Commit Graph

8030 Commits

Author SHA1 Message Date
Campbell Barton
4d6584ba6a UI: use enum for thumbnail size 2015-05-01 01:49:58 +10:00
Bastien Montagne
054aa61f3c File browser - change thumbnails size with a slider
We can now scale from 32px up to 256px (default has been upgraded to 128px).
Thumbnails are now generated as 'large', i.e. 256px.

Previews are scaled up if necessary, unlike icons (for folders or files without preview images).

Note that .blend thumbnails themselves remain in 128px for now (they are embeded in .blend files,
not quite sure we want to make them four times bigger...).

Patch by DMS (Yaron Dames), with final edits by myself.

Reviewers: mont29

Subscribers: Severin, mont29

Differential Revision: https://developer.blender.org/D1260
2015-04-29 21:30:33 +02:00
Campbell Barton
e2d60d180e Project Paint: Add symmetry support
- Access from symmetry panel (as with sculpt)
- Supports multiple axis at once.
- Supports all brush types including clone.
2015-04-28 23:34:40 +10:00
Gaia Clary
4288ab16e5 Add material slot reorder buttons 2015-04-28 07:30:04 +10:00
Campbell Barton
5e1eb8cdcf Cleanup: rename GRAB_POINTER -> GRAB_CURSOR
Term pointer is overloaded already.
2015-04-27 18:58:53 +10:00
Campbell Barton
0287b39468 Py API: Remove deprecated callback_add 2015-04-23 12:58:49 +10:00
Antony Riakiotakis
a069b8d5d8 Rename stamp panel to metadata panel.
Rationale - this panel also enables metadata that get written on files.

Also moved draw_stamp property in the panel - to make it clearer it only
controls the drawing, not individual metadata.
2015-04-22 12:35:59 +02:00
Campbell Barton
e6ceecdf97 Cleanup: pep8, spelling 2015-04-22 16:26:54 +10:00
Tristan Porteries
a8adeeb6fb Logic Editor: Buttons for moving game properties up/down
D1163 by @panzergame, with minor edits by me (@Severin)
2015-04-21 23:33:45 +02:00
Antony Riakiotakis
50bfc4bfa0 Metadata display support - patch by Julian and me.
Basically, blender adds a few metadata fields to images when
we render an image. Those metadata can now be viewed in the
image editor.

Also, made sure metadata are available when we write imbufs
to disc with "Save As". There may be more cases here that need
fixing, but this means that loading an image with metadata
will now properly preserve them in blender.
2015-04-21 18:37:06 +02:00
Sergey Sharybin
e0ae23b4d6 Allow editing of active strip proxy settings again in addition to the
set operator
2015-04-21 12:00:10 +02:00
Bastien Montagne
b07c630676 I18n: Add Vietnamese language. 2015-04-20 14:27:20 +02:00
Joshua Leung
5f6b958e96 Fix: "show_points" setting for Grease Pencil drawing didn't work
As reported by zeffi, the "show_points" option was not working in master.
It probably broke recently, after some changes meant that the point sizes
weren't geting set prior to drawing these points anymore. Since this was
originally added as a debugging tool (though it is now somewhat redundant
due to the stroke editing functionality, which uses/exposes the same points),
this option wasn't really that important. I have decided to add back a toggle
for this to the UI though, since it can be used for some interesting effects...
2015-04-20 17:27:55 +12:00
Porteries Tristan
4f2657bf47 BGE: New Draw debug shadow box for sun lamp
New Check option "Show Shadow Box" in shadow panel of sun lamp to get
feedback about which objects project shadows.

