Adds conformation on exit for windows. Needs to be enabled in user perf.
Tried to edit blender.exe.manifest for more modern dialog look, but didn't work out.
this is no big improvement but at least its not a regression.
using the new operator for the bevel modifier can be enabled again be uncommenting a define.
- Reset rotation value when toggling Align to View property
which correctly re-alignes object on continuous property
toggling and fixes issue
#30510: [2.62] Add Mesh - Torus - "Align to View" cannot be switched back when toggling off
- Moves all generic object-add properties into a helper function
which might be easily re-used.
World Context:
* Made world id block wider
* Don't show texture user when Cycles engine is used
Other:
* Change Dopesheet > DopeSheet in User Preferences Theme section for consistency.
* Hide Modifier and Contraint Panel header, this gives a bit space.
As it's the only panel in these context tabs it does not make sense to close them anyways.
*Add a new idname to keyingsets, keeping name as label-only (using same string for both made lookup fail when using i18n other than english, as it tried to compare an untranslated static string id against a translated RNA name). Also adding a description string (can be helpful with custom keyingsets, imho).
*Fixed a few other bugs related to that area (namely, you can’t deselect current keyingset from the shift-ctrl-alt-I popup menu, and insert/delete key ops were using a rather strange way to get chosen custom keyingset…).
*Fixed UI code so that it always uses (RNA) enum, and simplified menu-creation code.
It was indeed not clear at all what that label-less check box does.
Move it to next row (to prevent fluid type menu be too narrow) and
use label default for it.
Also don't create second column which is empty for outflow fluid type.
Made Set Floor a bit more general and name it Set Plane which defines
orientation from 3 selected tracks and makes them belong to specified
plane (wall or floor).
- spelling - turns out we had tessellation spelt wrong all over.
- use \directive for doxy (not @directive)
- remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
environment map, by enabling the Panorama option in the camera.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Camera#Panorama
The focal length or sensor settings are not used, the UI can be tweaked still to
communicate this, also panorama should probably become a proper camera type like
perspective or ortho.
The stencil- and clone-layer menus were printing errors when the mesh
had no UV layers due to directly accessing layer names. Fixed by
setting menu text to empty if no UV layers exist.
Also changed the checkbox label for cloning from another UV layer to
read 'Clone' rather than 'Layer'.
* made bmesh_structure.h function names more consistant.
* remove unused code in bmesh_structure.c
* removed 'Edge Flip' operator (missing from bmesh but looked into trunk feature and dont think its worth keeping).
* tagged some BMESH_TODO's
dont set the header text multiple times when many objects are selected, instead just print the difference thats applied.
when theres a single object selected, behavior us unchanged.
- Hide Manipulate center points in sculpt and particle edit modes
- Hide 3D manipulators and orientation from sculpt mode
- Hide snap buttons in sculpt, weight, texture, vertex and particle painting modes
All this options weren't make sense in this modes and might only confuse user.
This will resolve issue #30180: 3D View header buttons and modes
For vertex/weight/texture paint, this has only the flags for using
unified size/strength. (Addresses TODO in code, before only sculpt
menu had these settings.)
For sculpt, moved the brush-related settings from the sculpt menu to
the brush menu.
Note that these menus are still very out of date (missing lots of
options), will address that in a different commit.
This is a kind of simplification/cleanup tool which joins adjacent faces and edges based on the angle.
I've written this as an exercise (since I havnt written a bmesh operator before), and because quite a few users were asking for the dissolve operator to be extended, but I think this kind of functionality needs its own operator.
access from specials menu and mesh menu.
notes
* this exposed a bug in angle_v3v3v3(). will merge fix into trunk after release.
* added utility function BM_vert_edge_angle(), to get the angle between 2 connecting edges of a vert.
Issues was caused by operator props "presets" which was reusing name of property
on every run of OBJECT_OT_game_property_new. This run into conflict with how text
property is determining -- it's stupid name comparsion which worked unexpectable
after adding and removing text property.
Solved by using empty (default) name for game_property_new when crating game property.
- Split display options into two panels:
* Display, which contains all general display options related on editor itself
* Marker Display, which contains options which makes sense for markers themselves
and not used so often.
