Commit Graph

2402 Commits

Author SHA1 Message Date
Antony Riakiotakis
af162658e1 Texture painting:
Add ability to select UV layer from the layer panel.
2014-07-23 20:06:41 +02:00
Antony Riakiotakis
1134ca7420 Fix T41157
Was an issue with python interpretation error. Second part of the bug is
fixed by Campbell.
also minor UI tweak for occlusion UI.
2014-07-23 16:05:35 +02:00
Antony Riakiotakis
17021171f1 Occlusion Query based selection.
This patch creates an interface for selection mechanisms in opengl. This
makes it possible to switch between occlusion query based or select
rendermode based selection transparently.

This is really useful on graphics drivers that do not accelerate the
select rendermode path (some ATI cards are notorious for this, and the
new path is used by default there), since occlusion queries are always
hardware accelerated due to their use in games.

The option can be found under system - selection. Auto just enables
occlusion queries for ATI users while the rest of the options enforce
one of the two methods always.

There is just one known change, previous code enforced nearest bone to
always get selected, even when mouse selecting near the same position, I
couldn't replicate the behaviour though.

patch by me with edits and review by Campbell.

Thanks!
2014-07-23 15:26:08 +02:00
Antony Riakiotakis
c32a671b3a Fix T41141, can't paint texture in cycles.
The issue is actually that creating a new image in texture paint mode
will set it always as a stencil image. Internally, the code checks if
the painted image is the same as the stencil and if it is, no painting
is done.

Solution is to expose a boolena to the operator for setting the image as
a stencil (could be an enum in th future for more uses)

Stencil UI is a bit weird here, will definitely redesign.
2014-07-22 21:06:10 +02:00
Tamito Kajiyama
12720352a0 Freestyle: removed the context switch button from the Freestyle panel in the Render properties window.
The button was intended to guide new users of Freestyle, but actually that is a matter
of documentation.  The button is unlikely to be frequently used once users get familiar
with Freestyle panels in other contexts.  Now that Freestyle has been part of Blender
since a while, it seems time to clean the UI.
2014-07-22 16:39:29 +09:00
Campbell Barton
200dd87de1 Cleanup: pep8 & redundant vars 2014-07-22 12:03:15 +10:00
Antony Riakiotakis
86059f03eb Make clone tool UI slightly less horrible.
Move clone tool options as well as layer selection to the brush panel.
That should make its use more apparent and, most importantly, easy.
2014-07-21 19:24:22 +02:00
Antony Riakiotakis
f745564e4e GSOC 2013 paint
Yep, at last it's here!

There are a few minor issues remaining but development can go on in
master after discussion at blender institute.

For full list of features see:

http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting

Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
2014-07-21 12:02:05 +02:00
Sergey Sharybin
3b2f6dbf98 Sequencer: Add gaussian blur effect
Currently this gaussian blur implementation accumulates values in the
square kernel rather that doing X direction and then Y direction because
of the lack of using multiple-staged filters.

Once we can we'll implement a way to apply filter as multiple stages we
can optimize hell of a lot in here.

Another thing we can do is to use SSE2 instructions here.
2014-07-19 22:17:22 +06:00
Lukas Tönne
cf3bb40c62 Fix T41081: Presets not working on pinned properties panels.
Preset operators should avoid using `bpy.context.object.data` as a base
path to properties. This path is not available in the buttons context
when using pinned datablocks! Instead use the specific
`bpy.context.camera` and `bpy.context.lamp.sky` paths now, which lead to
the correct datablocks in any case.
2014-07-18 11:37:57 +02:00
Sergey Sharybin
e28ffaf81c Fix wrong interface flags combination in inverse kinematics panel 2014-07-18 15:14:52 +06:00
Howard Trickey
70453c578d Fix T34664: bevel face material can be set in tool and modifier.
Now the bevel tool, modifier, and internal operator have a material
slot # parameter that the user can set. If left at default of -1,
behavior is as current -- bevel face material is taken from the
closest original face (this may be ambiguous). If material slot
is >= 0, it gives the material slot index number for the material
to use.
2014-07-17 09:20:22 -04:00
gaiaclary
10da6ddbee Automatic commit by arc 2014-07-16 14:03:37 +02:00
gaiaclary
7eb539c04b Sort vertex groups by Armature Hierarchy
Sort vertex groups by Armature Hierarchy

Reviewers: mont29

Differential Revision: https://developer.blender.org/D649
2014-07-16 14:03:36 +02:00
Jorge Bernal
1bf87fa26c BGE: TrackTo actuator: increasing up & track axis options
This is related to Task T34861 to increase up & track axis options for TrackTo actuator. I've just added it to differential to facilitate an easier review.

With the patch applied you can select X, Y and Z axis for the Up axis, and X, Y, Z, -X, -Y and -Z for the track axis.

Related to the implementation I have used the algorithm from Trackto constrain placed in constrain.c but adapted to be used with MOTO library.

