Commit Graph

39816 Commits

Author SHA1 Message Date
Campbell Barton
90dc1d1353 the compositor optional for cmake: WITH_COMPOSITOR 2012-06-30 14:14:22 +00:00
Campbell Barton
e6d55c97dd add support for passing lists of verts/edges/faces to bmesh operators 2012-06-30 12:58:04 +00:00
Campbell Barton
3e99ec8d3d all bmesh operators can now be accessed from bmesh.ops.* using a generic wrapper,
argument parsing still needs to have support added for vector, matrix and element types.
2012-06-30 11:14:10 +00:00
Jason Wilkins
5a859c6ba3 GPU_upload_dxt_texture failed to compile if WITH_DDS was not defined 2012-06-30 10:31:25 +00:00
Campbell Barton
35d8424273 code cleanup: rename some members of bmesh operators, 'slots' is a C++ keyword which confuses some IDE's.
also added missing BMO_op_vinitf args to comments.
2012-06-30 09:55:04 +00:00
Mitchell Stokes
436f02ab9c Finally committing support for compressed textures on the GPU (DDS+DXT). This patch started out as a patch by me, then cleaned up by Kupoman during his work on Cucumber.
One important thing to keep in mind when using this feature is that you'll need to flip your textures vertically (both the GIMP and Photoshop DDS tools I've seen have support for this on export). This is a quirk in using a texture format originally made for DirectX/DirectDraw, and flipping the compressed data is a real headache. Another quick fix for this issue is to change the Y value for the Size in the Mapping panel in the Texture properties to -1 (default is 1).
2012-06-30 04:34:34 +00:00
Campbell Barton
2d7efed014 mark modifier operators that only work in the UI as internal, otherwise this causes some confusion when they do nothing when accessed from the spacebar search menu. 2012-06-29 23:09:19 +00:00
Campbell Barton
20d7a38061 don't close operator dialogs when the mouse moves outside of them. this is very annoying when you spend time to enter in many values, escape, click-out-side still quits. 2012-06-29 20:29:13 +00:00
Campbell Barton
53d33d853b game engine & viewport, dont show collision bounds for convex hull or triangle meshes - really visual distraction and they are not used, 2012-06-29 20:26:07 +00:00
Lukas Toenne
83093d6770 Extended modes for snapping in the node editor.
The transform operators in nodes will now use the unselected nodes to generate snapping points. Unlike object snapping, node snapping works for the x/y axes separately and snaps node borders to same borders of unselected nodes. The sensitive area for node borders extends over the whole view2D range, to enable simple alignment of nodes in both x and y direction.

