Commit Graph

40454 Commits

Author SHA1 Message Date
Jens Verwiebe
b9c441536c OSX/cmake: Mountain-Lion (10.8 )adaptions, skip unsupported endianess etc., todo: deployment target management 2012-08-07 10:02:34 +00:00
Campbell Barton
8ae89f4942 speedup to inpaint node in my tests was about ~30% for an optimized build.
also replace MIN/MAX2 with inline functions in transform.
2012-08-07 09:20:30 +00:00
Lukas Toenne
cfe7bab080 Fix for drawing arrows on node lines between two reroute nodes. This was a typo in r48762 which inverted the arrow scale. 2012-08-06 20:48:08 +00:00
Campbell Barton
d5b9ae57ca Switching images in the image space would modify UV coordinates.
This is an intended feature but works too unreliably.

- This setting was stored in each face and only editable by re-running the unwrap, this is too hidden (only discovered this by reading code).
- This worked with blender internal but not with cycles, such basic options as changing an image shouldn't behave different depending on the render engine selected.

I've ifdef'd out the aspect correction for now, it could be added back as a per scene option and be made to run on both cycles or blender internal but for now I prefer to keep this disabled.
2012-08-06 19:28:22 +00:00
Bastien Montagne
43c3fa6c39 Adding "inpaint" as allowed words... 2012-08-06 19:19:51 +00:00
Lukas Toenne
723e52fb85 Tile fix: Use the validity flag in node links directly instead of the indirect node level check for cyclic links to avoid crash in cases of invalid links, which can be created in some situations (reroute nodes). The link flag may have been set by additional constraints. It is much simpler to use and avoids the redundant check. 2012-08-06 19:11:59 +00:00
Lukas Toenne
f961afece0 Fix for incomplete Reroute node updates. Adding reroute nodes by spliting links would often result in unrelated color sockets or otherwise miss updates.
The reason is that the per-node updates used for Reroute node type inheritance are not supposed to be looking at connected nodes, they are purely for "local" updates. For this sort of "global" update which requires depth-first search, the update function on the node tree level must be used instead.
2012-08-06 18:49:28 +00:00
Lukas Toenne
e276a7c805 Fix for Reroute nodes: Reloading could change socket types without updating the socket data structs, leading to crash. This is caused by the node verification procedure, which resets any socket type to the initial type defined in the socket templates. Adding sockets dynamically without templates solves this (the sockets are then ignored by verification). 2012-08-06 16:25:38 +00:00
Campbell Barton
db6c4ba11e bring back the play option from 2.4x 2012-08-06 16:07:11 +00:00
Campbell Barton
48b59330fe missed this when merging inpaint 2012-08-06 15:59:09 +00:00
Sergey Sharybin
a334b5a4b6 Made feather self-intersection check an option.
Useful in cases when masking stuff like self-intersecting
ropes. This could probably be smarter option, but can't
currently think about robust approach here.
2012-08-06 15:20:14 +00:00
Campbell Barton
fd666b2c78 fix for bge module imports so you can do for eg:
import bge.render as render
2012-08-06 14:29:25 +00:00
Sergey Sharybin
b282b5275c Mask feather self-intersection check
Enable self-intersection check for preview. In own tests average
time for this operation on mango files was ~0.0015sec, and it was
like 20 splines max which still gives pretty smooth performance
on my core quad machine.

Would think let's check how it works for now, if it'll give some
issues here, would just avoid tessellation on every redraw by
storing tessellation in some cache (probably in mask user).

