02-10 00:05:03 +00:00
Joshua Leung
4eb76a1a90 Graph Editor: Added option to turn off AA drawing for performance
gains when using really heavy files
2011-02-09 02:09:25 +00:00
Joshua Leung
adfbb83cdf Bugfix: When removing the "only insert for active keyingset" option
for Auto-keying from the UserPrefs, I forgot to remove the option from
the UI there.
2011-02-09 00:52:53 +00:00
Campbell Barton
32e3aac6bc use update() rather then update_tag(), needed for making edge data. 2011-02-08 21:32:26 +00:00
M.G. Kishalmi
4ac2d60800 jahka IRC fix
pinning the texture properties gave python errors.
2011-02-08 16:24:00 +00:00
Janne Karhu
811a1b910c Texture context selector for texture panel:
* Texture context was previously determined by going to the appropriate panel, for example "world panel -> texture panel" to access world textures. Additionally there was a separate button to access brush textures.
* Now the texture context can be selected directly through an expanded icon menu, which shows the available context options.
* This context selector is now at the top of the texture panel, but this could later be perhaps integrated to the context path somehow to be more intuitive.
2011-02-08 14:29:48 +00:00
Campbell Barton
cd95dd42d7 fix own recent error [#25977] Torus disappears when adding "Subdivision Surface"
ID's and meshes both have update functions, call the meshes rather then update_tag() for recalculating edges.
2011-02-08 11:20:19 +00:00
Martin Poirier
89bb5e6423 [#25693] Netrender "shadow" images with last frame always appear
Render engine postprocess property was not named properly
2011-02-08 01:56:36 +00:00
Campbell Barton
6c21f4713b mailed Stani Michiels and he's ok to switch his console autocomplete to GPLv2 or later. 2011-02-08 00:01:15 +00:00
Ton Roosendaal
5c421c328e Todo/feature request
When using masks or other simple 3D elements in composites, doing
a layer re-rendering on a node is a bit clumsy all the time.

This commit does two things to help:
- new hotkey "Z" in node editor automatically finds render layer
  that changed and re-renders it + composites
- option "Auto Render" does same, but then after every transform
  edit in 3D window

The latter is experimental; real & proper system for this requires
full threaded render support (like previews). But it works!

Demo file:
http://download.blender.org/demo/test/auto_composite.blend

Important fix:
After any render, all the render layers were tagged "changed", which
caused any edit to first totally recomposte everthing. Now it only
composites changes.

Implementation notes

- DAG scene flush now sets 'changed' flags in render layer nodes
- Added notifier for 'transform finished' to trigger the update,
  this is temporarily.
2011-02-07 16:41:57 +00:00
Thomas Dinges
831ce612e9 Fix for [#25963] Show mouse option in wrong Panel.
Did some reorganization of the Game buttons, made a new "Display" Panel.
2011-02-07 14:53:40 +00:00
Janne Karhu
44fb6bd1fa Hair ui simplification:
* There were a lot of settings in the particle panels that made no sense for simple hair and only cluttered up the ui.
* Now these settings are hidden by default unless "advanced" hair options are shown.
* Without advanced options the particle velocity controls are replaced by a simple "hair length" value, which actually corresponds to the grown hair length in blender units.
* Some hair effector options that are actually very useful were not shown in ui. These are now found in the "field weights" panel.
2011-02-07 11:43:33 +00:00
Campbell Barton
a17d81cabf add access to radius for game objects (static objects can have radius) as well as anisotropic friction. 2011-02-07 11:42:49 +00:00
Campbell Barton
d272b70ee0 rename ID.update() --> update_tag() since this function only tags for updating and scene.update() executes the update. 2011-02-07 08:13:28 +00:00
Campbell Barton
967299ad97 fix [#25947] Smart Project is broken SVN r34664
own recent mathutils updates broke this script.
2011-02-06 06:59:11 +00:00
Martin Poirier
dd924bb93b [#25693] Netrender "shadow" images with last frame always appear
More debugging info with -d