For snap points in the node editor an additional enum value is stored to indicate the type of node border (left/right/top/bottom). This works as a constraint on possible node alignments: only same border types align with each other.
2012-06-29 14:34:46 +00:00
Sergey Sharybin
344ca17247 Added command line option "--debug-jobs"
This option enables time profiling of background jobs, namely it's
measuring run time of the job and prints it to the console.
2012-06-29 14:32:25 +00:00
Bastien Montagne
70f50ed8fa Fix [#31939] Loop cutting a self intersecting face loop
Enabled use_gridfill for edgesubdivide called by loopcut. This will break edgeslide in this specific case (intersecting faceloop), but imho makes more sense this way than the other. Very easy to revert anyway, and this should only affect this specific cornercase.
2012-06-29 13:55:25 +00:00
Bastien Montagne
4f294a8f02 Fixing a bug found while checking "[#31937] UV/Image Editor: Copy Mirrored UV Coords" (which isn't a bug at all).
The tool works OK, except it was messing vertices' order of polys, often giving ugly results! Now only using sorted list of vertices indices to find matching polys.
2012-06-29 12:41:39 +00:00
Bastien Montagne
8a3d571744 Related to [#31936] Mesh saved in 2.63 with legacy format have holes instead ngons
Make clear in this option's tooltip that it only saves tris and quads, no implicit triangulation of other ngons, which are lost!
2012-06-29 11:59:47 +00:00
Miika Hamalainen
6ddc574d9d Fix #31953: Forcefield Texture using image file, gradient mode not working 2012-06-29 11:44:46 +00:00
Miika Hamalainen
3ad9e0f3ec Fix #31948: dynamic paint substeps do not work for objects parented to armatures 2012-06-29 11:19:29 +00:00
Antony Riakiotakis
af63f9ec21 Fix compile error 2012-06-29 11:15:02 +00:00
Campbell Barton
5d9f3c5d18 fix for crash scaling an image 2012-06-29 10:52:37 +00:00
Antony Riakiotakis
6264579f6b Fix #31951 Subdivide with multires splits uvs.
The bug is related to 31581 and the main cause is the small offset that
BM_loop_interp_from_face introduces before calculating barycentric
weights. Solved by only calculating displacement layer.
2012-06-29 10:12:42 +00:00
Campbell Barton
aeee798143 code cleanup: bge builds with clang without warnings / errors. 2012-06-29 09:16:59 +00:00
Campbell Barton
bd21001aaf fix for bug where user scripts path set by an environment variable would write presets there but not show up in the menu. 2012-06-29 08:33:13 +00:00
Campbell Barton
acb0a50fb3 print warning if a script in the addons dir has no bl_info. 2012-06-28 19:22:13 +00:00
Nicholas Bishop
a45cba5f71 Add missing brush types to sculpt_tool_name()
This function is used to name undo pushes in sculpt mode, was missing
some of the newer brush types. Also tweaked the switch statement so
that it will warn for future missing cases and removed extraneous
breaks.
2012-06-28 19:12:00 +00:00
Campbell Barton
bee0f76f26 fix for crash in python getting the image size for a sequence. 2012-06-28 15:34:21 +00:00
Antony Riakiotakis
6b8986af43 revert part of 48340, it causes uvs across islands to stitch in a different way (?) than before 2012-06-28 15:09:24 +00:00
Campbell Barton
1ba5db129b recent fix for #31581 could crash when doing edge slide on a mesh with no UV's. 2012-06-28 14:18:04 +00:00
Campbell Barton
c8c743b609 code cleanup: compile with clang and quiet some warnings. 2012-06-28 12:32:06 +00:00
Lukas Toenne
57b69abe0d Fix for image node: The button draw function was using the image user pointer for displaying properties, which does not work correctly. The image node has to redefine image user RNA properties in order to make correct update calls and to have meaningful image layer names. For these properties the node pointer itself has to be used then. 2012-06-28 10:59:40 +00:00
Mitchell Stokes
a9a92ae323 Fix for [#23375] "texture2D in custom 2D filters can get texture outside of game, resulting in ugliness" reported by Jacob F.
The 2D Filter system now only copies the game viewport instead of the whole window. This prevents 2D Filters from grabbing data outside of the game viewport. The textures for 2D filters are now also not forced to be powers of two (if NPOT textures are supported), which can save a little bit of VRAM.
2012-06-28 09:37:30 +00:00
Sergey Sharybin
33e8feb880 Fix #31835: OBJ Importer corrupts a model (crash in edit mode)
Added back face validation to BKE_mesh_validate_arrays.

This is needed because some addons (like OBJ importer) are reading
tessfaces and then converting them to ngons and validation of tessfaces
is needed before such a conversion.

Validation of faces would happen only if there's no polys in mesh.
2012-06-28 09:08:11 +00:00
Campbell Barton
25f59c8e0b code cleanup: cmake buildsystem edits, unused var warnings and better description for WITH_PYTHON_MODULE.
also disable workaround for some linux installs.
2012-06-28 08:51:02 +00:00
Lukas Toenne
855b6391ea Basic snapping in node transform operator.
Snapping actually was working already, but grid spacing was set to 1.0, which is basically pixel size in the node editor. Increased this to 1x grid step for fine snapping and 5x grid step for rough snapping.

Grid drawing in node editor now draws 2 levels in slightly different shades to indicate the different snapping modes better.

