Commit Graph

1592 Commits

Author SHA1 Message Date
Campbell Barton
23c053748d add missing notifiers for mask tools, some wouldn't refresh the compositor. 2013-06-23 15:48:00 +00:00
Campbell Barton
219f3ea85d mask menus were missing from the image editor. 2013-06-23 15:12:26 +00:00
Campbell Barton
c6adbe794e comment the icon file from the theme buttons since its not working. 2013-06-22 18:08:58 +00:00
Campbell Barton
c721d82f25 move sort from vert/edge/face into mesh menu only (sorting isn't such a common operation).
correct own recently added assert.
2013-06-20 19:09:18 +00:00
Campbell Barton
2dc88ca338 support proportional editing with x-mirror enabled. 2013-06-20 18:19:42 +00:00
Campbell Barton
c00b408052 Snap to Symmetry (editmesh tool)
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.
2013-06-19 21:35:06 +00:00
Bastien Montagne
881dbac5d9 This commit tackles the "context" buttons in Properties header, which were still using "ugly" old UI code.
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.
2013-06-19 19:37:17 +00:00
Campbell Barton
447e9a4cd5 add option to enable auto-execute scripts, but exclude certain directories. 2013-06-18 18:11:52 +00:00
Campbell Barton
b0872918ea fix [#35771] "Specials" ->"Size Y" doesn't work for Cycles area lamp 2013-06-18 06:23:30 +00:00
Antony Riakiotakis
e044891d78 Fix #35774 Confusing Text in Texture Paint Panel
A simple copy-paste error.
2013-06-16 14:54:14 +00:00
Campbell Barton
bac418b691 show dissolve edge/vert/face in the delete menu, irrespective of the current mode. 2013-06-15 13:33:28 +00:00
Tamito Kajiyama
d958144b65 Removed the Material Boundary option from the edge detection options in
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!
2013-06-13 11:10:18 +00:00
Campbell Barton
fa51f02be3 minor changes to the script auto-execution based on Brecht's suggestions. 2013-06-12 00:10:56 +00:00
Brecht Van Lommel
6322f01783 Cycles lamp specials menu now includes separate X/Y size for area lamps
and strength (for the basic default node setup, this can't work with with
arbitrary nodes).
2013-06-10 19:01:40 +00:00
Joshua Leung
6f2e36f4ee Bugfix [#35643] Animated textures are invisible in Graph Editor if it is not
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.
2013-06-10 04:39:05 +00:00
Campbell Barton
0d699fb46a minor edit to previous commit, only show option to reload the file if its been saved. 2013-06-10 02:05:38 +00:00
Campbell Barton
412c043474 Python script auto-execution changes:
- 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.
2013-06-10 00:42:16 +00:00
Thomas Dinges
d314600cd2 UI / Freestyle:
* Properties, which depend on an enum should be hidden, not greyed out.
2013-06-08 17:10:17 +00:00
Thomas Dinges
e21db5cd23 UI / Modifiers:
* Skin modifier also wasted quite some space, use dual column layout now.
2013-06-08 16:53:14 +00:00
Thomas Dinges
fe326a8140 UI / Modifiers:
* 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.
2013-06-08 16:06:39 +00:00
Campbell Barton
94e886943b add support for storing text styles in themes.
also reset text styles when resetting to the default theme.
2013-06-07 00:27:21 +00:00
Campbell Barton
df32165002 code cleanup: use more standard names for userpref ui functions was using context for style vars. 2013-06-06 20:36:28 +00:00
Brecht Van Lommel
5c0ca6e4bc Fix #35644: lamp specials menu still showed blender internal energy and falloff
