Commit Graph

1227 Commits

Author SHA1 Message Date
Janne Karhu
4e8a8d1e8f Improvements for particle grid distribution:
* Particles that aren't shown are now actually deleted (huge memory savings for flat objects).
* Grid distribution for flat objects is now done on the surface object surface without offset.
* Invert grid option wasn't in ui and it didn't work for non-volume grids.
* New parameter to randomize the grid point locations.
* Resolution soft/hard limits changed to even 50/250.
2011-02-04 15:48:13 +00:00
Campbell Barton
736a7b7a22 pep8 cleanup 2011-02-04 09:27:25 +00:00
Joshua Leung
a155d8895d Moved Auto-Keying "Insert for KeyingSet only" option from UserPrefs to
Scene (Toolsettings, i.e. alongside "layered" option for using NLA
while doing auto-keying)

This option makes all Auto-Keying operations use the active Keying Set
to carry out keyframing operations instead of picking and choosing
their own Keying Sets to use, thus cutting down on the number of
unwanted keys.

Warning: if the older userpref option was enabled in an old
startup.blend, it may be difficult to turn this option off.
2011-02-04 08:33:07 +00:00
Daniel Salazar
a7af789864 Added Read Render Layers and Read Full Sample Layers to node editor menu 2011-02-02 10:33:29 +00:00
Joshua Leung
efd1d0f901 Bugfix [#25902] alt+a over 3D view don't up date dropesheet editor
Migrating "redraws" settings from TimeLine view data to per Screen.
The options are now still shown in the TimeLine "Playback" menu
though.

This means that whatever redraw settings you set in a TimeLine editor
will be used throughout a screen (i.e. editor layout) to determine
which editors will get updated during playback, instead of only
certain editors doing certain things at vague times.

---

Also, I moved some version patches pre 2.56 version bump into a
version-check for 2.56. These must've been missed when doing the
release...
2011-02-01 23:41:01 +00:00
Joshua Leung
b8d9d10a65 Action Editor UI Tweaks:
While animating, I realised that actually the 'only selected' and
'include hidden' DopeSheet filtering options are also useful in the
Action Editor, especially while tweaking the animation for some
characters, where you'd like to focus only on some of the character's
control (i.e. eyelid tweaks, hand tweaks, etc.).

The other DopeSheet filtering options aren't so relevant here, so I've
excluded them from this.
2011-02-01 22:21:43 +00:00
Ton Roosendaal
67b1cdd953 Bugfix #25891
Info header: option to switch scenes or add new ones has to be hidden
for "full screen" mode. Current full-screen code doesn't allow to 
browse screens or switch scenes nicely.
2011-02-01 13:35:21 +00:00
Joshua Leung
86f3ba24e4 Bugfix: Graph Editor menus were missing an entry for the "Smooth
Keyframes" operator

Probably this was missed off, since the DopeSheet doesn't have this
functionality
2011-02-01 11:54:05 +00:00
Campbell Barton
c6d43a02cb bugfix [#25767] Addons cannot be upgraded through the UI
added option to overwrite.
2011-02-01 06:48:19 +00:00
Daniel Salazar
339d3bf05f reverting the new button in node editor.. will need to create a new
operator to get the correct behavior for center backdrop
2011-02-01 01:32:12 +00:00
Daniel Salazar
7b3a49af8c Added Center button to backdrop controls in node editor's side panel
Inlined backdrop's zoom ui limits and hard limits so that
going to minimun and going back to 100 works
2011-02-01 01:18:16 +00:00
Thomas Dinges
05034fb91f Node UI:
* Added Backdrop Panel inside the "Properties" area.
* Hard limit for the "zoom" value. Negative values doesn't make sense. 
* Added a missing notifier for the Node backdrop move operator.
2011-01-31 16:16:15 +00:00
Lukas Toenne
48fc6f5698 Added transparency feature to node editor backdrop, similar to image editor. Alpha blending can be enabled by a button when "Use Backdrop" is selected. 2011-01-31 11:17:50 +00:00
Daniel Salazar
4d308dd921 Added handy option to delete all vgroups in the dropdown menu 2011-01-29 23:51:42 +00:00
M.G. Kishalmi
c709524dc9 new bumpmapping options for the renderer
oldbump -> original
newbump -> compatible
 *new*	-> default (3tap)
 *new*	-> best quality (5tap)

