Commit Graph

34706 Commits

Author SHA1 Message Date
Sergey Sharybin
f7647dc96d Fix #29796: Poor screencast quality with any AVI Codec
Looks like some codecs depends on valid PTS set for frame to encode
frame in right way. PTS is calculating based on current frame number
appending to stream which is stored in render data.

So use rd.cfra in screenshot_startjob() instead of keeping own variable
for reporting current frame number.

Now codecs should be happy and work nice.
2012-01-05 18:03:48 +00:00
Brecht Van Lommel
5233aea8fb Fix mistake in recent refactoring, dither needs to be float not int. 2012-01-05 17:50:34 +00:00
Brecht Van Lommel
6278016892 Fix #29801: various compositing nodes not working correct after translate,
e.g. separate HSVA node.
2012-01-05 17:50:25 +00:00
Brecht Van Lommel
de4befb075 Code refactoring: split render result related functions into separate file. 2012-01-05 17:50:09 +00:00
Thomas Dinges
015b64be2a * Fixing a typo in clip operators.
CLIP_spacees_walk > CLIP_spaces_walk
2012-01-05 16:57:15 +00:00
Thomas Dinges
e95a05b29d 2.6 UI Files:
* Some code cleanup.
2012-01-05 16:04:25 +00:00
Campbell Barton
a46feb5b8f no need to recalculate normals after setting smooth flags, for a short time the flag was used for vertex normals but not anymore. 2012-01-05 15:45:57 +00:00
Campbell Barton
7f555daa64 print message for unknown args to make it clear that these are not recognized. 2012-01-05 11:02:27 +00:00
Campbell Barton
472396945e add _default versions of sequence sound functions since most of their uses passed along the same args from sequence strips. (no functional changes) 2012-01-05 10:34:50 +00:00
Campbell Barton
8a9650e620 disable recent attempt to static link mingw DLL's causes errors for some users.
also remove break statement, mistake on last commit.
2012-01-05 10:05:24 +00:00
Campbell Barton
05436e9a45 replace double prints in readfile.c with a BKE_reportf wrapper 2012-01-05 09:50:07 +00:00
Dalai Felinto
d560b33f74 logic editor ui adjustment, all gameprop types are replaced by the ob.data.body (not only Text) 2012-01-05 08:08:58 +00:00
Campbell Barton
b5ce2b028a link mingw libstdc++ and libgcc libs statically so users dont need mingw installed to use mingw builds 2012-01-05 07:52:03 +00:00
Campbell Barton
890c97ca40 more edits to r43145,
- remove redundant check in new prop operator which is covered by operators poll func.
- use get_ob_property to get the object prop in BL_ConvertTextProperty() rather then looping for it.
2012-01-05 06:34:14 +00:00
Campbell Barton
cda279b525 edit on recent font UI changes.
don't show the text objects body in the ui - this could be pages of text and even though it only draws part of this, it still allocates and frees the string on every draw.
2012-01-05 06:12:26 +00:00
Campbell Barton
e039a631a9 add bpy collection method .find(key), so you can get the index of an item in a collection, -1 if not found.
use this to replace bge text ui py function.
2012-01-05 06:05:45 +00:00
Dalai Felinto
8d55b7bf0e BGE Font Object: fix for relative path not working AND packed fonts not working
[I don't think anyone has ever reported those, what makes me slightly sad but carry on ;)]

Those fixes introduce a more generic function to load a font before calling BLF_load.
I think it should move to be part of Blender util routines or BLF itself.

For the time being here will make it. Once we get <builtin> font working we go for this.
Thanks Diego Borghetti for the usual assistance with blf.
2012-01-05 06:02:42 +00:00
Campbell Barton
cce9c43295 correct api doc examples and a typo 2012-01-05 05:43:35 +00:00
Dalai Felinto
be025ea319 This patch creates an interface for ["Text"] properties in Font objects.
Interface:
http://www.pasteall.org/pic/show.php?id=23785

Simple test file:
http://www.pasteall.org/blend/10616
(I'll commit this to the text suite later)

Code Explanation:
---------------
(1) it adds a toggle to add/remove a "Text" gameproperty.
 - internally this property is just another game property (so we can find it within the game.properties lookup).
 - the property itself has no 'value', the interface shows the content of ob.data.body instead (why? because gameproperties are per object, while the text is per data).

(2) at BGE converter time it sets the current value of the object.data.body to the ["Text"] property.

(3) if you change object.text (bge text property) it automatically convert ["Text"] to a CStringValue.

*** that means if the original property was a CIntegerValue, it will be converted to CStringValue forever ***

* the only to do I can think of is to add a warning at doversion time if user has ["Text"] property for a Font object *
* when that happens we print a warning in console/popup.*
2012-01-04 21:40:00 +00:00
Brecht Van Lommel
049ab98469 Cycles: device code refactoring, no functional changes. 2012-01-04 18:06:32 +00:00
Sergey Sharybin
cd84a43334 Camera tracking: added depth object to Follow Track constraint
If this object is defined, object with Follow Track constraint would be
projected into surface of this depth object.
If object is not set or there's no projection onto it, projection plane
calculated based on original object position would be used.

This allows to make cheap facial mocap.
2012-01-04 17:20:08 +00:00
Sergey Sharybin
829216325d Fix #29764: Crash when border rendering in sequencer. (Not Cycles related)
Sequencer render context should be as large as the whole frame when rendering
using border without clipping.