Also fix some conditions that didn't check the proper list in the ui.
2011-02-05 22:46:59 +00:00
Campbell Barton
8b52087d83 update for changes in mathutils. 2011-02-05 07:04:23 +00:00
Janne Karhu
4e8a8d1e8f Improvements for particle grid distribution:
* Particles that aren't shown are now actually deleted (huge memory savings for flat objects).
* Grid distribution for flat objects is now done on the surface object surface without offset.
* Invert grid option wasn't in ui and it didn't work for non-volume grids.
* New parameter to randomize the grid point locations.
* Resolution soft/hard limits changed to even 50/250.
2011-02-04 15:48:13 +00:00
Campbell Barton
736a7b7a22 pep8 cleanup 2011-02-04 09:27:25 +00:00
Joshua Leung
a155d8895d Moved Auto-Keying "Insert for KeyingSet only" option from UserPrefs to
Scene (Toolsettings, i.e. alongside "layered" option for using NLA
while doing auto-keying)

This option makes all Auto-Keying operations use the active Keying Set
to carry out keyframing operations instead of picking and choosing
their own Keying Sets to use, thus cutting down on the number of
unwanted keys.

Warning: if the older userpref option was enabled in an old
startup.blend, it may be difficult to turn this option off.
2011-02-04 08:33:07 +00:00
Daniel Salazar
a7af789864 Added Read Render Layers and Read Full Sample Layers to node editor menu 2011-02-02 10:33:29 +00:00
Joshua Leung
efd1d0f901 Bugfix [#25902] alt+a over 3D view don't up date dropesheet editor
Migrating "redraws" settings from TimeLine view data to per Screen.
The options are now still shown in the TimeLine "Playback" menu
though.

This means that whatever redraw settings you set in a TimeLine editor
will be used throughout a screen (i.e. editor layout) to determine
which editors will get updated during playback, instead of only
certain editors doing certain things at vague times.

---

Also, I moved some version patches pre 2.56 version bump into a
version-check for 2.56. These must've been missed when doing the
release...
2011-02-01 23:41:01 +00:00
Joshua Leung
b8d9d10a65 Action Editor UI Tweaks:
While animating, I realised that actually the 'only selected' and
'include hidden' DopeSheet filtering options are also useful in the
Action Editor, especially while tweaking the animation for some
characters, where you'd like to focus only on some of the character's
control (i.e. eyelid tweaks, hand tweaks, etc.).

The other DopeSheet filtering options aren't so relevant here, so I've
excluded them from this.
2011-02-01 22:21:43 +00:00
Ton Roosendaal
67b1cdd953 Bugfix #25891
Info header: option to switch scenes or add new ones has to be hidden
for "full screen" mode. Current full-screen code doesn't allow to 
browse screens or switch scenes nicely.
2011-02-01 13:35:21 +00:00
Campbell Barton
0d3cf5c8a6 Script to test import operators, so a single command can execute an operator on all files in a directory and optionally save out blend files for inspection.
This comes in handy for testing importers against 100's of files, quickly showing breakages and easier to setup then unit tests.

Example usage:

  blender.bin --background --python source/tests/batch_import.py -- \
              --operator="bpy.ops.import_scene.obj" \
              --path="/data/testfiles/obj" \
              --match="*.obj" \
              --start=0 --end=50 \
              --save_path="/tmp/test"


Also found my name was spelt wrong in some places :)
2011-02-01 12:47:50 +00:00
Joshua Leung
86f3ba24e4 Bugfix: Graph Editor menus were missing an entry for the "Smooth
Keyframes" operator

Probably this was missed off, since the DopeSheet doesn't have this
functionality
2011-02-01 11:54:05 +00:00
Campbell Barton
c6d43a02cb bugfix [#25767] Addons cannot be upgraded through the UI
added option to overwrite.
2011-02-01 06:48:19 +00:00
Campbell Barton
0362d19f2d Pythons path functions - os.walk(). os.path.exists(). etc support bytes for paths as well as strings, support this with blender/rna too.
- bpy.data.*.load() functions were only accepting UTF-8 paths.
- rna functions/properties now accept byte values rather then strings for file paths.
- bpy.path.resolve_ncase now supports byte objects.
2011-02-01 04:24:47 +00:00
Daniel Salazar
339d3bf05f reverting the new button in node editor.. will need to create a new
operator to get the correct behavior for center backdrop
2011-02-01 01:32:12 +00:00
Daniel Salazar
7b3a49af8c Added Center button to backdrop controls in node editor's side panel
Inlined backdrop's zoom ui limits and hard limits so that
going to minimun and going back to 100 works
2011-02-01 01:18:16 +00:00