Commit Graph

35834 Commits

Author SHA1 Message Date
Ton Roosendaal
82bbf467ca Reshuffled data view for Outliner.
- The new "Main Data" option is now under the category "Blender File".
- That category also displays the Linked Library files.
  (Including allows browsing what's used from this file)

Also fixed CTRL+click on names, crashed.
2012-12-22 16:49:50 +00:00
Ton Roosendaal
541f598466 Bug - old code, not working for new outliner view: Click on World needed a context check. 2012-12-22 15:10:04 +00:00
Campbell Barton
7dca6dbf0b code cleanup:
make vertex/weight flag names consistent
ME_EDIT_VERT_SEL   --> ME_EDIT_PAINT_VERT_SEL
ME_EDIT_PAINT_MASK --> ME_EDIT_PAINT_FACE_SEL

also remove unused header BLO_soundfile.h
2012-12-22 14:25:34 +00:00
Campbell Barton
4c5093ad48 flush selection from vertex paint and weight paint modes when exiting, this isnt fool-proof, will need more work. 2012-12-22 14:20:27 +00:00
Campbell Barton
df6b0af04a replace RNA_ID_type_name() with BKE_idcode_to_name_plural() 2012-12-22 14:04:09 +00:00
Campbell Barton
634be5992d flush selection when switching weight paint vertex/face selection modes. 2012-12-22 13:42:06 +00:00
Ton Roosendaal
c5cb2c8b33 From the long todo:
New Outliner mode: "Main Data".

This shows a flattened, non-hierarchical list of all linkable "ID" data in
your current project. It works fine on searches. Actually this is the
view on the "Main" database in Blender, the one that's saved in a .blend.

This is in general more useful than the "Datablocks" viewer,
which is not searchable, and shows every property of data as well.
2012-12-22 13:39:44 +00:00
Ton Roosendaal
6a57420b52 Small drawing glitch, for UI with transparent overlapping regions;
- The corner 'duplicate/merge area' widget was drawing too often.

(Added comment in subwindow 'active' code, too many redraws are being
sent on moving mouse over region eddges)
2012-12-22 11:52:53 +00:00
Ton Roosendaal
39a6af35f5 Small tweak in the new "Relative Parent" option for Bones that have Object-children:
- Transform now is relative to the bone root.

For backwards compatibility this transform was set to the tip for parenting... 

Now the new parenting option uses the root, the old one still the tip.
I've noted in the code to check on a version patch, to make it consistent.
2012-12-22 11:08:25 +00:00
Campbell Barton
babbed1adc fix for using uninitialized flag in my last commit. 2012-12-22 09:37:37 +00:00
Mitchell Stokes
2d9ec9cadf BGE: The PyGILState_Ensure() call in KX_Scene was causing a segfault in the Blenderplayer even when being run in the main thread. I'm removing it for now since I don't think it will really cause a problem. 2012-12-22 08:59:11 +00:00
Campbell Barton
b0fd9378e3 correct own error in openmp use for BM_mesh_elem_index_ensure(). 2012-12-22 08:37:34 +00:00
Campbell Barton
a735a2370b Weight gradient tool for weight paint mode
- blends from current weight into alpha zero.
- uses brush alpha & curve.
- respects weight paint vertex/face select modes.
- updates realtime.


Access With
- Alt+LMB (linear gradient)
- Ctrl+Alt+LMB (radial gradient)


note:
- WM_gesture_straightline_* are used but not well suited to this task, may end up replacing with own modal operator.
- Key handling works but needs to be done better.
2012-12-22 08:19:27 +00:00
Campbell Barton
2abb727ced function for flushing polygon -> vert,edge selection (in object mode), currently unused. 2012-12-22 08:13:44 +00:00
Mitchell Stokes
84966c3d0a BGE: Committing async LibLoad from Swiss. This does the lib loading in a separate thread to keep the BGE from freezing. Here is an example from the docs:
# Print a message when an async LibLoad is done
      import bge

      def finished_cb(status):
          print("Library (%s) loaded in %.2fms." % (status.libraryName, status.timeTaken))

      bge.logic.LibLoad('myblend.blend', 'Scene', async=True).onFinish = finished_cb

LibLoad() now returns a KX_LibLoadStatus object for information on the library loading. LibNew() and LibFree() are unaffected by this commit. In other words, the async option only works for LibLoad(). Furthermore it only works for Scenes, not Actions or Meshes.
2012-12-22 05:38:32 +00:00
Campbell Barton
2a5cabb039 code cleanup and minor changes
- use DummyRNA_NULL_items to replace empty enums.
- replace calloc with malloc in copy_dverts since its copied over after.
- add wmGesture->userdata, so operators that use gestures have somewhere to store their own data (not used yet).
2012-12-22 01:08:42 +00:00
Bastien Montagne
78e688b71c "Fix" for [#33524] Interaction of "Size" & "Distance" sliders in "Spot Lamp" panel with "3D view"
Simply added a dashed line materializing the center/direction of the spot, and ending at Distance from it (exactly as for the Area lamp). We already had something similar for buffered shadow spots (to materialize start/end clipping), and imho it's also quite useful to see *where* points a spot, when using wide spots!