- Remove Show GPencil option which doesn't actually make sense because strokes might
be disabled from GPencil panel
- Removed Show Pyramid option and show pyramid for KLT tracker as default.
- Added hotkey to toggle Show Disabled (Alt-D)
- Added hotkey to toggle Show Pattern (Alt-S)
Changes in interface and hotkeys are done by Sebastian Koenig.
Thanks for the patch!
Own changes in interface were related on Aspect Ratio. It doesn't make
much sense for tracking (camera pixel aspect is what you'll want to use,
but for masking it would make much more sense because when you just
want to create a mask for footage you don't actually have camera).
Just removing from interface seems not so nice for now.
Merged from soc-2011-tomato rev43872
Initial idea was to perform bilinear filtering for displaying proxied frame
to make it looking a bit smoother. It was done but it was also discovered
that using such kind of texture buffers helps on some crappy videocards
when playing $k footage.
Currently check for NPOT support is disabled, so use this option with care.
- Split display options into two panels:
* Display, which contains all general display options related on editor itself
* Marker Display, which contains options which makes sense for markers themselves
and not used so often.
- Remove Show GPencil option which doesn't actually make sense because strokes might
be disabled from GPencil panel
- Removed Show Pyramid option and show pyramid for KLT tracker as default.
- Added hotkey to toggle Show Disabled (Alt-D)
- Added hotkey to toggle Show Pattern (Alt-S)
Changes in interface and hotkeys are done by Sebastian Koenig.
Thanks for the patch!
Own changes in interface were related on Aspect Ratio. It doesn't make
much sense for tracking (camera pixel aspect is what you'll want to use,
but for masking it would make much more sense because when you just
want to create a mask for footage you don't actually have camera).
Just removing from interface seems not so nice for now.
This was a request by Daniel Salazar. It adds a new frame offset variable to fluid sim settings, which can be used to display baked fluid sims at different times. Eventually this could be replaced by real NLA strips for cached data, but until then this is a simple way to have more flexible cache result usage.
Not strictly a BCon3 patch, but after IRC discussion with Genscher, ZanQdo and kaito decided to commit it anyway, since it's a small feature and makes fluid sim a bit more usable. Similar patch for point cache (particles, smoke, cloth) is being worked on as well.
Realize this is bcon3 but this is was very bad IMHO.
- button adjusting key block was in between 2 object settings - which is misleading/confusing.
- you needed to click through all shapes to check which was muted, currently you's assume 1.0 means the shape is enabled.
While looking at a bug report, I found that the current GUI for the Action
Constraint actually didn't make sense, mixing up settings so that it wasn't
clear which settings corresponded to which others. This commit cleans up the
layout into a clearer two-column design to have a "from" -> "to" layout, making
all the
relationships between things clear.
For more details see http://aligorith.blogspot.com/2012/01/action-constraint-
gui-revised.html
- Renamed graph_jump_to_current_frame to graph_center_current_frame
which makes more sense.
- Curve view now can be locked to time cursor (Lock to Time Cursor in
Display panel or L button in curve view). Not sure if offset from
locked position will make much sense here.
- Added hotkey for solving -- Shift-S.
- Fixed tooltip displaying for track sequence forwards in clip editor
- Corrected detection of 8 tracks so it wouldn't count tracks disabled
on keyframes.
- Scale track preview to actual track widget size instead of scaling the
whole preview image with given zoom ratio, so no extra memory needed to
store zoomed margin would be used.
- Track's statistics text will fit pattern position instead of search if
marker is disabled on current frame.
- Fixed toggle selection operator if selected track is hidden due to
"Hide Disabled" policy.
This commit restores support for freezing or speeding up physics sims. Animate
the "Speed" parameter under Domain->Time, which controls a multiplier factor for
the rate at which the sim proceeds (i.e. the old "Fac-Tim" setting).
Notes:
* Subversion bumped to 4 to patch up defaults for new value so that old sim
files will still run correctly
* Names/descriptions could do with some tweaking
* Porting this across was not that obvious since quite a bit of stuff had
changed (as in, been cleaned up). However, from tests so far, it seems to work
well.