the latter two have an option to apply bumpmapping in 
 viewspace - much like displacement mapping
 objectspace - default (scales with the object)
 texturespace - much like normal mapping (scales)
2011-01-29 11:56:11 +00:00
Joshua Leung
78fb0a42b7 Adding Calculate/Clear Motion Path operator buttons to toolbar. I'm
currently reviewing the UI for this, so more changes related to this
should be coming...
2011-01-26 06:41:44 +00:00
Daniel Salazar
c47eb461ac After talking to Troy Sobotka, separated the time mapping UI a bit and added a label. It should be less obscure now 2011-01-26 06:08:26 +00:00
Daniel Salazar
58352e12f5 Adding Framerate preset patch by Troy Sobotka (sobotka). Small change to
make Frame Old / Frame New remapping settings always visible as they
aren't really a part of framerate settings
2011-01-25 18:30:31 +00:00
Dalai Felinto
d58c31704b BGE: option in the UI to start with the mouse cursor visible. Patch by Vitor Balbio, changes by me.
----------------------------------
While we are more and more moving towards enabling features in the Python API, it's also important to have Logic Bricks working with no scripts.

This option allows you to start the game with the mouse cursor on (it's on Render Buttons). The defalt is still off (no do_version needed here).
2011-01-23 17:25:27 +00:00
Janne Karhu
fa38da021c Some ui reorganization of the physics tab:
* Before the different simulations all had a panel with an "add this" button making the whole tab look really messy. It also rarely makes sense to have more than one or two physics things enabled for a single object, so having all the panels in the tab just added a great deal of visual clutter.
* Now there is a single "enable physics for" panel at the top that allows for enable/disable of any simulation. All actual physics panels are hidden until a simulation is enabled.
* There was no "add" button for force fields before, but I added a toggle between "none" and "force" to unify the ui even further.
2011-01-23 14:04:31 +00:00
Janne Karhu
f39c794c7c Own mistake in fluid particles ui cleanup commit.
* Emission tab was shown without particle settings.
2011-01-22 21:22:29 +00:00
Janne Karhu
f4598728c4 "Fix" for [#25766] Fluid Particle Bugs
* Argh, particles tab was showing the whole "non applicable settings for fluid particles"-galore as the particle type "fluid" can't be checked from rna using the settings type value. Now the ui is a lot cleaner and only settings that actually effect the fluid particles are shown.
2011-01-22 20:38:27 +00:00
Campbell Barton
df6bb34c2b correct fix for [#25737] Console error message 2011-01-20 23:05:25 +00:00
Joshua Leung
fbe8f21826 NLA Editor: Added "Sync Action Length" operator to Edit menu
Although strictly-speaking, this only applies to a certain type of NLA
Strip (there are 3 types), but since only the classic "Action Clip"
gets much attention, it's probably worth exposing this here too to
make batch editing of strips a bit easier.
2011-01-19 10:45:35 +00:00
Joshua Leung
dddb9aa30f NLA Editor: Swap Strips (Alt-F) and Bugfixes
1) Added a new operator to swap the order of strips within a track
(Alt-F).
This makes it possible to select two strips (or more precisely, two
islands of consecutive + selected strips) in a single track and change
the order in which the appear without needing a extra tracks to
perform the move through.

As usual, the non-overlapping rules apply, so there may be some cases
where swapping in this way is not possible without adjusting the
intermediate strips first manually. Otherwise, everything just gets
too tricky to manage deciding what adjustments should be done to the
obstructing strips to make a fit.

2) Freeing meta-strips didn't free their local data properly (i.e.
modifiers they may have had).

