Commit Graph

13109 Commits

Author SHA1 Message Date
Ton Roosendaal
754f93f30d Simple usability fix:
Mesh editmode, active face was always drawing same stipple pattern color, 
whether face is selected or not. 
Now it uses selection color + stipple. Looks much more consistent.
2013-05-25 17:42:20 +00:00
Ton Roosendaal
24321d4891 Solving ancient Blender window sizing issue;
- Removed grid-snapping for area coordinates on scaling windows. 
  That caused the areas to shrink or expand, and eventually corrupt screen layouts.

- Added simple but efficient life resize for OSX. I need to know why this is so much
  code for Windows... I suggest Windows to just copy same method; dispatch the queue,
  and just let the event system draw.
2013-05-25 14:08:56 +00:00
Ton Roosendaal
092d9c31a1 Bug fix, irc submitted:
3D Viewport render (internal) didn't render bump maps (it was black even).
2013-05-25 11:52:52 +00:00
Campbell Barton
e63ab3505f use math functions rather then macros for bicubic interpolation. 2013-05-25 09:33:08 +00:00
Gaia Clary
08be3e06d9 fix misalignement of timeliner marker with timeline 2013-05-25 09:33:05 +00:00
Gaia Clary
16d35ec94f weight tools: added more selection types to limit total operator 2013-05-24 13:50:26 +00:00
Campbell Barton
4a2ca34bea style cleanup 2013-05-24 10:59:57 +00:00
Gaia Clary
69515adbc9 fixed memory leak in weight tool: levels 2013-05-24 10:54:26 +00:00
Gaia Clary
31ab91991c weight tools: added more selection types to levels operator 2013-05-24 10:46:37 +00:00
Gaia Clary
26a5b63178 weight tools: added more selection types to invert operator 2013-05-24 09:30:13 +00:00
Campbell Barton
dfdb2eb9a8 fix own error in r56649, caused normal calculation to fail, reported as [#35448], also quiet float/double warning. 2013-05-24 06:50:15 +00:00
Campbell Barton
8e6ce736c4 disable auto indent when pasting text into the python console. 2013-05-24 01:04:37 +00:00
Campbell Barton
30b961abd8 fix own regression with ortho-camera adding points reported as [#35462] 2013-05-24 00:01:20 +00:00
Antony Riakiotakis
ca3905fe77 Follow up to previous commit. Non tiled mask wouldn't work on airbrushes 2013-05-23 21:37:18 +00:00
Campbell Barton
902e3ddd11 fix [#35488] Toggle "Show All Layers" 2013-05-23 21:24:56 +00:00
Campbell Barton
ab2cfd87e0 remove v3d.modeselect, reduce size of other vars in v3d. 2013-05-23 21:14:17 +00:00
Antony Riakiotakis
326c90d41a Fix #35426, masking works wrong in projection painting. When we don't
use tiling, we need to sample the mask texture when determining the
pixel masking.
2013-05-23 21:02:51 +00:00
Campbell Barton
cbc431ec12 style cleanup: also remove unused var 2013-05-23 20:20:24 +00:00
Gaia Clary
999c309b18 Cleaned up draw_selected_name() to avoid redundant BLI_snprintf() calls 2013-05-23 20:02:53 +00:00
Sergey Sharybin
d003a08302 Fix stack corruptions in special cases
Issue was caused by wrong array length used
for result of name_uiprefix_id, which shall
actually be 1 byte bugger than MAX_ID_NAME.

Reported by Sebastian Koenig in IRC.
2013-05-23 18:19:50 +00:00
Gaia Clary
0fcc6baa0b Made display of object : bone : shapes unique for weight painting and armature posing 2013-05-23 18:01:43 +00:00
Thomas Dinges
99b325cebf Cycles / Toon BSDF:
* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering. 
* There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node. 

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon

Example render & blend file:
http://www.pasteall.org/pic/show.php?id=51970
http://www.pasteall.org/blend/21579
2013-05-23 17:45:20 +00:00
Gaia Clary
3b0cc9cfd7 Improved display of active bone (in 3DView) when weight painting a mesh Object 2013-05-23 16:45:12 +00:00
Gaia Clary
f48bab5f06 Added display of active bone (in 3DView) when weight painting a mesh Object 2013-05-23 16:24:36 +00:00
Campbell Barton
0ff22044cd Support for bridge tool subdivisions, smoothing and shape along the profile.
also added the underlying subdivision as a standalone operator in the edge menu, named: subdivide edge-ring.
http://www.graphicall.org/ftp/ideasman42/bridge_subd.png
2013-05-23 06:19:04 +00:00
Brecht Van Lommel
6bc2d57235 Fix #35449: image sequences to drive e.g. particle length or used in modifiers
were no properly updating when rendering animations.

