Commit Graph

57894 Commits

Author SHA1 Message Date
Antony Riakiotakis
743a67c6cb Cavity option active even in fill brushes 2015-02-11 15:09:11 +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
Sergey Sharybin
88efcdc376 Compositor: Expose Alpha socket for multilayer EXR node
This way re-mapping scene nodes to EXR files becomes much easier,
no extra trickery with separate RGBA setups is needed.

Plus makes it more consistent with regular EXR files.

This uses EGBA pass to get alpha from.
2015-02-11 18:28:41 +05:00
Dalai Felinto
560c05e8bd Fix T43628: Circular dependency error preventing multiple highpoly objects to bake
Throwing an RPT_ERROR was stopping baking after the first object.
2015-02-11 11:23:03 -02:00
Nicholas Bishop
259d47a15e Minor code cleanup: move some duplicated texpaint code into function
Reviewers: psy-fi

Reviewed By: psy-fi

Differential Revision: https://developer.blender.org/D1098
2015-02-11 13:33:47 +01:00
Campbell Barton
2d1e072686 UV Island support for vertex & edge slide
This ensures slide with `Correct UVs` enabled, keeps UV's (any loop custom-data) contiguous.

Adds 2 key functions `BM_vert_loop_groups_data_layer_create` and `BM_vert_loop_groups_data_layer_merge`

They work by collecting matching loop custom-data around the vertices loop-fan,
and merging the custom-data after edits are made.

Thanks to @mont29 for review!
2015-02-11 21:30:13 +11:00
Thomas Dinges
f2951c23cf Cleanup: Remove unused Cycles cpuid code. 2015-02-11 11:28:42 +01:00
Bastien Montagne
8668006519 Fix crasher in own UIList bookmarks commit.
Immediate crash in merged asset-experiments branch, no idea why it did not show in master too?
2015-02-11 11:16:32 +01:00
Campbell Barton
d4934f8f6d cleanup: style/indentation 2015-02-11 18:39:28 +11:00
Joshua Leung
387d91829d Fix T43149: Grease Pencil fill areas look divided by multiples ray lines
The problem here was caused by the usage of GL_POLYGON_SMOOTH (thanks Campbell
for the help tracking this down!). Apparently the issue is that this option
ends up doing some nasty accumulation with whatever is in the framebuffer for
each *tesselated* polygon (instead of the whole polygon as intended/expected).

** IMPORTANT USER NOTES **
With the removal of this option, filled areas and volumetric strokes will now
have jagged edges again. To resolve these artifacts, it is necessary to enable
Viewport Multisampling (found in the User Preferences, under the System tab),
and restart Blender to see the effects of this change.
2015-02-11 17:54:14 +13:00
Campbell Barton
4ae6d58999 Minor optimization for mask modifier
- don't resize ghash buckets (reserve maximum size)
- get vert, edge arrays instead of DM getVert, getEdge
- calloc -> malloc
2015-02-11 10:39:50 +11:00
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
Bastien Montagne
4f1e387588 UI: add optional tip callback to uiBut, and use it for per-item tooltips in UIList.
When defined, uiBut->tip_func is called when button's tip is generated. This allows
for advanced, dynamic generation of tooltips.

For now, only used by UIList, which can now optionaly use a given string property
of each item for its tooltip.

Thanks to Campbell for the reviews!
2015-02-11 00:07:09 +01:00
Gaia Clary
d18993d4e4 Fix T43297 The Exporter assumed ANSII encoding but we need to support UTF-8 instead 2015-02-10 22:14:31 +01:00
Sergey Sharybin
4b04a4e2ff Cycles: Control CPU capabilities via environment variables
Purely developers-only feature which allows to disable some of the CPU
capabilities. This way it's easier to test different kernels on the
same machine.
2015-02-11 01:56:58 +05:00
Troy Sobotka
28e76bbb93 Remove legacy color transform functions.
Differential Revision: https://developer.blender.org/D1095
2015-02-10 21:34:19 +01:00
Campbell Barton
1d64dff671 Fix recent vert-slide UV's when cancelled
Added support recently, but wasn't cancelling correctly.
2015-02-11 07:30:11 +11:00
Sybren A. Stüvel
2b01b71339 Fix T43565: BGE removed unneeded if/else in BL_KetsjiEmbedStart 2015-02-10 21:28:18 +01:00
Sybren A. Stüvel
59c0a1e7c8 Typo fix + clarification in mathutils.Vector example 2015-02-10 21:25:01 +01:00
Sergey Sharybin
bb08502cf4 Cycles: Fallback to bottom-top tile order when rendering from the command line
In the worst case it'll do nothing, in the best case it might give some percent
of speedup because of better cache coherency.

