Was a bit confusing to have transparent and translucent depth
exposed but no diffuse or glossy.
Reviewers: brecht
Subscribers: eyecandy
Differential Revision: https://developer.blender.org/D2399
- flushing hidden state ran when it didn't need to.
- flushing checks didn't early exit when first visible element found.
- low level BM_*_hide API calls like this can use skip iterators
can loop over struct members directly.
No user-visible changes.
- face-create-extend option could add hidden verts and edges into
the selection history (invalid state).
- faces could be created that included existing hidden edges
that remained hidden (invalid state too).
- newly created faces could copy hidden flag from surrounding faces,
giving very confusing results (looks as if face creation failed).
Surprising nobody noticed these years old bugs!
Experimental option for the Reproject Strokes operator to project strokes on to
geometry, instead of only doing this in a planar (i.e. parallel to viewplane) way.
The current implementation is quite rough, and may need to be improved before it
is really ready for use. Potential issues:
* Loss of precision (i.e. stairstepping artifacts) from the 3D -> 2D -> 3D conversion
as we don't have float version of one of the projection funcs
* Jagged depth if there are gaps, since it will default back to the 3d-cursor plane
if no geometry was found (instead of doing some fancy interpolation scheme)
* I'm not sure if it's that useful for adapting GP strokes to deforming geometry yet...
Now the eraser checks if there's an active frame with some strokes in it
before creating a new frame. There's no point in creating a new frame if
there are no strokes in the active frame (if one exists).
This still doesn't help much if there were strokes but they weren't touched though...
This operator adds a new frame with nothing in it on the current frame.
If there is already a frame there, all existing frames are shifted one frame later.
Quite often when animating, you may want a quick way to get a blank frame,
ready to start drawing something new. Or maybe you just need a quick way to
add a "placeholder" frame so that a suddenly-appearing element does not show
up before its time.
If the layers or the colors were renamed, the animation data was wrong
because the data path was not updated.
I also have fixed a possible stroke color name update if the name was duplicated moving
the rename function call after checking unique name.
Avoids possible jumps when one is trying to do some really preciese tweak.
Quite striaghtforward change for mouse input initialization: take Shift
state into account. However, this will interfere with the axis exclusion
which is currently also uses Shift (the feature to move something in a
plane which doesn't have selected axis). This is probably not so commonly
used feature (nobody in the studio even knew of it) and the only downside
now would be that such a constrainted movement will become accurate by
default. That's easy to deal from user side by just unholding Shift key.
Reviewers: brecht, mont29, Severin
Differential Revision: https://developer.blender.org/D2418
To make it faster to try different interpolation curves, there's a new operator
"Remove Breakdowns" which will delete all breakdowns sandwiched by normal
keyframes (i.e. all the ones that the previous run of the Interpolation op created)
This commit introduces the ability to use the Robert Penner easing equations
or a Custom Curve to control the way that the "Interpolate Sequence" operator
interpolates between keyframes. Previously, it was only possible to get linear
interpolation between the gp frames.
Workflow:
1) Place current frame between a pair of GP keyframes
2) Open the "Interpolate" panel in the Toolshelf
3) Choose the interpolation type (under "Sequence Options")
4) Adjust settings (e.g. if you're using "Custom Curve", use the curvemap widget
to define the way that the interpolation proceeds)
5) Click "Sequence" to interpolate
6) Play back/scrub the animation to see if you've got the result you want
7) If you need to make some tweaks, undo, or delete the generated keyframes,
then repeat the process again from step 4 until you've got the desired result.
The "gp_sculpt" settings should be strictly for stroke sculpting, and not abused by
other tools. (Similarly, if other general GP tools need one-off options, those should
go into the normal toolsettings->gpencil_flag)
Furthermore, this paves the way for introducing new settings for controlling the way
that GP interpolation takes place (e.g. with easing equations, or a custom curvemap)
* Reshuffled some blocks of code for better ease of navigation/flow in the file
* Improved some tooltips
* Removed "Helper" tag from some functions that serve bigger roles
* Fixed some errant formatting
The interpolation operators (and their associated code) occupied a significant
portion of gpencil_edit.c (which was getting a bit heavy). So, it's best to split
these out into a separate file to make things easier to handle, in preparation
for some further dev work.