The wiki docs are here (http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Edit_Object#Trackto_Actuator).

Test file is here: {F97623}

I have also uploaded 2 screenshots showing the UI modifications to the TrackTo actuator:

{F91992} {F91990}

Reviewers: moguri, dfelinto

Reviewed By: moguri

CC: Genome36

Differential Revision: https://developer.blender.org/D565
2014-07-14 18:30:27 -07:00
Campbell Barton
dd9a33dc83 Add mesh tool to split faces by wire edges (face menu)
This can be used in a similar way to the knife tool, but the edges are manually setup first.
2014-07-11 10:32:33 +10:00
Sergey Sharybin
f14e740dee Implement Start Resolution for preview render in BI
So now viewport render resolution division works exactly the same as in Cycles.
2014-07-09 19:55:40 +06:00
Tamito Kajiyama
7915d7277a Per-material line color settings for Freestyle.
New properties 'line_color' and 'line_priority' are added to Material ID data blocks.

The 'line_color' property allows users to specify a per-material line color that can be
used as a Freestyle line color through Material color modifiers of line style settings.

The new line color property is intended to provide a solution for line color
stylization when a proper Freestyle support for Cycles is implemented (likely
as part of the upcoming Blender 2.72 release; see Patch D632).  Materials in
Cycles are usually set up using shader nodes, and Freestyle won't be capable
of retrieving colors and other properties from node-based materials any soon.

The new line color property of materials addresses this foreseen limitation by
providing artists with an intuitive alternative mean to specify line colors on a
per-material basis independently from node trees.

The 'line_priority' property gives users a way to control line colors at material
boundaries.  When a line is drawn along a feature edge at material boundaries,
one of the two materials on both sides of the edge has to be picked up to
determine the line color.  So far there was no way to control this selection
(which was in effect at random).  Now the material with a higher line color
priority will be selected.

The new per-material line settings are shown in the new Freestyle Line tab in
the Material context of the Properties window (only when Freestyle is enabled).
2014-07-07 16:19:51 +09:00
Joshua Leung
a4c4145800 NLA/AnimEditors: Added operator to remove all "empty" AnimData blocks
It is sometimes possible to end up with a lot of datablocks which have old + unused
"AnimData" containers still attached. This most commonly happens when doing motion
graphics work (i.e. when some linked-in objects may have previously been used to develop
a set of reusable assets), and is particularly distracting in the NLA Editor.

This commit adds an operator which removes AnimData blocks (restricted to only those
which are visible in the animation editor where it is run from) which are "empty"
(i.e. that is, have no active action, drivers, and nla tracks or strips).

This operator can be found from the "Edit" menu in the NLA Editor. Although it also
works when run from the DopeSheet or Graph Editors, it is of less use there since
those won't show these empty AnimData blocks by default (since by definition, such
AnimData blocks necesarily have no keyframes or drivers that can be shown), hence
there will be no feedback if the operator fails or succeeds.
2014-07-06 19:35:24 +12:00
Sergey Sharybin
ef801eb1ff Fix T40941: Bevel factor in Text
Bevel factor is not supported by text, hide it from the interface.
2014-07-04 15:12:20 +06:00
Bastien Montagne
2e64b8354b Fix T40885: "Reset Curve" is backwards on Custom Falloff Curves (Lights).
Add ability to define negative slope by default to curvemapping template...
2014-06-30 16:23:47 +02:00
Bastien Montagne
78cdc707ab Add render result caching.
Simply add an option to render settings to save an EXR cache,
just when the render is finished. Also changed RE_ReadRenderResult() to read
cache instead of temp sample files (those are fully volatile now anyway).

Path to save cached render results is an UserPreferences setting.

Also added 'Reload render' feature to the Image Editor (so one can now re-open a blend,
and in an Image Editor hit ctrl-R to (try to) reload last render from cache).

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D553
2014-06-28 19:23:34 +02:00
Lukas Tönne
647870bc6a Use toolbar tabs for node categories instead of just a long list of
panels.

Patch by @Severin (with minor modifications by me). As discussed in
{D535} the node editor does not have real modal operator tools like the
3D view or image editors for instance, so it makes sense to utilise it
this way. Tabs really help in this area due to the large amount of node
types and categories. Further tweaks could be made later if the need
arises.
2014-06-23 16:37:41 +02:00
Campbell Barton
98af262260 Replace hard-coded version for release log url 2014-06-20 20:49:50 +10:00
Thomas Dinges
155a6106d0 Update Readme and Release Log link for 2.71.
This should be backported.
2014-06-20 12:31:34 +02:00
Campbell Barton
2dce13d213 Python: Remove deprecated uses of os.popen
T40415 by Lawrence D'Oliveiro
2014-06-20 02:00:46 +10:00
Sergey Sharybin
6601136aaa Enable texture preview even when Cycles is active 2014-06-19 13:11:58 +06:00
Campbell Barton
f1fb5dad95 Correct menu name 2014-06-17 15:28:32 +10:00
gaiaclary
a2936d1ffe Expose Weigth tools for edit mode
Most weight tools also work in edit mode.
This change exposes all applicable tools
within a separate weight tool panel
in the tools tab of the tool shelf