Node editor also supports the general use_snap tool setting to enable automatic snapping during transform. For now only the incremental snapping is supported, in future could be extended to enable alignment between nodes in a number of ways.
2012-06-28 08:47:22 +00:00
Campbell Barton
edf244cbf7 document calling operators with undo enabled. 2012-06-28 08:17:28 +00:00
Sergey Sharybin
20e854bb16 Fix #31929: VSE crash with relative paths and rebuilding proxies 2012-06-28 07:58:34 +00:00
Campbell Barton
a837434033 code cleanup: when heat weighting dont loop through all polys when its not needed. 2012-06-28 07:18:19 +00:00
Campbell Barton
be6a5a07ab fix [#31940] crash with automatic weights 2012-06-28 07:13:03 +00:00
Mitchell Stokes
ecc15e53bd Removing channel manipulation from the Action Actuator Python API since this has been broken since the animation changes from Pepper. BL_ArmatureObject.channels should be used instead. For more information see bug #28843 for more info:
http://projects.blender.org/tracker/index.php?func=detail&aid=28843&group_id=9&atid=306
2012-06-28 06:22:47 +00:00
Campbell Barton
a89d551a1c committed debug memcount by accident 2012-06-27 22:27:04 +00:00
Dalai Felinto
7016538974 bge.logic.keyboard.getClipboard() and .setClipboard methods
the idea of using methods instead of attributes is to avoid users abusing of the system calls.

Thanks Campbell Barton for reviewing and small corrections
2012-06-27 21:57:33 +00:00
Campbell Barton
a09feb7386 option so operators can be executed with undo enabled (and redo). 2012-06-27 21:41:17 +00:00
Campbell Barton
d30c7356b7 missed tiff using 150 dpi as default in previous commit, use a define now. 2012-06-27 19:28:44 +00:00
Nicholas Bishop
f57c1c8b34 Avoid adding overlapping triangles in convex hull
Add an epsilon value to the point-outside-hull test, helps when some
of the input vertices are nearly coplanar.

Fixes bug [#31941] convex hull fails (and depends on vertex order when it shouldn't)
http://projects.blender.org/tracker/index.php?func=detail&aid=31941&group_id=9&atid=498
2012-06-27 18:39:17 +00:00
Campbell Barton
32478997ec style cleanup 2012-06-27 18:29:47 +00:00
Campbell Barton
25a018fad0 change default DPI for images to 72, aparently 150 gives issues with adobe apps (which is stupid but default value isnt so important). 2012-06-27 18:11:24 +00:00
Campbell Barton
d008807a2d style cleanup: header comments, use more doxy compat formatting 2012-06-27 17:48:39 +00:00
Antony Riakiotakis
ae2f3a4e5e Fix for #31581, UVs shrink on edge slide.
Issue is that all loops of a face adjacent to the sliding verts were 
getting project-corrected. Introduced a test to only project the
affected loops. 

The projection code introduces a small offset to the boundaries so that
any boundary tests can work as expected, but this leads to shrinking of
the barycentric coordinates of the projection, causing a shrink of the
uvs in turn. This even affects the uvs that -should- be affected though
the unfixed behavior works strangely in a correctish way (my guess is
because the projection uses the same face as the opposite sliding loop).

I fixed the behaviour by taking the mean value of the uvs. This won't
support seams but current code doesn't either. Also, all CustomData to
exhibit this unfixed behaviour. I only fixed the uv case, other data
(Vcolors, etc) will have discontinuities when edge sliding. I expect
that the CorrectUV code I am working on may address some of these
issues.

Also, added NULL checks for utility function (was intended for this bug
but wasn't needed after all)
2012-06-27 17:08:12 +00:00
Antony Riakiotakis
df201548ea Utility function to get the first loop of a vert. Behaves identical to
the iterator initialization function.
2012-06-27 15:39:14 +00:00
Campbell Barton
7518654a51 add access to dissolve_limit from python. 2012-06-27 14:01:58 +00:00
Campbell Barton
78ae6ac2a5 utility function to get the points inside a list of planes. 2012-06-27 09:51:22 +00:00
Campbell Barton
9beef7442c style cleanup: also some spelling correction. 2012-06-27 05:59:41 +00:00