Very easy to revert anyway.
2012-12-21 20:25:02 +00:00
Bastien Montagne
924179bc00 back to utf-8 encoding! 2012-12-21 19:20:24 +00:00
Ton Roosendaal
c554830862 Bug fix #33648
Node location coordinate was wrapped within 10k limits, now 100k.
Go figure how large these modern node setups get :)
2012-12-21 19:05:52 +00:00
Ton Roosendaal
692aa18b76 Additional fix in glsl shaders: "Darken" was using different formula as render.
"Divide" still differs too for division by zero - cannot find this yet...
2012-12-21 18:10:01 +00:00
Ton Roosendaal
c9b8839237 Bug fix #33647
Particle combing didn't always respond as expected. The combed effect was 
depending on the center of object in view, instead of on the center of 
selected hairs. That made combing in certain close ups impossible.

Same was actually true for transform tools for hairs!

And even worse - there was an optimize break in calculating center
which wasn't true even. Causing centers for transform to fail similar
in other cases.
2012-12-21 17:47:50 +00:00
Ton Roosendaal
4d8f340d3e Bug fix, own collection:
User preference "Zoom Scale" didn't work correct for 2d views.
(was calculating center of region badly).
2012-12-21 16:11:50 +00:00
Campbell Barton
0ae16da000 rename rna prop _parenting -> _parent 2012-12-21 12:17:30 +00:00
Campbell Barton
f25618f29a make Node.links return a tuple, this may you can't do socket.links.append() by mistake.
removed RNAMeta mixin class since you cant register subclasses.

also some minor code cleanup
2012-12-21 12:16:13 +00:00
Ton Roosendaal
915f78af92 Armature bone feature:
New Bone option: "Relative Parenting". 

This makes Child-Objects of Bones transform similar to how deformations 
of bones are calculated. Allows to move bones in editmode to set pivot.

The option is in Bone Panel, with clear label. 
It is ON now by default when you add new bones

Requested by Kjartan, our famous robot designer :) For "hard body rigs" it's
very useful.
2012-12-21 12:07:28 +00:00
Ton Roosendaal
eb219852a8 Bug fix #33639
Material Texture blend modes Screen, Overlay and Multiply didn't respect
the alpha for textures... an error I could trace back to 2004 even.

Obviously the fix should be done, but it might change the appearance of
renders somewhat. Will keep an eye open if this is worth ugly 
version-patching.

Now: image textures with alpha, will only apply the blend modes
respecting the alpha values.
2012-12-21 10:15:12 +00:00
Sergey Sharybin
b28c055508 Fix #33640: Blender crashes when I click on "Connect Hair" in "Particles" pannel
Issue was caused by disabled particle system modifier, now connect hair
will check on that and give an error message if modifier is disabled.
2012-12-21 09:27:39 +00:00
Campbell Barton
99433a3466 minor bmesh improvements
- use 2 omp sections for vert -> (edge, face) selection flushing.
- dont use face-loop iterator for cddm_from_bmesh_ex conversion to give some speedup (some modifiers use this).
- use float(*)[3] for functions that return coords.
2012-12-21 07:28:14 +00:00
Campbell Barton
f576c281ba speedup for face tessellation:
- quads, tris now use direct pointer access rather then iterators.
- for ngons also avoid iterator, just loop over the loops.

also minor change, use floorf rather then floor for ED_view3d_project_short_ex, ED_view3d_project_int_ex
2012-12-21 07:24:31 +00:00
Joshua Leung
75e94aba98 Code cleanup
* "ad" -> "adt": use proper var names for AnimData
* Replacing some flattened loops with the cleaner for-loop syntax
2012-12-21 06:17:20 +00:00
Campbell Barton
b249255859 fix own error in bmesh/openmp unhiding, set BM_OMP_LIMIT to 0 so we can spot these cases more easily (will change before release). 2012-12-21 06:06:17 +00:00
Joshua Leung
fcd5bc147c Code cleanup - Replacing 0/1 with boolean constants 2012-12-21 05:57:37 +00:00
Joshua Leung
44dd39ea22 Bugfix [#33623] Missing labels in UI for Expanded Polynomial FModifier
Fix for second issue in the UI for this FModifier, where the "x" would not be
shown for order=1 where DPI >= 88 and Text AA is off, as the label sizes used
were too small.
2012-12-21 05:55:17 +00:00
Campbell Barton
b2c66e268f replace MIN/MAX 3,4 with inline functions 2012-12-21 05:07:26 +00:00
Joshua Leung
e09ddf0d4b Bugfix [#33623] UI for Factored Polynomial Generator FModifiers drawing
incorrectly