Currently it's all handled as an override on blender_python level, don't really
see reason to penetrate the boolean flag further into sync code. This can always
be done later if needed.
2015-02-11 01:11:57 +05:00
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
Sergey Sharybin
13ad69c68e Cycles: Add print functions for sse3f, sse3i and sse3b 2015-02-11 00:20:34 +05:00
Sergey Sharybin
5646a9f759 Cycles: Add utility functions to print ssef, ssei and sseb
Nothing special, just really handy for debugging.
2015-02-11 00:11:04 +05:00
Sergey Sharybin
4e37b29631 Cycles: Move mesh attribute creation into separate functions
This makes overall code of create_mesh() much cleaner and easier to follow.
2015-02-10 23:41:54 +05:00
Bastien Montagne
bc218cf4d2 BLI_linklist: Add a new helper to move an item (identified by its current index) to a new position in the list. 2015-02-10 19:20:36 +01:00
Antony Riakiotakis
a9c5d0ba51 Slip tool: add enter and space to confirm the operation 2015-02-10 17:40:11 +01:00
Sergey Sharybin
0b1a886292 Cycles: optimize one normalization out from the previous commit 2015-02-10 21:32:44 +05:00
Sergey Sharybin
227a94077f Cycles: implement pointiness geometry attribute
This attribute means how "pointy" the geometry surface is, which allows to do
effects like dirt maps and wear-off effects on render geometry. This means the
attribute is calculated for the final mesh which means no baking (which implies
UV unwrap) is needed. Apart from this the behavior is quite close to how vertex
dirty colors works.

The new attribute is available as an output socket of Geometry node.

There's no penalty for the render time, only some delay on scene preparation
(the delay is linear of the mesh complexity).

Reviewers: brecht, juicyfruit

Subscribers: eyecandy, venomgfx

Differential Revision: https://developer.blender.org/D1086
2015-02-10 20:33:41 +05:00
Sergey Sharybin
1ebf95bfd7 Tests: Disable failing import/export tests for until they're fixed 2015-02-10 19:29:18 +05:00
Sergey Sharybin
edb7195f27 Cycles: Bring back distance check in re-intersection
From more investigation of the numeric failures in the kernel it appears
the check was rather correct. But in theory it;s also needed for the motion
triangles.
2015-02-10 19:07:55 +05:00
Sergey Sharybin
b03ac83843 Cycles: Correction to glossy shaders not handling total internal reflection
The issue was caused by lack of check for whether fresnel term is actually
giving total internal reflection in refraction BSDFs. This lead to usage of
arbitrary vector of (0, 0, 0) as reflection, giving numeric issues in other
areas of the kernel.

This gives some visual changes of sharp reflection but it seems to be rather
proper now. Which also corresponds with rough glossy reflection with sharpness
set to 0.001 (previously it was totally different from sharpness of 0.0, which
is just weird).
2015-02-10 18:20:36 +05:00
Sergey Sharybin
298d8681a0 Fix T43596: Refraction BSDF crashes blender on pre-sse4 CPU
This is the same issue T43475: SSE4 code is more robust to non-finite values
in the ray origin/direction. So for now added a check before doing BVH traversal
for pre-SSE4 CPUs.

For sure actual root of the issue is a bit different and much more tricky to
solve, especially without disturbing render results too much. Still looking
into this.

