- making this change now because some addons developers are interested in showing keymap UI in their addons prefs and using the class involved making a fake class instance which isnt needed.
This was caused by r.57812
There were two problems here:
1) vertex_group_vert_select_unlocked_poll() had faulty logic which meant that
it always failed when there were no vgroups present yet - the final return
always just fell through
2) Since the "Assign to New Groups" option was actually implemented using the
same operator as "Assign to Active Group" (just with an extra parameter set), if
the active group was locked, it was not possible to "Assign to New Group" (even
though a new group would not be locked).
Update from a script I had in 2.4x, useful if you have mesh data which is _almost_ symmetrical,
there was no good way to automatically make the minor adjustments to make the mesh fully symmetrical.
Options for...
- symmetry-axis.
- blending between the +/- side.
- center mid verts.
Access from Mesh menu.
It removes buttons_header.c file, adds a (small) space_properties.py one, with a PROPERTIES_HT_header class, which simply uses the RNA enum to draw the context buttons.
It also fixes that enum, btw, it always featured all contexts, which means you could (try to!) set through RNA invalid contexts...
Thanks to brecht and dingto for the reviews.
the Parameter Editor mode. The Material Boundary toggle button takes
effect only in the Python Scripting mode. Instead the Parameter Editor
mode automatically determines which edge types need to be computed on the
basis of user-specified line selection criteria in terms of edge types.
Problem report from Light BWK through personal communications, thanks!
linked via material
Textures linked to modifiers are now shown in the AnimEditor channel hierarchy
under object level now (i.e. on same level as ob-data, shapekeys, and object's
action). This makes it possible to edit such animation data without having to
ensure that these textures are also linked to the object's material so that they
will appear.
As a side-effect of how this is implemented, if playback is slower on scenes
following this commit, disable the "modifier" filter under the filtering
settings in the relevant animation editor header. In particular, it may be
beneficial to disable this when you've got scenes with meshes that have many
modifiers (but none of these have any linked data with settings which can be
animated), as Blender will still try to go through all those modifiers checking
for anything to show.
- script execution is off by default
- if a blend file attempts to execute a script
this shows a message in the header with the action
that was suppressed (script/driver/game-autostart) and 2 buttons to either reload the file trusted, or to ignore the message.
- the file selector will always default to use the trust setting in the user preferences,
but reloading an open file will keep using the current setting (whatever was set before or set on the command-line).
- added SCons setting WITH_BF_PYTHON_SECURITY, this sets the default state for the user prefereces not to trust blend files on load.
... this option was in CMake before, but always off, now its enabled by default for SCons and CMake, and forced on in CMake for now.
* VERTEX_WEIGHT modifiers had quite a messy UI, improved the grouping of options a bit, so it is easier to scan through.
* Do not use abbreviations like "Rem" or "Dist" in the UI...
* Also small change for BEVEL modifier UI for more efficient space usage.
- Ctrl+RMB only worked for edges & faces
- Menu item 'Select Shortest Path' only worked for vertices.
Now Ctrl+RMB works for vertices and the menu item works for verts/edges/faces (depending on the current selection).
- expose unwrap as a menu (rather then a regular button that pops up a menu)
- move 2 extrude buttons into one menu button, also do the same for the mesh menu.
Now button in the toolshelf behaves this way:
- User clicks on "Add Marker"
- Then he clicks where the marker should get placed
Patch by Marcos Couto (ocf) with own modifications.
Implements an automatic keyframe selection algorithm which uses
couple of approaches to find out best keyframes candidates:
- First, slightly modifier Pollefeys's criteria is used, which
limits correspondence ration from 80% to 100%. This allows to
reject keyframe candidate early without doing heavy math in
cases there're not much common features with first keyframe.
- Second step is based on Geometric Robust Information Criteria
(aka GRIC), which checks whether features motion between
candidate keyframes is better defined by homography or
fundamental matrices.
To be a good keyframe candidate, fundamental matrix need to
define motion better than homography (in this case F-GRIC will
be smaller than H-GRIC).
This two criteria are well described in this paper:
http://www.cs.ait.ac.th/~mdailey/papers/Tahir-KeyFrame.pdf
- Final step is based on estimating reconstruction error of
a full-scene solution using candidate keyframes. This part
is based on the following paper:
ftp://ftp.tnt.uni-hannover.de/pub/papers/2004/ECCV2004-TTHBAW.pdf
This step requires reconstruction using candidate keyframes
and obtaining covariance matrix of 3D points positions.
Reconstruction was done pretty much straightforward using
other simple pipeline routines, and for covariance estimation
pseudo-inverse of Hessian is used, which is in this case
(J^T * J)+, where + denotes pseudo-inverse.
Jacobian matrix is estimating using Ceres evaluate API.
This is also crucial to get rid of possible gauge ambiguity,
which is in our case made by zero-ing 7 (by gauge freedoms
number) eigen values in pseudo-inverse.
There're still room for improving and optimizing the code,
but we need some point to start with anyway :)
Thanks to Keir Mierle and Sameer Agarwal who assisted a lot
to make this feature working.