Another change is related on a way which loop to collapse.
Changed length check with AABB size check. A bit slower but
should be a bit more predictable.
2012-08-06 13:53:38 +00:00
Campbell Barton
2b8ac9bc61 inpaint node from tomato branch by Peter Schlaile
http://en.wikipedia.org/wiki/Inpainting
2012-08-06 13:45:11 +00:00
Daniel Genrich
731c6ebec4 Patch [#32246] (Bugfix): UV editor -> "Proportional edit" together with "constrain to bounds" does not work.
Patch reviewed by Campbell Barton. Thanks!
2012-08-06 13:40:29 +00:00
Howard Trickey
21a137471d Fix to knife: would sometimes miss cuts on non-planar faces.
Also, there was a needless loop through all three loops of
a tesselation triangle, which all share the same original face.
Also, made an early out for case where an edge cut had already
been discovered on a Knife edge.
2012-08-06 13:37:25 +00:00
Howard Trickey
244714d53e Remove redundant typedef of BLI_Stack
(caused compilation errors with some compilers)
2012-08-06 13:31:28 +00:00
Campbell Barton
7beb47bd69 fix for freeing NULL pointer. 2012-08-06 13:04:40 +00:00
Campbell Barton
43d855c846 fix for own bug - missing NULL check when the image space starts a render job 2012-08-06 12:14:02 +00:00
Campbell Barton
75a188272e move pivot point and cursor out of UV rna into image space since both mask and uvedit use them. 2012-08-06 12:12:45 +00:00
Daniel Genrich
4c4973350e Bugfix: Crash when changing collider type after loading blend file.
Thanks to MiikaH for pointing out.
2012-08-06 11:55:52 +00:00
Lukas Toenne
54b61401ed Fix #32271, Node group/parent crash. The grouping operators need to also look at the non-selected nodes in the edit tree to find nodes whose parent is to be moved but the child is not, and then detach those. 2012-08-06 11:23:09 +00:00
Campbell Barton
2988c81d6b fix [#32272] crash while rendering and modifying the node setup. 2012-08-06 10:13:49 +00:00
Campbell Barton
4e2fb45576 style cleanup 2012-08-06 10:03:17 +00:00
Campbell Barton
3b743582ec node transform for frames was broken since the frames locx, locy are used as offsets, now node transform uses node ccenters (works nicer for regular nodes too). 2012-08-06 09:08:24 +00:00
Campbell Barton
df81b50bf2 prevent copy/paste from incompatible types (compo -> material for eg) - would crash instantly. 2012-08-06 08:41:45 +00:00
Campbell Barton
5bb97305a4 fix for node clipboard leak on exit, also use blenders convention for function naming with BKE clipboard funcs. 2012-08-06 08:25:24 +00:00
Campbell Barton
00ea79afa0 fix for building in debug mode. 2012-08-06 08:01:20 +00:00
Mitchell Stokes
583fa7d1ea Fix for [#32054] "Animation break after resuming scene" reported by Andreas Esau (ndee). The action's timing was getting messed up which resulted in negative local frames, which were being counted as "done." 2012-08-06 00:53:26 +00:00
Nicholas Bishop
a423f55ca9 Avoid recursion in skin modifier's edge matrix calculations
This is a potential fix for bug [#32263] Instant Crash with Skin
modifier.
2012-08-05 23:29:50 +00:00
Nicholas Bishop
b6bc308375 Add an array-based generic stack structure to blenlib
Very simple stack with homogeneous contents. Provides push, pop, and
is-empty operations.
2012-08-05 23:29:43 +00:00
Mitchell Stokes
958dc02774 Fix for [#32270] "Removing a Character object from the scene causes a crash." reported by me. The character's action wasn't being removed from the dynamics world when the character controller was. 2012-08-05 22:31:55 +00:00
Gaia Clary
f8a68d50f7 COLLADA: report #32237 fixed Camera exporter and Importer to use correct camera animation data 2012-08-05 21:35:09 +00:00
Campbell Barton
7d2190b79b fix for transforming parented nodes, the node would check its parent was not transformed, but in fact its parents parent could still be getting transformed still, also, the order of initializing transform data made this check unreliable.
fix for mingw broke from one of my own commits, changing header order fixes.
2012-08-05 21:06:56 +00:00
Campbell Barton
e592f757e8 fix for crash when moving frames about in the node space, was possible to move a node into its own child frame (causing recursive parent loop).
also some minor code cleanup.
2012-08-05 20:40:26 +00:00
Campbell Barton
685592f9d9 fix for transforming parented nodes (parent relative offset wasn't taken into account) 2012-08-05 20:16:14 +00:00
Campbell Barton
5c7217da72 fix for crash when mask editing if there is an active point but no active spline. 2012-08-05 18:12:34 +00:00
Campbell Barton
887d517e3b use define for 0.375 = GLA_PIXEL_OFS, used all over the interface.
also use M_SQRT1_2 in math_rotation.c
2012-08-05 17:27:52 +00:00
Campbell Barton
dfdfa06c27 code cleanup: minor edit - replace memset() with zero initialization, remove unneeded NULL check in ibuf_sample() 2012-08-05 15:04:10 +00:00
Campbell Barton
0a35e050f3 code cleanup: remove redundant calls to CTX_data_main() 2012-08-05 14:11:51 +00:00
Campbell Barton
9ddbd8329e fix uninitialized memory use for mask feather points, also remove some double promotions. 2012-08-05 13:26:39 +00:00
Gaia Clary
aff4c781eb COLLADA: #29058 Fixed crash when illegal reference to non existing camera object is found. And report a warning to the console) 2012-08-05 10:23:34 +00:00
Sergey Sharybin
ca382a8d2a Fix for keying screen incorrect memory write when some of tracks are disabled. 2012-08-05 09:31:48 +00:00
Bastien Montagne
9be74a514b Fix [#32260] 'Select Sharp Edges' works vice versa
We want to select edges sharpest than the given threshold, i.e. which faces’s angle is below the limit! Looks like BMesh switched this somehow...
2012-08-05 07:50:51 +00:00
Mitchell Stokes
a71fcd6a13 BGE: Fixing a NULL pointer exception caused by calling KX_Scene.active_camera when there is no camera in the scene. 2012-08-05 07:01:08 +00:00
Gaia Clary
9090340175 COLLADA: fix for #32251. This seems to be compliant to the Collada 1.4.1 specification. 2012-08-04 22:18:56 +00:00
Gaia Clary
021dd5fb40 COLLADA: added initial support for ymag and yfov in importer. fixes issue #32237 2012-08-04 21:25:19 +00:00
Campbell Barton
7cfe6e0fda fix a glitch where overlapping feathering could give random bad pixels, this was caused by feather edge going in a different direction to the mask edge - creating bowtie quads. 2012-08-04 21:04:26 +00:00
Thomas Dinges
ab1badf9a2 Windows MSVC libraries:
* Some refactor, use set_lib_path macro again, which simplifies the code a bit.
2012-08-04 20:25:04 +00:00
Campbell Barton
2044b62370 resolve some issues with curve resolution calculaction
- resolution could become so high that it would wrap around  to a negative number, now check for small numbers before doing float division.
- resolution was being calculated in some cases when it already met the clamp value - now this is skipped.
2012-08-04 20:17:22 +00:00