* Some tweaks to the modifier UI
* Hide sharpness property, instead of greying out.
The policy is to use greying out when a property depends on a boolean, if it depends on an enum item, hide it.
=========================
Documentation: http://wiki.blender.org/index.php/User:Psy-Fi/UV_Tools
Major features include:
*16 bit image support in viewport
*Subsurf aware unwrapping
*Smart Stitch(snap/rotate islands, preview, middlepoint/endpoint stitching)
*Seams from islands tool (marks seams and sharp, depending on settings)
*Uv Sculpting(Grab/Pinch/Rotate)
All tools are complete apart from stitching that is considered stable but with an extra edge mode under development(will be in soc-2011-onion-uv-tools).
* Added per surface options "influence scale" and "radius scale" for tweaking brush settings individually for each surface.
* Added option to completely disable drying. This should be nice for indefinitely spreading paint etc.
* Improved paint mixing algorithm.
* "Paint effects" now work in relative mesh space instead of global. This means that effect speed remains same for identical shapes regardless of their size.
* Complete rewrite of "spread effect" algorithm. It now works much better in all test cases done. Old algo sometimes produced artifacts and stopped spreading too early.
* Adjustments / rewrite on some parts of dripping algorithm to make it work better with transparent paint.
* Added a new "color dry" setting. It can be used to define wetness level when paint colors start to shift to surface "background". Lower values can be useful to prevent spreading paint from becoming transparent as it dries, while higher (default) values give better results in general.
* Fix: If multiple displace/wave surfaces were used simultaneously, displace was applied using wrong normal.
Please note that due to these changes in "paint effects" system older save files may require some tweaking to match results from previous versions.
- added back 2.4x 'Vgroup' option to the UI, restricts painting to verts already in the group.
- remove 'All Faces' button in weight paint mode. it doesn't do anything.
Things like brush size and strength accessors now take a scene
parameter rather than guessing about which Scene's unified paint
settings to use.
Setting the size/strength through RNA can now be done separately for
the brush or the UnifiedPaintSettings.
The UI python code required updating to check whether the
size/strength controls should use brush or UnifiedPaintSettings RNA.
Radial control also required some updates to switch between the two
RNA sources.
Added RNA for the unified paint setting flags that matches the Brush
RNA. Fixed the getter/setter functions to avoid guessing which Scene's
UnifiedPaintSetting to use. The getter functions take a Scene pointer
now, the setter functions are removed in favor of a more explicit
approach through RNA:
Rather than RNA choosing whether a property's value is in the Brush or
in the UnifiedPaintSettings, there are now explicit properties for
both. The UI code has been modified accordingly to switch the toggle
buttons between affecting the Brush and the UnifiedPaintSettings.
File subversion is bumped to two in order to copy over the old fields.
This removes two RNA properties, sculpt_paint_use_unified_size and
sculpt_paint_use_unified_strength.
Code review link:
http://codereview.appspot.com/5529077
..............................................
svn merge ^/branches/soc-2011-cucumber -r 38968,38970,38973,39045,40845
Notes:
======
* we replaced fullscreen by playerflag in DNA_scene.types.h. So no doversion here, I think this is a small reversion can't see any potential problem in forcuing users to re-check fullscreen. If the file is really old (<250) it will doversion though;
* (for after commit) it would be nice to gray out the width/height when desktop=True
* for a rainy day: it would be nice to have other ghost modes (e.g. screensaver) to support desktop + MSAA as well. It's not a huge deal given that I don't even know if anything else work (apart from windowed, fullscreen and embed) but it doesn't hurt to have it updated as well.
* there is something strange with outliner. I think space_outliner merge-info is not in sync with the ^/ folder. It's probably a wrong merge early in cucumber.
Commit Logs:
===========
# 40845 by dfelinto
remove desktop and fullscreen properties. They are both part of playerflag now
also I removed the fullscreen from the DNA completely. I don't think we need doversion that..
#39045 by kupoman
The Desktop option is now greyed out when fullscreen is not checked rather than disappearing from the UI completely.
#38973 by kupoman
Adding a checkbox to the UI to allow the full screen Blender Player to use the current desktop resolution instead of the resolution setting.