distance when cycles was selected as renderer.
2013-06-06 11:18:39 +00:00
Campbell Barton
5f0731dc8d add option to remove all shape keys at once (access from shape key menu on panel).
Without this there was no easy way to get a WYSIWYG copy of a mesh that had shape keys,
since removing them would adjust the mesh.
2013-06-05 06:34:18 +00:00
Gaia Clary
6d9fcdf983 Added 'clear active group' to object data properties -> Vertex Groups -> pulldown menu 2013-06-04 22:30:41 +00:00
Campbell Barton
48fd740096 edit-mesh improvements to select shortest path
- 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).
2013-06-04 01:23:51 +00:00
Campbell Barton
790e9d9fa0 fix [#35311] Planar Decimate / Limited Dissolve fails to merge some adjacent faces
optionally limit by face flipping, also added support to delimit by material and edge crease.
2013-06-03 05:07:16 +00:00
Campbell Barton
5506ab080d add vertex slide to mesh edit toolbar. also expose merge as a menu (rather then button causing popup) 2013-06-02 17:32:45 +00:00
Campbell Barton
a8c55a612b remove duplicate operator,
select-split and unlink-selection did the same thing,
keep select split since it fits closer to mesh editmode and single key access (Ykey).
2013-06-02 00:29:30 +00:00
Tamito Kajiyama
67fb85b5f2 Added a short-cut button in the Freestyle Python Scripting mode for loading
a style module file as a text datablock and appending it to the style module
stack.
2013-06-01 22:37:15 +00:00
Lukas Toenne
26ce8bfada Don't hide sockets in the node properties panel. This feature is only useful to reduce the size and clutter of actual nodes, in the panel it's better to show all meaningful inputs. 2013-06-01 12:45:45 +00:00
Campbell Barton
a4186f301b minor changes to toolbar
- 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.
2013-06-01 05:26:37 +00:00
Sergey Sharybin
79f5a013be Patch #35464: Marker placement for motion tracker by clicking on a desired location
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.
2013-05-30 11:37:53 +00:00
Sergey Sharybin
cf5e979fb4 Motion tracking: automatic keyframe selection
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.
2013-05-30 09:03:49 +00:00
Campbell Barton
d73529b296 scene render dimension panal: avoid re-creating the framerate string on every redraw, cache the string for reuse.
also remove redundant returns from my last commit.
2013-05-29 14:55:06 +00:00
Lukas Toenne
902dbbe301 Replacement for the "Active Node" panel in node editor properties sidebar. This panel is now defined in space_node.py instead of node_buttons.c. The properties have been split up into generic properties
(name, label), custom colors (closed by default) and input parameters (extra options + unlinked input socket values).
2013-05-29 12:43:37 +00:00
Brecht Van Lommel
bb15701f86 Particles: patch #35205 by Jakub Zolcik
The Emission panel now has a Use Modifier Stack option to emit particles from
the mesh with modifiers applied. Previously particles would only be emitted from
faces that exist in the original mesh. There are some caveats however:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.68/Tools#Particles
2013-05-27 17:11:05 +00:00
Sergey Sharybin
4c0e50011e Fix #35461: Marker gets initialized to arbitrary position
Use center of currently visible frame part instead of
center of the whole frame for position of marker which
is adding from toolbox.

