Commit Graph

3595 Commits

Author SHA1 Message Date
Campbell Barton
8f330a333a masking wast used for reprojectuion (used for stencil & normal falloff) 2010-03-06 22:53:31 +00:00
Campbell Barton
b1a05da291 re-project: operators for projecting from a view screenshot rather then a camera.
- new mode for projecting an image with the view matrix saved in the image id-properties rather then using the camera matrix.
 - operator to screenshot the view and create a new image with the view matrix stored in the image.

these will be used for better re-project integration and are not immediately very useful.
2010-03-06 19:46:21 +00:00
Campbell Barton
c0f56503bf disallow naming ID datablocks an empty string, this wont work, you cant select them in the ID user input and it can mess up writing files based on names.
also fixed some warnings.
2010-03-06 18:21:57 +00:00
Thomas Dinges
c846136cd0 Full Path for GL include, fixing compile for scons.
Note: /include doesnt have a scons script yet, so fixing it this way.
2010-03-06 13:43:47 +00:00
Elia Sarti
6bfbffef56 Bugfix for #21466, paste and copy ramps doesnt work
Fixed typo
2010-03-05 23:43:28 +00:00
Campbell Barton
1d21d6ca9a reproject
- use render mesh settings rather then view settings.
- fixed bug with brush size being overwritten and allowing non mesh objects to be projected onto.
- made the paint loop less messy & minor cleanup
2010-03-05 22:01:42 +00:00
Campbell Barton
0d9cb64624 reprojection
- blend in the projected image by its alpha rather then copy its alpha. this way you can easily mask out areas not to touch.
- undo was crashing.
2010-03-05 20:22:17 +00:00
Elia Sarti
5658ef4501 Bugfix for #21452, Crashdown in Video Sequence Editor
Added some NULL checks
2010-03-05 19:35:17 +00:00
Campbell Barton
94d5b31b9d reproject operator, use to reproject edited renders back into textures.
- uses project paint options (UV bleed, normals, culling)
- bicubic interolation from the image
- multithraded

TODO.
project into multiple objects at once.
2010-03-05 18:19:32 +00:00
Sergey Sharybin
d0c70ad1d5 Constructive modifiers for curves and surfaces
Used approach with creating DerivedMesh for curves whet they've got such modifiers.

Available modifiers are: array, edge split, mirror, solidify, subsurf.
2010-03-05 16:47:52 +00:00
Campbell Barton
f4298de8aa utility function object_camera_matrix, moved code from RE_SetCamera into this.
use for getting the render matrix of a camera (view plane, winmat, clipstart/end) without rendering.
2010-03-05 14:06:39 +00:00
Joshua Leung
b055e596cc Bugfix #21434: 'Ghost' for Rotation F-curves was not taking unit conversions into account, so the ghost curves were calculated+stored wrong 2010-03-05 11:35:15 +00:00
Campbell Barton
4eeb6b5755 re-arrange paint initialization (no functional change) 2010-03-05 10:26:23 +00:00
Campbell Barton
c2d6001598 minor change to dupli draw looping, no functional changes. 2010-03-05 08:53:16 +00:00
Dalai Felinto
1935a276b6 partial fix for: [#21400] bpy.ops.view3d.game_start() in a startup script (-P) crashes Blender
Creating a proper pool for the game_start() operator. I still want to find a way to force the start of a game from the commandline.
2010-03-05 07:42:46 +00:00
Joshua Leung
9df5b624ae Bugfix #20574: New 3D View regions were all had their 'type' set to 'RGN_TYPE_UI', which meant that the same region contents would get drawn in instances all over, causing quite some confusion. 2010-03-05 02:43:40 +00:00
Joshua Leung
75bafb1fcc Bugfix #21215: Panning Properties header shows unnecessary space.
There was an additional 'magic number' offset for the header width, from the days when there was the frame number and subtabs in the header.

--

Removed an obsolete and commented out line.
2010-03-05 01:18:12 +00:00
Campbell Barton
4b744ad9cb using displist with dupli objects logic was flawed, it would only try and use a displist with a new object if the previous one worked with a displist.
rather then this, if the object changes, re-test if a displist is possible.
also check if the next object matches before making a displist else there is no point since it will be freed right after.
2010-03-04 15:58:27 +00:00
Campbell Barton
d425ac9059 minor fix to dupli drawing, compare with the previous drawn object (not the last object which may not have been drawn) 2010-03-04 14:59:20 +00:00
Campbell Barton
ef0dd615c6 select roots of the hair verts when converting hair into a mesh. 2010-03-03 19:22:02 +00:00
Campbell Barton
5de69e9545 [#21436] Do not set BASACT to NULL when new base wasn't created in convert_exec
by Sergey Sharybin (nazgul)

(from the patch)
When new base wasn't created in convert_exec() function. BASACT will set to NULL, which is not convenient. For example,
u can't enter edit mode after converting curve to mesh. Now BASACT changes only if base for active object was changed.
2010-03-03 18:49:26 +00:00
Campbell Barton
f09efddcda fix for minor errors/warnings 2010-03-03 13:59:57 +00:00
Campbell Barton
ca7b6e2cd0 fix for more crashes with baked fcurves 2010-03-03 13:20:18 +00:00
Campbell Barton
58bf4b1ab5 baked fcurves would crash on deleting in the graph editor 2010-03-03 12:53:26 +00:00
Campbell Barton
74faed26fc marker/camera select, makes active as well as selecting. 2010-03-03 11:48:03 +00:00
Campbell Barton
0dfb6c4d0b bugfix [#21428] Particle number display offset 2010-03-03 11:40:12 +00:00
Campbell Barton
7e05205296 worldspace text locations & made some improvements to string formatting for particle number display. 2010-03-03 11:23:59 +00:00
Dalai Felinto
0cad3ae24c BGE 2D Filters: filters run per scene now (fix for [#18152]) - it (slightly) breaks backward compatibility !!!
Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use.