#38970 by kupoman
Multisampling now works in a fullscreen Blender Player.
#38968 by moguri
Committing a patch from Mitchell Stokes (Moguri) to include a setting in the UI for the Blenderplayer multisampling.
- missing attributes are ignored and don't error out like they would on a script when the API changes.
- don't run code (secure to run from untrusted sources).
use xml presets for themes.
This commit implements basic clipboard support for movie tracking data
int clip editor. Used own implementation of clipboard like it's done
for sequencer.
Ideally it needed to be switched to more general clipboard system, but
currently this system is designed for text data only and it need to
be re-designed itself. But this feature is quite useful since object
tracking is implemented, so it should be OK to live with such own
implementation for a while.
Blender internally deals with Font Objects, but as far as the user is concerned they are Text Objects.
Which, btw, makes me wonder why we have an 'F' as the logo for Text objects, and why the ob.type is 'FONT' in python
(I guess it's a Font Data for a Text object)
The rendering device is now set in User Preferences > System, where you can
choose between OpenCL/CUDA and devices. Per scene you can then still choose
to use CPU or GPU rendering.
Load balancing still needs to be improved, now it just splits the entire
render in two, that will be done in a separate commit.
don't show the text objects body in the ui - this could be pages of text and even though it only draws part of this, it still allocates and frees the string on every draw.
Interface:
http://www.pasteall.org/pic/show.php?id=23785
Simple test file:
http://www.pasteall.org/blend/10616
(I'll commit this to the text suite later)
Code Explanation:
---------------
(1) it adds a toggle to add/remove a "Text" gameproperty.
- internally this property is just another game property (so we can find it within the game.properties lookup).
- the property itself has no 'value', the interface shows the content of ob.data.body instead (why? because gameproperties are per object, while the text is per data).
(2) at BGE converter time it sets the current value of the object.data.body to the ["Text"] property.
(3) if you change object.text (bge text property) it automatically convert ["Text"] to a CStringValue.
*** that means if the original property was a CIntegerValue, it will be converted to CStringValue forever ***
* the only to do I can think of is to add a warning at doversion time if user has ["Text"] property for a Font object *
* when that happens we print a warning in console/popup.*
If this object is defined, object with Follow Track constraint would be
projected into surface of this depth object.
If object is not set or there's no projection onto it, projection plane
calculated based on original object position would be used.
This allows to make cheap facial mocap.
- This operators always used to work with tracks for camera
- Properly set camera and object fields to Follow Track constraint
- TrackingObject.tracks is now pointing to actual list of tracks for
camera objects.
This commits merges object tracking implementation from tomato branch.
Summarized changes from branch:
- Added list of objects to be tracked. Default there's only one object called
"Camera" which is used for solving camera motion. Other objects can be added
and each of them will have it;s own list of tracks. Only one object can be used
for camera solving at this moment.
- Added new constraint called "Object Tracking" which makes oriented object be
moving in the save way as solved object motion.
- Scene orientation tools can be used for orienting object to bundles.
- Object has got scale to define "depth" in camera space.
- All tools which works with list of tracks or reconstruction data now
gets that lists from active editing object.
- All objects and their tracking data are available via python api.
- Improvements in witness cameras workflow,
For premultiplied alpha images, this makes any color space conversion for the image
or render output work on color without alpha multiplied in.
This is typically useful to avoid fringing when the image was or will be composited
over a light background. If the image will be composited over a black background on
the other hand, leaving this option off will give correct results.
In an ideal world, there should never be any color space conversion on images with
alpha, since it's undefined what to do then, but in practice it's useful to have
this option.
Patch by Troy Sobotka, with changes by me.
- Enable bicybic filtering fir image displayed in track preview
- Option to show grayscale content of track preview
- When some channels are disabled, display exactly the same
content of preview image which is sending to tracker library.
Merged from tomato branch using command:
svn merge -r42382:42383 -r42384:42385 -r42394:42395 \
-r42397:42398 -r42398:42399 -r42406:42407 \
-r42410:42411 -r42417:42418 -r42471:42472 \
^/branches/soc-2011-tomato
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting
[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]
Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593
36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)
37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.