Used separate operator for this to keep operators more
atomic and not confuse with lots of conflicting properties.
2013-05-22 06:06:22 +00:00
Sergey Sharybin
68b9794a40 Fix #35232: Marker right-click misbehavior on adding
Made it so Add Marker button from toolbox will place
marker in the middle of the frame.
2013-05-21 14:44:50 +00:00
Miika Hamalainen
d3a6c0c834 Smoke simulator: Add flow subframes and ability to set custom particle size.
Previously it was nearly impossible to have fast moving objects emitting smoke or they would just leave behind a row of smoke poofs instead of continious stream of smoke. Now it's possible to set number of subframes for each smoke flow.

Another new thing is ability to set size of smoke flow particles instead of using closest smoke cell. This also works with my earlier "full sample" commit, so no more blocky particles either. :)

For more info check my blog post: http://www.miikahweb.com/en/blog/2013/05/17/blender-smoke-subframes

This commit also includes couple of fixes I spotted while testing:
* Fix: dissolve was applied at different time for low res and high res simulations.
* Fix: full sample setting didn't get copied with domain.
2013-05-17 17:45:37 +00:00
Bastien Montagne
9d567dd366 This commit addresses the somewhat weak handling of stackless textures in Blender with default (BI) renderer. To do so, it's defining an "other" texture context, and when in this one, it switches to using the "new shading" texture handling already known with Cycles engine.
So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures...

I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene).

This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles).

Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too.

Thanks to Brecht for reviewing.
2013-05-17 07:10:10 +00:00
Dalai Felinto
49003dd90c partial revert of commit 54126 - (BGE UI: removing " use_occlusion_culling" from the ui)
bug reported by Eloy Felix over email

Apparently there are some files that will perform better with "use_occlusion_culling" off.
For now the UI option can return.

Technically this could make into 2.67a, but the string is not localized (it'll be in English).
Not sure what is more important here:

- consistent UI OR to expose in the UI an option some people need
2013-05-16 21:37:24 +00:00
Brecht Van Lommel
00f0ac8107 Fix #35368:
* Editing number of segments for particle hair did not update the viewport.
* Hidden particles were confusing, the paths were drawn but without the points.
  Now it draws the path faded to indicate that they are hidden/locked.
* Select tips/roots operators now have options to select/deselect/toggle/invert.
2013-05-16 00:07:01 +00:00
Campbell Barton
1df12416ca bmesh, grid fill tool.
This uses 2 edge loops and fills them with a grid, taking into account curvature of surrounding edges.
Access from face menu: Ctrl+F,G

http://www.graphicall.org/ftp/ideasman42/grid_fill.png
2013-05-15 20:34:40 +00:00
Brecht Van Lommel
85530846b6 Fix #35376: node editor throwing python error on some files saved with 2.66 test builds. 2013-05-15 19:24:07 +00:00
Sergey Sharybin
d9ca50ff64 Refine markers position operator
This operator will run a tracker from previous
keyframe to current frame for all selected markers.
Current markers positions are considering initial
position guess which could be updated by a tracker
for better match.

Useful in cases when feature disappears from the
frame and then appears again. Usage in this case
is the following:

- When feature point re-appeared on frame, manully
  place marker on it.
- Use Refine Markers operation (which is in Track
  panel) to allow tracker to find a better match.

Depending on direction of tracking use either
Forwards or Backwards refining. It's easy: if
trackign happens forwards, use Refine Frowards,
otherwise use Refine Backwards :)
2013-05-12 16:04:14 +00:00
Pablo Vazquez
128a1c1856 Render Layers UI
Expand the Layers panel by default on Blender Internal as well.
2013-05-12 15:25:35 +00:00
Miika Hamalainen
2f9f3dd590 Smoke: Add new "Full Sample" option to high resolution smoke panel.
This is hopefully the ultimate solution against smoke blockiness near emitter.

Previously high resolution flow/emitter voxels were generated based on the low resolution ones. So if you had 32 resolution and 4 division high resolution, it still used smoke flow generated from those 32 resolution voxels. Now I introduced a new sampling method called "Full Sample" that generates full resolution flow for for high resolution domain as well.

Read more about it in my blog post: https://www.miikahweb.com/en/blog/2013/05/10/getting-rid-of-smoke-blockiness

Also changed "quick smoke" operator default voxel data interpolation mode to "Cubic B-Spline" to smoothen out it even more.
2013-05-10 16:18:00 +00:00
Sergey Sharybin
764420ed3d Set scene frames operator for clip editor.
This operator will set scene's start/end frames to
match clip's start frame and footage duration.

Available in Clip panel in clip editor's toolbox.
2013-05-10 15:56:32 +00:00
Bastien Montagne
fffab3993d Bit flag enum props are always expanded, no need to specify it explicitely! 2013-05-09 19:30:09 +00:00