Minor tweaks by Campbell Barton and Jorge Bernal

Reviewers: moguri, sybren, kupoman, dfelinto, lordloki, campbellbarton

Reviewed By: lordloki, campbellbarton

Subscribers: sergey, lordloki

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1149
2015-04-18 12:30:02 +02:00
Bastien Montagne
eced87b2d6 Fix T44406: the Hebrew font causes trouble.
Looks like the droidsans hebrew font we used back in the days had some kerning bug or so...
Updated with latest version from Debian Testing repo, works nice now.
2015-04-16 12:37:03 +02:00
Campbell Barton
59db8d74b9 RNA: avoid past tense in property names 2015-04-16 16:41:12 +10:00
Tamito Kajiyama
b466a82fa5 Partial fix for T44404: freestyle crashes blender.
Logical predicates AndUP1D and OrUP1D were instantiated even with an empty
list of unary 1D predicates, causing an exception in the constructors of
the logical predicate classes.

This is a regression made in b408d8af31c9fba5898e353c97f95f7ce8dc19c1.
2015-04-16 13:35:24 +09:00
Campbell Barton
b216f7abd6 RNA: use lock_ prefix for booleans 2015-04-15 14:51:17 +10:00
Antony Riakiotakis
ed40d5eaa7 Add flag that prevents editing of markers. Can be located in marker
menu.

When active, all editing operators for markers will not fire up.
2015-04-14 12:12:17 +02:00
Joshua Leung
1e488802dc NLA: The "filter by name" functionality now works with NLA strips too 2015-04-14 18:39:09 +12:00
Joshua Leung
097801e701 NLA: Shift-Tab toggles tweakmode AND makes that track solo
To help make it more convenient to edit stashed actions, Shift-Tab
(i.e. holding down the Shift key, which "tabbing" into tweakmode as
usual to edit the action referenced by the active NLA strip) now flags
the NLA Track that the strip occupies as being "solo" too.

This allows you to use the NLA to select a stashed action, then Shift-Tab
to start editing it without any other actions in the NLA stack interfering.
Like the "Next/Previous Layer" tools in the Action Editor, this is designed
to help with checking on stashed actions.
2015-04-14 18:39:02 +12:00
Campbell Barton
af2f4724d5 Cleanup: don't use single sets for comparisons 2015-04-14 10:34:32 +10:00
Bastien Montagne
057c7c6fab Cleanup: do not use _reportf() when not doing any string formating!
Also usual minor i18n messages stuff...
2015-04-13 21:00:45 +02:00
Campbell Barton
41350a91b5 Workaround T44351: Scopes make editmesh lag
Scopes are very heavy to calculate and editmesh uv's can cause the image view to redraw.

Best just disable scopes in this case.
2015-04-13 22:44:08 +10:00
Antony Riakiotakis
364b6b29ff New operator for action and graph editor that centers around current
scene frame, bound to numberpad zero.
2015-04-13 14:30:24 +02:00
Campbell Barton
9b359c1592 Py API: default arg for location_3d_to_region_2d
This function could return None for points behind the view,
note this in the doc-string and add an optional fallback argument.
2015-04-13 14:35:16 +10:00
Ines Almeida
c950b8f289 making add>lamp its own menu so it can be extended by addons 2015-04-12 11:38:18 +01:00
Antony Riakiotakis
253d15ea16 Move clean operator from action/ipo editors to the delete menu, now that
O key is bound to proportional editing.
2015-04-10 11:56:18 +02:00
Campbell Barton
40334b4920 missed last commit 2015-04-10 13:44:26 +10:00
Campbell Barton
31d354dfa3 rename _ipo -> _fcurve 2015-04-10 13:41:57 +10:00
Antony Riakiotakis
851ea206d0 Separate proportional editing options for graph and action editor. 2015-04-09 18:30:14 +02:00
Campbell Barton
d687428122 Error in own last commit 2015-04-09 21:23:21 +10:00
Campbell Barton
cc6e0b7394 UI: Extend preset menu
- allow for preset menu to change operator defaults.
- allow preset menu to select own kinds of file extensions.
2015-04-09 19:10:00 +10:00
Tamito Kajiyama
0a304337e1 Freestyle: Fix for AndBP1D and OrBP1D not working due to typos.
Problem report by Folkert de Vries (flokkievids) through personal
communications.  Thanks!
2015-04-09 00:29:07 +09:00
Antony Riakiotakis
c1e5d966c6 Proportional editing support for the action editor.
There are a few things here which are not so nice:

* Position of proportional edit circle is not centered on data
(difficult to predict positions here since those are completely custom,
 will probably be positioned at center of area later instead)

* Result is flushed to curve handles only at the end of the transform,
so if people have the graph editor open they will see handles lagging behind.
2015-04-07 20:49:47 +02:00
Julian Eisel
cc78664d50 Revert Sticky Keys (and everything related to that)
Our current keymap doesn't give us enough room to make such changes in
the event system. To fix small issues caused by this, we would need to do
drastic changes in Blender's keymaps and internal handling. It was worth
a try, but it didn't work.

I can write down a more descriptive statement in a few days, but for now
I need a break of this stuff.
2015-04-07 14:13:20 +02:00
Bastien Montagne
33a9247334 UI i18n cleanup...
And some general style cleanup as well (line length...).
2015-04-06 22:06:06 +02:00
Dalai Felinto
d5f1b9c222 Multi-View and Stereo 3D
Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html

Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode

Viewport
* Cameras
* Plane
* Volume

Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support

Sequencer
* Image/Movie Strips 'Use Multiview'

UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images

I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images

Scene Render Views
* Ability to have an arbitrary number of views in the scene

Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.

Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.

Everything else is likely small todos, and may wait until we are sure none of the above is happening.

Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix

Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up

Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)

Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
2015-04-06 10:40:12 -03:00
Campbell Barton
9f8ffd478e Only show image slot-name in render view 2015-04-06 17:06:37 +10:00
Joshua Leung
53f4aa7817 WIP: Added dedicated operator for unlinking actions from the Action Editor (NLA buttons support to come)
After looking into this more carefully, I've found that we do in fact need a dedicate
operator to add some custom logic when trying to unlink an action from the editor/datablocks.

Specifically, this new operator does the following:
1) When in Tweak Mode, it shouldn't be possible to unlink the active action,
   or else, everything turns to custard.
2) If the Action doesn't have any other users, the user should at least get
   a warning that it is going to get lost.
3) We need a convenient way to exit Tweak Mode from the Action Editor
4) If none of the above apply, we can just unlink normally

This commit implements this for the Action Editor, with stubs for the NLA Editor too.
Those will be fixed next.
2015-04-04 11:37:06 +13:00
Julian Eisel
a3fdc6b755 Update keyconfigs for stickies
Change are needed to avoid conflicts due to rB53a3850a8a05249942a0c4
2015-04-03 16:44:42 +02:00
Julian Eisel
53a3850a8a Sticky Keys backend
Design task: T42339
Differential Revision: D840
Initial implementation proposal: T41867

Short description:
With this we can distinguish between holding and tabbing a key. Useful
is this if we want to assign to operators to a single shortcut. If two
operators are assigned to one shortcut, we call this a sticky key.

More info is accessible through the design task and the diff.

A few people that were involved with this:
* Sean Olson for stressing me with this burden ;) - It is his enthusiasm
that pushed me forward to get this done
* Campbell and Antony for the code and design review
* Ton for the design review
* All the other people that gave feedback on the patch and helped to
make this possible

A big "Thank You" for you all!
2015-04-03 16:21:22 +02:00
Joshua Leung
5681b4fc83 Action Editor: Move up/down buttons to be before the datablock selector
It turned out that the constantly changing width of the datablock selector
made it a pain to use these to quickly toggle between different actions,
as the buttons would keep jumping around, thus leading to errors when
quickly toggling between actions. This way doesn't look quite as great,
but should be more usable.
2015-04-04 01:39:58 +13:00
Joshua Leung
bcf1abbc83 Action Editor: Go to Next/Previous Animation Layer
With this feature, it is now possible to quickly switch between different actions
stacked/stashed on top of each other in the NLA Stack without having to go to the
NLA Editor and doing a tab-select-tab dance, thus saving quite a few clicks. It
was specifically designed with Game Animation / Action Library workflows in mind,
but also helps layered animation workflows.