3) Adding strips to tracks, where the endframes for the strips
overlapped would cause problems with incorrect ordering of strips. I
still need to double-check whether evaluation works ok in this case...
2011-01-18 23:38:36 +00:00
Joshua Leung
d769ff0d26 Bugfix [#25667] "X-Axis Mirror" in the Pose Options panel toolbar is
misleading (?)

"X-Axis Mirror" option didn't work in Pose Mode, so hiding this option
for now. Perhaps one day we could properly support this for all
operators there, but that is more of a long term todo...
2011-01-17 10:35:04 +00:00
Campbell Barton
9d8d25cc34 add icons to show community vs official scripts as well as buttons to filter by support level (currently all scripts default to community)
note: we need better icons for this.

 also formatting edit for ply import.
2011-01-14 16:49:43 +00:00
Campbell Barton
dc1e1baabf rename bl_addon_info --> bl_info, because this isnt necessarily used for addons. 2011-01-14 15:21:13 +00:00
Campbell Barton
9146ca06dd pep8 corrections. 2011-01-13 23:00:51 +00:00
Campbell Barton
4cc4a73a9e feature request from colin levy, camera lens stamp. 2011-01-13 19:16:35 +00:00
Joshua Leung
7225efeba0 - Added operator to clear all transforms from Pose Bones. This makes
it easier to reset a rig to its default pose again
- Refactored clear pose operators to separate out the common parts,
and made sure that they all had descriptions
2011-01-11 11:09:37 +00:00
Campbell Barton
5bcee8cd0a remove misc unused vars and correct theme name for face angles. 2011-01-11 07:40:31 +00:00
Joshua Leung
cf25b10eb5 Todo #22395: Restoring Grease Pencil Editing Mode in DopeSheet Editor
This commit restores some basic functionality for retiming Grease
Pencil sketches. Some of the functionality that existed before still
hasn't been restored (namely snap/mirror tools as well as copy+paste),
though it should be possible to use this for basic retiming and
sketch-frame management again.

- There's still a lot of work required to get this up to the standard
of the rest of the animation editor code, as some of this code was
originally just hacked in based on the old-style code.
- Work is already required to not have to directly access the main db
global to get the list of Grease Pencil datablocks to show, but that
can come along with pending cleanups of the filtering code.
2011-01-10 22:10:28 +00:00
Luca Bonavita
3b413b6fa8 [bugfix] Curve tilt button in 3d toolbar showing wrong shortcut
Added Ctrl-T to Curves Tilt button in the toolbar (edit mode), currently was reporting Alt-S for tilt
(reported by Rickyx here http://www.kino3d.com/forum/viewtopic.php?f=21&t=8485&start=0)

Also added the label "Tilt" to the tilt transform in the Curve > Control points header submenu, currently was just "Transform"
2011-01-10 12:50:46 +00:00
Joshua Leung
56db5f10aa Restoring "Pose Markers"
These were markers which belonged to an action instead of the scene,
and are used by PoseLib to keep track of where poses are.

To restore this, I've made this only available in Action/Shapekey
Editor modes, and only when an action is being shown and the "Show
Pose Markers" option in the Markers menu has been enabled. Other than
that, all the standard marker operators apply now (instead of using a
separate set of special operators).
2011-01-09 23:16:05 +00:00
Janne Karhu
9231ff4160 Viscoelastic springs for sph particle fluids, original patch by Stephen Whitehorn (chickencoop)
* Viscoelastic springs between the fluid particles can simulate all kinds
  of viscous and elastic substances, such as jelly and honey. This is
  achieved by creating springs dynamically between neighboring particles
  and adjusting their rest length based on stretching/compression.
* This nearly completes the currently intended functionality for particle
  fluids. The last missing thing is a surfacing extraction algorithm,
  which is needed for a proper representation of a sph fluid.
* I also cleaned up and renamed some of the fluid parameters to make the
  ui a bit easier to understand.
* One addition to the patch is an option to use "initial rest length" for
  the springs, which uses the lengths between the particles at the time of
  spring creation as the spring rest lengths instead of interaction radius/2.
  This makes the fluid keep it's original shape better (good for very
  viscoelastic materials), but can create large density differences inside
  the fluid (not really physically correct for a fluid).
* Viscoelastic springs are stored in point cache as extra data.
2011-01-09 19:09:41 +00:00
Campbell Barton
c2d133a9fc fix for drawing addons when one of them had a syntax error or would not draw any.
now print the error and continue.
2011-01-08 04:49:33 +00:00
Nicholas Bishop
473838aec9 Fix for bug [#21534] Multires modifier strange deformations
This adds the "Apply Base" feature from my gsoc2010 branch.