37157:
Making the bake options available in Blender Game
37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)
37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.
[37517: committed previously]
37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API
39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]
40552: space_logic.py (* fixed an error in space_logic.py *)
40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me
########################################################
code left behind (to be included in next commit):
########################################################
{
/* Initialize default values for collision masks */
Object *ob;
for(ob=main->object.first; ob; ob=ob->id.next)
ob->col_group = ob->col_mask = 1;
}
Added slider to define scale of object solution which is used to define
"depth" of object relative to camera position. This slider effects on all
"users" of object solution such as bundles display, constrained objects and so.
Added new operator called "Set Solution Scale" to set real scale for object
solution based on real distance between two bundles reconstructed for this object.
New slider and operator can be found on "Object" panel in toolbox when in
reconstruction mode and active tracking object isn't a camera.
Object used to be parented to active camera which isn't very convenient when
working with witness cameras.
Now parent camera can be specified in constraint (if it's not specified, active camera is used)
- Bundles selection is now available for object's bundles
- If bundles selection wasn't changed in 3D viewport, fallback to regular
object selection, so objects behind bundles can be selected
- Snap cursor to selection now respects object's bundle selection
- Object and rack name now can be selected from list in constraint settings
- Added preset for tracks used for object tracking
Made Object Solver operator parent object to scene's camera. Behavior is pretty much
familiar to Child Of constraint -- it stores inverted transformation matrix which gives
constant offset in parent's space.
Current files would open incorrect, to make object aligned well again, just press
"Set Inverse" button in Object Solver constraint.
Fixed orientation operators so now they should work in all cases.
Also changed behavior of Set Origin operator which now sets origin to the median
point of all selected tracks/
This commit introduces bicubic bump map capabilities for the viewport for OpenGL 3.0+ capable GPUs.
To use the functionality change the bump mapping method to "best quality"
Previous "best quality" setting becomes "medium quality" now.
For non OpenGL 3.0 GPUs this becomes the same as "medium quality"
Also:
* added tooltip descriptions to the bump method settings.
* modified the shader to ommit extraneous matrix multiplications for matrices already provided by OpenGL.
Bicubic shader by Morten Mikkelsen. Thanks a lot!
Oh...and FIRST!
* even offset, uses same shell distance method as solidify to give even with beveled faces.
* distance offset, this is mostly for compatibility with the modifier in trunk which uses the bevel width as a distance rather then a percentage. at the moment this is awkward for the operator since it makes percent act differently where the 0-1 range doesnt make sense.
still need to bring back more options from trunks bevel modifier.
- Rotation now happens around initial stroke location rather than around scene origin
- Added slider for rotation strength which helps in cases only few rotation is needed
to be to increase the precision of such strokes
Fix based on Brecht's idea: use Blender's conversion from quat or axis angle to euler and back. Euler rotations are left alone so their rotation order is respected
Keir's comment:
Add support for detecting tracking failure in the ESM tracker component of
libmv. Since both KLT and Hybrid rely on ESM underneath, KLT and Hybrid now
have a minimum correlation setting to match. With this fix, track failures
should get detected quicker, with the issue that sometimes the tracker will
give up too easily. That is fixable by reducing the required correlation (in
the track properties).
Command used for merge: svn merge -r 42396:42397 -r 42399:42400 ^/branches/soc-2011-tomato
Moved tweak threshold value to user preferences
This threshold might be needed to be tweaked when working with tables, i.e.
to prevent tap+slight movement be treated as tweak event.
This commit implements basis stuff needed for object tracking,
use case isn't perfect now, interface also should be cleaned a bit.
- Added list of objects to be tracked. Default there's only one object called
"Camera" which is used for solving camera motion. Other objects can be added
and each of them will have it;s own list of tracks. Only one object can be used
for camera solving at this moment.
- Added new constraint called "Object Tracking" which makes oriented object be
moving in the save way as solved object motion.
- Scene orientation tools can be used for orienting object to bundles.
- All tools which works with list of tracks or reconstruction data now
gets that lists from active editing object.
- All objects and their tracking data are available via python api.