Usage:
Simply click on the up/down arrow buttons (between the action datablock selector
and the pushdown/stash buttons) to go to the action in the NLA Track above/below
the NLA Strip being whose action is being tweaked in the Action Editor.

Notes:
- These still work when you're not editing the action used by a NLA Strip.
If you're just animating a new action normally, it is possible to use the "down arrow"
to temporarily jump down to the previous action without losing the new action you're
working on, and then use the "up arrow" to get back to it once you're done checking
the other action(s).

- If there are multiple actions/strips on the same layer/track, then only the one
closest to the current frame will be used.
2015-04-04 01:39:53 +13:00
Bastien Montagne
13a63234d6 Fix T44237: translation does not work for input sockets in 'Active node properties' panel. 2015-04-03 12:38:59 +02:00
Bastien Montagne
89530f1486 Fix T44240: Lamp Halo invisible in rendering.
Halo is not possible when using 'deep' buffer shadow - reflect that in UI.
When not using buffered shadows, switch lamp bufftype to 'regular' on render, as already
done with 'halfway' method.
2015-04-03 11:17:58 +02:00
Joshua Leung
018dc3aeda Action Editor: Experimental tweak to ordering of buttons
This commit is an experiment exploring the relationship between the action
management buttons (i.e. action selector + pushdown/stash, and soon a few others)
and the filtering stuff (i.e. summary, only selected, etc.)

The old ordering meant that the filtering stuff was consistently in the same
place beside the mode selector, meaning that the order was "common stuff, then
editor specific stuff", this was not that great on smaller windows, where there
important stuff was often out of view.

This new order places greater emphasis on the parts which are likely to be more
important. It also allows us to have a better hierarchy/flow; this is especially
because we'll soon introduce a way to specify which datablock "level" the
action comes from, so going from "level -> action -> filters within action" will
make more sense.
2015-04-03 02:17:45 +13:00
Joshua Leung
838c3503a7 Expose the Pose Propagate tool a bit more in the UI
From the various forum threads and the fact that a new addon has cropped up,
it appears that it is not that well known that this tool exists, and that it
can be used solve a very common problem that animators face. Namely:
  When you've gone through blocking out your key poses and then realise
  that you need to adjust parts of the rig which don't change much, this
  tool solves the problem of needing to go through doing grunt-work to
  fix all the other keyframes which now need to change as well.

So, this tool is now available in the following two places (in addition to
the existing Pose -> Propagate menu):
* Toolbar - The "Propagate" button will use the default mode (or the last
            used mode for each subsequent invocation).
            The arrow-button beside this will allow choosing between the different
            modes. (NOTE: The UI team may have different thoughts on this, but,
            let's give this a try for a while first, to see if this sort of thing works)
* Alt-P   - In Pose Mode, this will now bring up a menu allowing you to choose
            which mode is used. Since this sort of thing is something that does
            get run several times in a row when you need it, having this hotkey
            will make it a bit more convenient.
2015-04-02 23:48:24 +13:00
Joshua Leung
97f6bff45a Propagate Pose: Added 'Selected Keyframes' mode
This commit adds a new mode for the Propagate Pose tool. With this new option,
the Propagate Pose will copy the current pose over to all selected keyframes
after the current frame.

For reference, some of the other/existing options are: to copy it to each subsequent
keyframe with the same value (WHILE_HELD - the default), to the next keyframe,
or to the last keyframe.
2015-04-02 23:48:23 +13:00
Campbell Barton
2fc69d11c8 Add custom properties to sequence strips 2015-04-02 21:07:23 +11:00