The render engine was only updating the image user current frame on images used
by material textures. Now moved the function that updates all from the editors
to blenkernel level and do it on all frame changes.
2013-05-22 22:17:07 +00:00
Gaia Clary
3f8a146a1e Weight tools: Clean added additional selection options in operator Panel 2013-05-22 22:03:14 +00:00
Brecht Van Lommel
81dadaf7bf Fix #35469: image editor smear and soften paint tools not working correct for
float images, was not taking premul/straight convention into account properly.
2013-05-22 20:06:50 +00:00
Sergey Sharybin
1840cb84b2 De-duplicate zero resolution check in marker add operators. 2013-05-22 06:28:59 +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
2d19e97ee6 Mark toggling and create missing and non-save properties for brush selection
Re-using this properties were rather confusing -- selecting mask brush once
lead to changes in behavior of other brushes hotkeys.
2013-05-22 05:41:39 +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
Brecht Van Lommel
c4ee1f2658 Fluid simulation manual number of threads option now doesn't set the number
of threads to the number of cores when the fluid is created. Rather it is now
set to 0 which means "use the number of threads specified for the scene".
2013-05-21 11:37:42 +00:00
Brecht Van Lommel
f937379073 Fix to show numpad . instead of NDOF fit as first shortcut key in menus. 2013-05-21 10:13:45 +00:00
Brecht Van Lommel
0c4cc6c53f Related to #35452: show warning when unwrapping object with negative scale, same
as we already do for non-uniform scale.
2013-05-21 10:13:44 +00:00
Campbell Barton
13bde6645b code cleanup: remove callbacks only added to wrap MEM_freeN 2013-05-21 08:45:10 +00:00
Campbell Barton
cd6b27f2b5 remove return value from MEM_freeN, it wasn't used anywhere and was cast to a different function signature. (which evidently works but error prone). 2013-05-21 07:37:59 +00:00
Campbell Barton
1031676800 fix own bug [#35451] Extrude -> Grab -> Cancel -> Crash 2013-05-21 05:01:14 +00:00
Campbell Barton
7b36dea115 code cleanup: scons - binreloc include was copied all over the place for no reason, -pthread too. 2013-05-20 18:55:08 +00:00
Campbell Barton
6de829cb7a code cleanup: split scons includes onto multiple lines, reduce chance of include conflicts later on. 2013-05-20 18:42:28 +00:00
Campbell Barton
7759b2743a code cleanup: replace PARALLEL define with _OPENMP 2013-05-20 16:15:16 +00:00
Thomas Dinges
3758193c18 Cycles / Wireframe node:
* Added a wireframe node (Input category) to get access to Mesh wireframe data. 
The thickness can be controlled via a "Size" parameter, and is available in world units (default) and screen pixel size. 
* Only the triangulated mesh is available now, quads is for later. 

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wireframe

Render and Example file:
http://www.pasteall.org/pic/show.php?id=51731
http://www.pasteall.org/blend/21510
2013-05-20 15:58:37 +00:00
Campbell Barton
51f04bf7b8 code cleanup: remove unneeded elements in uv NearestHit. 2013-05-19 18:05:34 +00:00
Campbell Barton
7e3b06da6d code cleanup: bmesh/uv
- uv_mouse_select() move from BLI_array to alloca
- was unnecessarily looping over faces for an index lookup when an array is already created.
2013-05-19 17:45:42 +00:00
Campbell Barton
12eb88788d code cleanup: remove some kludge from uv loop select 2013-05-19 17:20:10 +00:00
Campbell Barton
c47bbae8f0 code cleanup: uv_find_nearest_vert
was doing unneeded lookups on face uv's when the adjacent uv's are known.
2013-05-19 16:52:44 +00:00
Antony Riakiotakis
ef40cdc167 Fix crash due to shared paint cursor function. It is necessary to check
if we really are in sculpt mode context since the active object may be
in sculpt mode while cursor is in the 2d paint editor.
2013-05-18 15:51:40 +00:00
Antony Riakiotakis
1c314aae73 Fix for #35373, calling any paint operator from operator search menu
with mouse crashes blender.

Issue here is that paint operator invocation, immediately calls modal,
which checks if event is the same as initialization event plus keyup.
Since using the mouse on amenu calls the operator on mouse button up,
the operator ended immediately and that cause immediate cleanup and
crash,

Worked around this by forbidding the operator to finish on first modal
call (which is expected by all the asserts on invoke anyway). This
prevents the crash but requires an extra up event to end.

Also, ported part of Jason Wilkins' patch to stroke code to allow for
stroke sampling to be done before a dab is first performed and as soon
as the stroke begins
2013-05-18 15:24:25 +00:00
Campbell Barton
ac2fa65dd9 style cleanup 2013-05-18 11:37:49 +00:00
Brecht Van Lommel
423ffa6043 Painting / Sculpting: more tweaks to pressure sensitivity
* Also do pressure interpolation for brush size and spacing.
* Do smoothing of pressure when smooth stroke and sample average is enabled.
* Revert the OS X specific pressure change to pressure ^ 2.5, for low pressure
  values like 0.05 it makes the pressure 100x lower, which is problematic. If
  we need to adjust the pressure curve it should be done for all platforms.

Still weak:

* Pressure of first touch on tablet is difficult to control, usually it's low
  which makes the stroke start out small or soft, but other times not. Finer
  event capturing at ghost level would help, along with pressure changes without
  mouse movement, but this may also need different paint stroke logic.
* Brush radius is rounded to integers, this gives noticeable stepping.
* Brush falloff is not antialiased, gives noticeable aliasing for small brush
  sizes which was always a problem, but is more common with size pressure control.
2013-05-18 11:25:24 +00:00