Can be implemented in more clear way but it'll require more global refactoring.
2012-01-04 15:28:03 +00:00
Sergey Sharybin
a4604c457d Camera tracking: more accurate track preview widget
- Added 1px extra margin to deal with bicubic interpolation nicely
- Code should be a bit more clear now
2012-01-04 15:25:43 +00:00
Sergey Sharybin
49cf3c76a9 Camera tracking: fixed snap cursor to selection operator when witness camera is active 2012-01-04 11:20:50 +00:00
Sergey Sharybin
4ec69b1071 Fix #29671: Issues with .mts video files
Video frame decoding used to leave packet reading cycle before frame
is fully decoded in cases frame is encoded by several packets.
2012-01-04 09:27:34 +00:00
Sergey Sharybin
388da558ed Camera tracking: fixes in Link Empty to Track and Bundles to Mesh operators
- This operators always used to work with tracks for camera
- Properly set camera and object fields to Follow Track constraint
- TrackingObject.tracks is now pointing to actual list of tracks for
  camera objects.
2012-01-04 09:19:39 +00:00
Sergey Sharybin
76b8b67565 Object tracking: now Object Solver constraint can be converted to F-Curves 2012-01-04 08:43:28 +00:00
Campbell Barton
0bdbdc35b0 de-duplicate wave modifier texture function.
cmon - copying large functions between files is obviously stupid, dont do it!
2012-01-04 05:39:56 +00:00
Campbell Barton
520cb6f452 replace wave spesific enum with generic onces 2012-01-04 05:24:01 +00:00
Campbell Barton
b1719ecf20 edits to UV project modifier which make it easier to sync with bmesh. 2012-01-04 05:13:29 +00:00
Campbell Barton
a02f89c2ad bugfix - get_texture_coords() used by wave/warp/weight modifiers could initialize a verts coords from the 4th UV of a triangle face. 2012-01-04 04:56:06 +00:00
Campbell Barton
9a0bf1ffa4 Correct use of your vs you're in py api docs 2012-01-04 03:22:37 +00:00
Morten Mikkelsen
3b8404ac53 derivative maps must take into account that texture scales can be negative 2012-01-03 22:27:30 +00:00
Morten Mikkelsen
aa1325ef55 calculate factor before using MAX2 macro 2012-01-03 22:18:52 +00:00
Morten Mikkelsen
5fbd6223c5 derivative maps were not working correctly with UV scale (the texture setting size) 2012-01-03 22:09:22 +00:00
Diego Borghetti
b197a7ea69 Fix:
[#25834] no color of textobjects in game engine when combined with
	   textured objects
  [#26893] Curruption of displayed text (debug properties/fps info or bgui)
	    when using animated/tile uv mode

The first bug was beacuse a bad mode on the texture environment, now
we save the current glTexEnvi, set the one that we need, draw and
restore the original at the end.

The second was because a missing call to glLoadIdentity for the
texture matrix and as we do before, now we do a gl-Push/Identity/Pop
for this matrix to.

The first problem was solved by Kanttori and the second by Dalai.
2012-01-03 19:41:36 +00:00
Sergey Sharybin
ea9f5e3d2a Fix for follow track constraint using incorrect icon name 2012-01-03 14:56:48 +00:00
Campbell Barton
f0e3c3c68f fixes to mathutils from Andew Hale
- docstring edits
- normalize ignores W axis as its supposed to.
2012-01-03 14:34:41 +00:00
Joshua Leung
268ca6b2f7 Code cleanup - removing some ugly/obsolete stuff I came across while hacking
some other stuff earlier
2012-01-03 10:55:46 +00:00
Thomas Dinges
434c1e6df8 Remesh Modifier:
* Fix for Campbell's "option to build without remesh modifier for cmake and scons" commit, this broke scons!
2012-01-03 04:03:41 +00:00
Campbell Barton
4e98dbe528 error in recent commit - disallow selecting hidden verts. 2012-01-03 02:45:03 +00:00
Campbell Barton
dcdcaf25ba fix [#29761] Texture painting with interpolation ignores use alpha
reporter - Shawn Zilbert (enigmatic) included patch.
2012-01-03 02:26:32 +00:00
Joshua Leung
8983d68fd8 Bugfix [#29629] UV animation stops working forever if Edit mode entered
Thanks Sergey for the patch!

This bug, and many like it would arise because at some point a F-Curve would get
detected as being unable to be resolved (when trying to display its name in an
Animation Editor), so gets tagged as being "disabled". It was assumed that such
channels usually belonged to deleted data or stuff that wouldn't be able to be
resolved again for a long time. However, in cases like UV settings, they may
only be unavailable temporarily.

As a compromise, this patch clears this disabled flag if a channel is found to
be now working when (in the process of finding out its name when redrawing an
Animation Editor) it can be resolved, in the same place where the disabling was
taking place. This doesn't work fullproof in tests I've done, but should be
nicer than before.
2012-01-03 02:11:11 +00:00
Brecht Van Lommel
84437bb5e9 Fix #29695: cycles particle emitter not being properly hidden. 2012-01-02 19:44:13 +00:00
Brecht Van Lommel
1e96b5f284 Fix #29740: missing cycles viewport update with animated node socket values. 2012-01-02 19:44:07 +00:00
Nicholas Bishop
0eb8a384c9 Remove some silly variable copies that stuck around from a previous refactor. 2012-01-02 19:01:16 +00:00
Campbell Barton
1e18da32fb replace:
CTX_data_pointer_get_type(C, "object", &RNA_Object).data
with api call:
  ED_object_context(C)

... since getting the context object is such a common operation.
2012-01-02 17:15:24 +00:00
Campbell Barton
aa43cab820 weight paint buttons now work in weight paint vertex select mode 2012-01-02 16:59:46 +00:00
Brecht Van Lommel
1fc26516ea Fix #29746: cycles crash with border render. 2012-01-02 16:20:18 +00:00
Campbell Barton
77bdef4d22 py scripts - replace bad uses of len(),
checking if the collection is True is faster since it only checks if it has at least one item, rather then going over all items.
2012-01-02 16:18:39 +00:00