(1) Performance - To run the filters 2X == 2X slower
(2) flexibility of use - Very often we want the filter in the scene but not in the UI for example.

For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now.
To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes.

* * * * *

Imagine that we have:
(a) Main Scene
(b) Overlay Scene

in Main Scene the Z Buffer and RGB will be from the main scene.
in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b].

So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
2010-03-03 06:38:47 +00:00
Guillermo S. Romero
c26486f207 Make object stat consistent with the rest of counters (selected-total). 2010-03-02 22:19:32 +00:00
Ton Roosendaal
d088bd80ea Splash for testbuild update... 2010-03-02 19:24:20 +00:00
Campbell Barton
74fcd5b5d4 fairly horrid feature so Colin can see at a glance what cameras are enabled for switching.
draw timeline text 50% alpha when cameras are disabled.
2010-03-02 17:17:34 +00:00
Campbell Barton
ab2f7b5005 Ctrl+RMB on markers selects their cameras too 2010-03-02 16:57:39 +00:00
Campbell Barton
cb22649e0b convert to mesh (Alt+C), was failing in cases when MDef was used. make the mesh from the original rather then the copy. 2010-03-02 15:33:33 +00:00
Joshua Leung
da3802f559 Info Header: Non-blocking Info Messages
Reports (i.e. 'info' or 'errors') are now shown in the info header in place of the scene statistics if the last executed operator had some, with this info disappearing again once another operator is run (to show scene statistics again). 

For example, this means that info such as the the number of verts merged, or whether a Keying Set successfully inserted keyframes, etc. is now shown again somewhere, and that this is done in a non-blocking manner.

The current implementation is still a bit crude (i.e. lacking fancy polish), but is at least barebones functional. The todos...
* When more than 1 report message is generated by the last operator, there is currently a display of the number of reports. In future, it would be nice to be able to add a button beside this or make the label clickable with appropriate text indicating this (commented out atm) to show popup menu of all the reports...

* There could probably be some kind of coloured backdrop behind the text. Currently using standard box, but that has padding problems, and lacks visual interest.
* Timer based fade out/disappear?
2010-03-02 11:48:40 +00:00
Campbell Barton
a3300bcac8 allow display lists for dupli objects within a dupli list, significant speedup for duplifaces within dupligroups in one of the durian scenes. 2010-03-01 17:53:33 +00:00
Joshua Leung
c0984d59cc Delete keyframe API method now takes array_index = -1 to delete keyframes from entire arrays, as for insert keyframe.
Enabled the 'keyframe_delete' method for RNA structs.
2010-03-01 10:43:02 +00:00
Joshua Leung
b55774aebe Missed a spot when renaming the API functions for adding Keying Set paths
Also some indention/whitespace tweaks
2010-03-01 09:42:39 +00:00
Martin Poirier
9e35777019 Revert back debuging code that made drawing transform constraints only work on one side. 2010-02-28 17:51:23 +00:00
Martin Poirier
52db706abc [#19918] edit mode with mesh only having edges without faces+face select mode
Make select all operator select mode sensitive (it won't select elements that aren't selectable)

Patch by Sergey Sharybin (nazgul) (slightly modified)
2010-02-28 17:47:49 +00:00
Campbell Barton
3501cfa04e update for .B.blend
- disable running scripts automatically
- set sequencer image preview
- added a 3D viewport in the python script screen & selected 'Text' in the next editor.
- enable stamp rendertime by default. (stamp its self is disabled)
- set the stamp font size to 12 (was 8, too small)

also set the default font size to 12 for new scenes.
2010-02-28 17:42:05 +00:00
Campbell Barton
b6acf0bb48 python support for defining region drawing callbacks, while not directly related to operators, this means python can now make operators that draw in the 3D viewport interactively.
nicer then 2.4x space handelers because you can register draw handelers to draw pre/post 3d space or in pixel space.
2010-02-27 13:27:06 +00:00
Joshua Leung
be44ac7490 * Renaming some Keying Sets API functions to make the terminology more consistent in the UI
* Fixed bug with hotkeys for adding properties to Keying Sets using the KKEY over the relevant buttons. Was calling the remove callback instead.
2010-02-27 02:03:33 +00:00
Campbell Barton
5be3bf73be bugfix [#20694] Copy Paste to buffer missing in Console editor
- console selection working
- copy selection to clipboard
- paste selection from clipboard works with multiline paste

word-wrap is still not working with selection drawing.
2010-02-26 23:56:16 +00:00
Joshua Leung
3ea627245b Bugfix #21339: Grease Pencil operator weirdness
Fixed missing listener for Grease Pencil notifiers when drawing.
2010-02-26 10:01:49 +00:00
Campbell Barton
9352c9f0c1 use negate_v3 rather then multiplying a vector by -1.0 (no functional changes) 2010-02-26 09:02:52 +00:00
Campbell Barton
2cf6141e7c fix for fly mode restoring non-euler rotations 2010-02-26 08:47:20 +00:00
Martin Poirier
de574490d2 [#21338] B-Bone display size crash [27127]
EditBones pretending to be pose bone when doing bone resize need a valid object pointer.

Tsk, who thought this was a good idea...
2010-02-26 02:33:04 +00:00
Campbell Barton
0bef9d9c92 fix for camera rig that has locking on the camera but not the parent. 2010-02-25 21:20:00 +00:00
Campbell Barton
92bf8fa214 error in view3d math commit. 2010-02-25 21:10:43 +00:00
Campbell Barton
d4df20ea3f support for flymode with camera rigs, so the parent most object is actually flying. 2010-02-25 20:40:09 +00:00