Reviewers: campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D592
2014-06-14 15:18:46 +02:00
Thomas Dinges
3de3987ea1 Cycles: Add dedicated nodes to split/combine vectors.
This was already possible via the RGB nodes, but that seems weird.
2014-06-13 21:59:14 +02:00
Campbell Barton
b96172cb05 UI: Add back ability to select a custom interface font 2014-06-14 02:32:38 +10:00
Campbell Barton
5861e528d6 New Editmesh Tool: Extend Vertex, (Alt+D) D512
Helps to easily add details to existing edges.

Similar to the rip tool it depends on cursor location to choose the edge to extend along.
2014-06-14 01:43:25 +10:00
Campbell Barton
9d0cf523b5 UI: correct __contains__ use, no need for substring check 2014-06-12 22:08:51 +10:00
Bastien Montagne
553264ff8e Fix T40520: Properties panel in properties region in 3D view does not go away.
Ignore '_RNA_UI' IDP...
2014-06-06 14:50:55 +02:00
Campbell Barton
e740afe1e6 View3d Toolbar: project-paint tools were in options, move into own panel 2014-06-03 12:23:37 +10:00
Sergey Sharybin
ba8c2be739 Improve behavior of Setup Tracking Scene when default nodes exists in the tree 2014-06-02 13:12:01 +06:00
Sergey Sharybin
6dec250ec6 Fix possible issues when blender is compiled without Cycles 2014-06-02 12:55:05 +06:00
Sergey Sharybin
559e3db792 Keep active layer when setting up tracking scene
When you hit "setup tracking scene" in MCE, the active layer usually switches
to the layer where the ground has been created, thus he shadow layer.

New objects are created or appended on that layer which means they will be
default be rendered as shadows only. This behaviour requires muscle memory
and is confusing for new users. This patch is changing the behaviour in a
way that the active layer is remembered from before setting up the scene.

Patch by gottfried, thanks!

Reviewers: sebastian_k, sergey

Differential Revision: https://developer.blender.org/D574
2014-06-02 12:51:13 +06:00
Campbell Barton
a366acbe61 UI: make it clear edge functions handle multiple loops/rings 2014-05-29 15:28:58 +10:00
Campbell Barton
033b4ffddd Fix for curve map-taper being greyed out incorrectly 2014-05-27 00:01:23 +10:00
Campbell Barton
0ade57f8c0 Transfer shape keys wasn't checking for mesh types 2014-05-23 11:41:13 +10:00
IRIE Shinsuke
12e47d0536 Blender Internal: Fix texture influence panel not showing Displace/Warp sliders for volume materials. 2014-05-23 01:49:58 +09:00
Campbell Barton
c829c71c57 use C style string formatting 2014-05-22 01:12:40 +10:00
Campbell Barton
628353835c Fix T40267: Addon's bug tracker urls not respected 2014-05-21 12:18:25 +10:00
Bastien Montagne
875aff2a9a Fix T39897: shape keys created while the Relative checkbox is unchecked start out with frame=0
So! First, frame for absolute shape keys: never allow a new key to have the same pos as an
existing one (this does not make sense). This way, the two workflows are possible (create
all keys and then animate ctime, or animate ctime and then create keys where you need them).

Also, fixed UIList for shapekeys, the "absolute" test was wrong, and better to show frame
value, even though not editable, than nothing in case of absolute keys.

And finally, add getter to RNA 'frame' readonly value, so that we output real frame values,
and not dummy internal ones (which are /100) in our API.
2014-05-18 22:05:21 +02:00
Bastien Montagne
9127b8f2a3 Fix T40246: Speaker Object is missing from Tabs > 'Create' tab in the Toolbar. 2014-05-18 09:55:47 +02:00
Campbell Barton
ef2ba65b32 Text 3D: remove hardcoded keymaps from menu 2014-05-17 20:01:10 +10:00
Campbell Barton
5473c5fcc3 FCurve: use submenus rather then popups from menus 2014-05-14 14:01:36 +10:00
Lukas Tönne
3583366266 Show the "Maximum Draw Type" for empties and cameras in case they work
as duplicators.

This property was always hidden in the UI for empties and cameras. It
doesn't make sense for the objects themselves (they are wires-only), but
also gets inherited by duplis. Now show it greyed out if not used, but
make it available for duplicators.
2014-05-13 08:55:36 +02:00
Bastien Montagne
e21d410804 Remove 'Autosmooth' settings from Item 3DView panel.
Not that happy with this, but this Item panel is a bit stupid, and we could add more
useful settings as well. So better get a design decision first, here.
2014-05-08 09:18:19 +02:00