In any case, it's kinda fine to have such a check, we might later make it to be
a kernel_assert() instead of just a return.
2015-02-10 17:36:05 +05:00
Campbell Barton
e7d20b0be4 Fix grease-pencil crash without clip/track data 2015-02-10 23:34:16 +11:00
Campbell Barton
1cfe0c1fb2 UI: scale timeline cache-height by DPI/pixelsize
D602 by @blakenator with edits
2015-02-10 22:33:52 +11:00
Campbell Barton
27f81bf6ce correct last commit 2015-02-10 22:03:10 +11:00
Joshua Leung
040b510df1 Fix: Grease Pencil datablocks can be copied using the ID.copy() API method now 2015-02-10 23:30:30 +13:00
Sergey Sharybin
d21668de5c Synchronize changes from buildbot server 2015-02-10 13:47:28 +05:00
Sergey Sharybin
6971bd9a4f Fix T43611: Collision shape of rigid bodies changes inadvertently
The issue was caused by the fix for T34108, which modified DNA in order to
get a fallback box collision shape. Not sue why it's needed, we can just get
box shape directly, without modifying user's settings.
2015-02-10 12:56:25 +05:00
julianeisel
25412d8ae2 Nodes: Various UI cleanups for Image and Environment Texture Nodes
Mainly consistency changes and smaller fixes.

* Environment Texture Nodes:
** show image info
** split layout for menus (showing menu title on the left)
** hierarchical button order

* Image Nodes:
** disable Alpha Mode menu if Use Alpha is disabled
** Don't show "+" icon/button if an image is already loaded
** Consistent alignment of menu buttons (see Input Color Space menu)

Requested and approved by @venomgfx
2015-02-09 23:17:33 +01:00
julianeisel
64ef6e74f7 Nodes: (Un)pack, filepath, refresh buttons for Environment Texture nodes
The same buttons are already used for other image textures and since the
environment tex node does only allow images as well, it makes sense to
have this here too.

Approved by @lukastoenne and @venomgfx,
requested by @venomgfx
2015-02-09 23:17:33 +01:00
Sergey Sharybin
53c4033b5b CMake cleanup: Move OSL detection code into FindOpenShadingLanguage.cmake
Should be no functional changes.
2015-02-10 02:45:59 +05:00
julianeisel
4ca4f04c75 Fix file size not drawn using Link/Append
For linking/appending, .blends get the type S_IFDIR added which prevents
the size from being drawn. BLI_is_dir gets the type from the OS so it's
better suited for this case.

Reported by @sergey.
2015-02-09 22:06:45 +01:00
Ines Almeida
4edc1bbe02 BGE - Vehicle Controller - add background and API checks for arguments of function calls
Fixes T41570 crash
For readability, attachDir was renamed to downDir and the Python API docs renamed accordingly
2015-02-09 20:58:15 +00:00
Ines Almeida
a088b9488d Recreating bge python modules instead of using existing
All of the initXPythonBinding functions are changed to always creating the module instead of importing if previously existing.
I can instead only remove the module return when the import is ok, so that it always inits. But then, I don't see the point in importing.

I make sure that these functions are called only once per run, inside initBGE.
This was not the case with GameTypes. I moved initPyTypes inside of initGameTypesPythonBinding due to that.

I reorganized initGamePlayerPythonScripting and initGamePythonScripting so that they run things in the same order.
initGamePlayerPythonScripting imports mathutils and aud, the other only aud. Shouldn't it be the same for both?

Reviewers: campbellbarton

Subscribers: sybren

Projects: #game_engine, #game_python

Differential Revision: https://developer.blender.org/D1070
2015-02-09 20:56:38 +00:00
Campbell Barton
31e26bb83b Fix T43424: undo changes the active scene
Using different scenes with 2+ windows broke entirely using undo.
Now keep track of the current windows scene in each undo-file,
and ensure the undo-scene is on a visible window when undo is executed,
switching the scene only when its not in a visible window.
2015-02-10 05:51:05 +11:00
Campbell Barton
2fe9e3c1f0 more direct fix for last commit 2015-02-10 03:00:37 +11:00
Campbell Barton
c4e8d74563 Fix T43498: New curves fails /w radius & rotation
Scaling matrix assumed no rotation,
also remove unused apply_diameter arg.
2015-02-10 02:50:59 +11:00
Campbell Barton
3c755fd6a5 Fix outliner crash renaming library /w filter
D1045 by @a.romanov
2015-02-10 02:05:22 +11:00
Sergey Sharybin
b83d851901 Cycles: Another attempt to solve 32bit CUDA kernel
Previous fix didn't quite work well. For some reason everything worked fine when
using native nvcc in 32bit environment, but cross-compiling from 64bit platform
it was still running out of memory.

For now just made it so all the kernels are slower on 32bit CUDA as a temporary
solution. Either it'll be solved in next CUDA releases (by dropped 32bit? =\) or
we'll find better workaround.
2015-02-09 16:14:44 +05:00