Apply Base partially applies the modifier, in that the mesh is
reshaped to more closely match the deformed mesh. The upper-level
displacements are recalculated so that the highest multires level
appears unchanged.

Multires does not currently deal well with too large displacements.
An easy-to-reproduce example: create any mesh type, add multires,
subdivide a few times, then use the sculpt grab brush to drag the
entire mesh over a few units. At the highest level, and at level 0,
the mesh looks fine, but all of the intervening levels will have ugly
spikes on them.

This patch doesn't help with situations where you can't modify the
base mesh, but otherwise works around the problem fairly well (albeit
with a heuristic, not an exact solution.)
2011-01-07 21:12:47 +00:00
Brecht Van Lommel
b9fe5399e8 Revert bump mapping patch for now, backwards compatibility is not good enough,
we may need to preserve the previous method.
2011-01-07 16:55:56 +00:00
Brecht Van Lommel
c8e0ca44a3 Improved bump mapping patch by M.G. Kishalmi (lmg) and M.S. Mikkelsen (sparky).
Many thanks to them!

For comparison, see here:
http://kishalmi.servus.at/3D/bumpcode/

Based on algorithm in: Mikkelsen M. S.: Simulation of Wrinkled Surfaces Revisited.
http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf

This fixes bugs:
#24591: Artefacts/strange normal mapping when anti-aliasing is on
#24735: Error at the Normal function.
#24962: Normals are not calculated correctly if anti-aliasing is off
#25103: Weird artefacts in Normal

This will break render compatibility a bit, but fixing this bugs would have also
done that, so in this case it should be acceptable.

Patch committed with these modifications:
* Bump method Old/3-Tap/5-Tap option in UI, 3-Tap is default
* Only compute normal perturbation vectors when needed
* Fix some middle of block variable definitions for MSVC
2011-01-07 14:42:01 +00:00
Janne Karhu
29efbf8a04 New hair child options:
* Renamed children to "simple" and "interpolated" as this is
  easier to explain and more descriptive than "from particles"
  and "from faces".
* Also shuffled the child ui around a bit to make it clearer.
* Child seed parameter allows to change the seed for children
  independent of the main seed value.
* Long hair mode for interpolated children:
  - Making even haircuts was impossible before as the child
    strand lengths were even, but their root coordinates were
    not similar in relation to the parent strands.
  - The "long hair" option uses the tips of the parent strands
    to calculate the child strand tips.
* Hair parting options:
  - Hair parting can now be calculated dynamically on the fly
    when in 2.49 there was a cumbersome way of using emitter mesh
    seams to define parting lines.
  - For long hair parting can be created by a tip distance/root
    distance threshold. For example setting the minimum threshold
    to 2.0 creates partings between children belonging to parents
    with tip distance of three times the root distance
    ((1+2)*root distance).
  - For short hair the parting thresholds are used as angles
    between the root directions.
* New kink parameters:
  - Kink flatness calculates kink into a shape that would have
    been achieved with an actual curling iron.
  - Kink amplitude clump determines how much the main clump value
    effects the kink amplitude.
  - The beginning of kink is now smoothed to make the hair look
    more natural close to the roots.
* Some bugs fixed along the way too:
  - Child parent's were not determined correctly in some cases.
  - Children didn't always look correct in particle mode.
  - Changing child parameters caused actual particles to be
    recalculated.
* Also cleaned up some deprecated code.