Things like `BLI_uniquename` had nothing, but really nothing to do in
BLI_path_util files!
Also, got rid of length limitation in `BLI_uniquename_cb`, we can use
alloca here to avoid overhead of malloc while keeping free size (within
reasonable limits of course).
Just store bones that could not get renamed to desired flipped name on the
first try into a temp list, and try to rename them a second time.
This is rather simple solution, will induce 'over numbering' in case you
flip a bone to another unselected bone's name (since number will be
incremented in both rename attempts), but think this is acceptable minor
glitch, for a corner case situation that does not have any good
resolution anyway.
Also, set `strip_numbers` option of `BKE_deform_flip_side_name` to
false, otherwise chains of bones with same names would get their numbers
completely messed up after name flipping.
Based on work by @dfelinto in D2456 (https://developer.blender.org/D2456), thanks.
This adds two functions to project 3d coordinates onto a 3d plane,
to get 2d coordinates, essentially eliminating the plane's normal axis
from the coordinates.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2460
It is quite likely in a triangulated mesh that the actual island edge
belongs to a different triangle than the current pixel; for example
consider corners of a triangulated axis aligned rectangle face that
have the additional edge: a pixel there will have to be assigned to
one of the triangles, but one of the edges of the original rectangle
can only be accessed through the other triangle.
Thus for robust operation it is necessary to do a recursive search.
The search is limited by requiring that it only goes through edges
that bring it closer to the target point, and also by depth as a
safeguard.
Differential Revision: https://developer.blender.org/D2409
The code requires the pixel on the other side of the seam to be assigned
precisely to the expected triangle. This can cause false negatives around
vertices, where a pixel is likely to touch multiple triangles and thus
cannot be said to unambiguously belong to any one of them, so check
distance to the intended triangle and accept the result if it's close.
1. Forcibly symmetrize the neighbor relations, so that if A is neighbor
of B, B is neighbor of A. The existing code is guaranteed to violate
this if texture resolution is different between the sides of a seam.
2. In texture mode dynamic paint adds a 1 pixel wide border around the
islands. These pixels aren't really part of the dynamic paint domain
and thus by design can't have symmetrical neighbor relations. This
means they can't be treated by effects like normal pixels.
The simplest way to handle it in a consistent way is to exclude
them from effects, but add an additional pass that recomputes them
as average of their non-border neighbors, located on both sides of
the seam.
Reusing PROP_TEXTEDIT_UPDATE instead of adding a new property flag just for search strings. Currently it's only used for search strings anyway so seems fine for now.
Fixes T50336.
This splits `interp_weights_face_v3` into `interp_weights_tri_v3` and
`interp_weights_quad_v3`, in order to properly handle three sided polygons
without needing a useless extra index in your weight array. This also
improves clarity and consistency with other math_geom functions, thus
reducing potential future errors.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2461
This way render engine can request mesh to be auto-split and not
worry about implementing this functionality on it's own.
Please note that this split is to be performed prior to tessellation.
Other than implementing a `mid_v3_v3_array` function, this removes
`cent_tri_v3` and `cent_quad_v3` in favor of `mid_v3_v3v3v3` and
`mid_v3_v3v3v3v3` respectively.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D2459
When layout has only small buttons (buttons with icon and without label)
its size should be fixed. Code was modified to be able to add a new UI_ITEM_MIN
flag which indicates that the layout has only small fixed-width buttons.
Patch by @raa, with minor style edits by @mont29.
Reviewers: Severin, mont29
Reviewed By: mont29
Tags: #bf_blender, #user_interface
Differential Revision: https://developer.blender.org/D2423