* Plus signs were used between factors instead of multiplication. These now use
the times symbol
* Fixed alignment problem for last factor being more spread out
2012-12-21 05:03:47 +00:00
Campbell Barton
c27d22ab71 fix own regression in 2.65 [#33643] Rotation does not work at certain zoom level
caused by not projecting points behind the perspective view,
even though this worked in 2.64 the values were flipped (rotating direction was reversed and the center point was flipped).

added V3D_PROJ_TEST_CLIP_NEAR, when omitted ED_view3d_project_*** will project points from behind a perspective view plane.
2012-12-21 03:49:47 +00:00
Campbell Barton
47a429d161 patches from fedora:
blender-2.64-64bit.patch
blender-2.64a-big-endian.patch
by Jochen@herr-schmitt.de
2012-12-21 03:02:36 +00:00
Mitchell Stokes
b13f4e6999 DDS compressed textures now make use of the anisotropic filtering setting. 2012-12-21 02:49:15 +00:00
Campbell Barton
8f262d0413 correct ed_view3d_project__internal() was unnecessarily casting (float -> short -> float). 2012-12-21 02:36:07 +00:00
Mitchell Stokes
f2f2b6153a BGE: Adding a Python interface for handling joysticks without needing logic bricks. These new SCA_PythonJoystick objects can be accessed using bge.logic.joysticks, which is a list of joysticks. The length of the list is the number of maximum supported joysticks, and indexes that do not have a joystick available are set to None. This means joysticks can be checked for using something like:
if bge.logic.joysticks[0]:
    activate_player_one()

if bge.logic.joysticks[1]:
    activate_player_two()

etc..

The interface exposed by SCA_PythonJoystick is very similar to the joystick logic brick except for one key difference: axis values are normalized to a -1.0 to 1.0 range instead of -32767 to 32767, which is what the logic brick exposed.
2012-12-21 02:28:59 +00:00
Campbell Barton
26752e8b3a minor cleanup to ui_get_but_vectorf / ui_set_but_vectorf, change the vector with one function call if its size 3. 2012-12-21 00:11:45 +00:00
Ton Roosendaal
e7731cbede UI fixes, from the todo:
- Button panel animation didn't work for 3D View properties and similar regions.
- Akey on View3d overlapping panel: was accidentally passed on as event to the main window.
2012-12-20 19:18:46 +00:00
Ton Roosendaal
c5de14ae1e Bugfix, irc collection:
Copy/Paste from and to color swatches now includes alpha.
Buttons without alpha have this value on '1' on copy.
2012-12-20 18:18:09 +00:00
Ton Roosendaal
291f59c339 Restored old hack to open/close panels on A-key.
Notes in code:

- This has to become a decent handler
- Actually "A" should open/close all?

Currently, Enter key does open/close too, but only on headers.
This because Enter on a button gets handled by buttons... that's
why the Akey was proposed :)
2012-12-20 18:04:06 +00:00
Ton Roosendaal
2421ffc85e Small fix in drawing 'selection circle' in outliner. It wasn't circular. 2012-12-20 17:40:30 +00:00
Ton Roosendaal
566d350369 UI todo:
- Recoded soft shadow drawing for menus, giving better predictable results
  (and round off nicer on top side, was looking bad still)
- Brought it under DPI control
- Added Theme setting to control size and strength for it.

Max size 24 pix:
http://wiki.blender.org/index.php/File:MenuShadow.png
2012-12-20 16:50:39 +00:00
Sergey Sharybin
4d3f0cb8c1 Better cursor centering for text editor 2012-12-20 16:37:07 +00:00
Brecht Van Lommel
e7485d46cd Fix #33630: DDS compressed textures were not actually using mipmaps for minification. 2012-12-20 15:49:59 +00:00
Brecht Van Lommel
438b19e94a Fix #33629: DDS DXT5 with alpha not loaded correctly, Y flipping code was wrong. 2012-12-20 15:45:42 +00:00
Ton Roosendaal
532f4b872e Bug fix:
Laptop trackpad scroll was inverted for 3d window.
Now movement is consistent among editors and follows system prefs.
2012-12-20 14:45:56 +00:00