All in all there should be no real changes to how old files look
(except perhaps a bit better!), but the new options should make
hair/fur creation a bit more enjoyable. I'll try to make a video
demonstrating the new stuff shortly.
2011-01-07 11:24:34 +00:00
Ton Roosendaal
a4c0d644c9 Bugfix #25505
Mesh properties: Auto Texture space option missing
2011-01-06 09:55:20 +00:00
Joshua Leung
80e6d92639 Missed this file for markers commit... it already had a markers menu
defined, but it was outdated
2011-01-06 05:04:44 +00:00
Joshua Leung
aafd32ab98 Added back "Marker" menu to all animation editors.
Issues:
- It looks a bit crowded though, so perhaps we could do without, and
just leave it for the TimeLine only?
- Due to the way the invoke() testing works, the rename operator
called from the menu currently fails. Will need to experiment more
with execution options to find a workaround.
2011-01-06 04:47:57 +00:00
Ton Roosendaal
37931a6b1a Todo item: brought transform texture space back.
Code changes are minimal, re-using the code as already was there.

Options are in pulldown menu, or SHIFT+T and SHIFT+ALT+T

Might be that Martin likes to see it different... do we need
a special operatortype for it?
2011-01-05 17:27:26 +00:00
Joshua Leung
09852b9a58 Animation data for lattices is now shown in the Animaton Editors 2011-01-05 00:37:21 +00:00
Ton Roosendaal
c2bc82c9fc Bugfix #25486
MedtaBall editmode, 3D window, menu "Select" had an error, unknown
operator for select/deselect. Fix provided by Jonathan Smith
2011-01-04 13:10:46 +00:00
Joshua Leung
cdc7d0b85f Grease Pencil Todos: "Sketching Sessions"
Due to popular request and usability considerations, this commit
reintroduces functionality similar to 2.4's "Draw Mode" for Grease
Pencil.

In the toolbar under the Draw/Line/Eraser buttons, you can find the
"Use Sketching Sessions" toggle, which enables this feature. This is a
per-scene setting, and defaults to off, so that the current 2.5
behaviour is still the default (i.e. the Grease Pencil operator will
only do a single stroke at a time).

With this option enabled, drawing with Grease Pencil will enter a
semi-modal state where you can draw multiple strokes without needing
to keep holding the DKEY throughout (though you'll still need to do so
to start the strokes, unless you use some toolbar buttons), while
still being able to manipulate the viewport. Header help-text prints
show the appropriate keybindings (i.e. press ESCKEY or ENTER to end
the sketching session).

Notes:
- To aid maintainability of the 3D-View toolbar code, I've taken the
liberty to factor out the groups of widgets which commonly occur in
most of the toolbars into separate functions (namely "Repeat" and
"Grease Pencil"). Perhaps it might make it slightly harder to newbies
to the toolbar code to grasp, though the physics panels are far worse
;)
- I've reshuffled some code in the Grease Pencil code to separate out
the various states of operation again more clearly, though some more
work is still needed there (TODO)
- There can now be only one Grease Pencil operator running at a time
- Redoing Grease Pencil operations where sketching sessions was
enabled still needs work. Namely, a way of delimiting the set of
points recorded into strokes is still needed (TODO)
- Ultimately, it should be possible to switch tools midway through a
session. Currently sessions are limited to only being able to be used
with a single drawing mode (TODO)
- After ending a drawing session, the titlebar contols may not work on
Windows without manually making the main window lose focus and then
regain (i.e. click on some other window in toolbar, then come back).
This may be related to (bug #25480)
2011-01-04 03:14:01 +00:00
Ton Roosendaal
3f0210ca1d User pref button for 'drag threshold' 2011-01-03 17:01:08 +00:00
Campbell Barton
e86a489327 Ported back import BVH as Empties, uses delta transformations.
& small pep8 changes.
2011-01-03 16:22:30 +00:00