Commit Graph

28211 Commits

Author SHA1 Message Date
Thomas Dinges
831ce612e9 Fix for [#25963] Show mouse option in wrong Panel.
Did some reorganization of the Game buttons, made a new "Display" Panel.
2011-02-07 14:53:40 +00:00
Campbell Barton
bd023c443b remove mat_nr from MVert struct, saves 4 bytes per vertex.
used to be used for halo's
2011-02-07 13:02:44 +00:00
Joshua Leung
3fab280c61 Argh! This code is haunted... (line 666) compiler here isn't barfing
on these errors tonight :/
2011-02-07 12:37:14 +00:00
Joshua Leung
926f168e44 AnimSys Todo: Scene/CompoNode Driver Hacks
Drivers for Scene, World, and Compositing Nodes now "work" (well,
sort-of)! Previously they were strictly restricted to object-
accessible data only; now they can function across the board (give or
take some weak spots).

Although there is still no depsgraph support so that these properties
update properly when their source controls are changed (this will
probably require a lot more work), they can still update under other
circumstances (i.e. frame change and/or manual refresh flushing via
mouse movement, etc.)

As the depsgraph tagging support is lacking, these just get always
executed for now, which might potentially be quite sluggish, though it
is hoped that there are so few of these top-level datablocks with
drivers hooked up that this is barely an issue in practice. At least I
haven't noticed any substantial slowdowns for animation playback, so
it should probably be fine.
2011-02-07 12:28:04 +00:00
Campbell Barton
7710d82007 fix [#25926] lattice + projection on surface snap issue 2011-02-07 12:07:26 +00:00
Janne Karhu
ea012a3340 Bug fix: adding force fields from the add menu didn't sort the depsgaph, so hair didn't update straight away to force field settings changes. 2011-02-07 11:55:24 +00:00
Joshua Leung
a399e8c7bb Compiling commit for previous commit... 2011-02-07 11:51:28 +00:00
Janne Karhu
44fb6bd1fa Hair ui simplification:
* There were a lot of settings in the particle panels that made no sense for simple hair and only cluttered up the ui.
* Now these settings are hidden by default unless "advanced" hair options are shown.
* Without advanced options the particle velocity controls are replaced by a simple "hair length" value, which actually corresponds to the grown hair length in blender units.
* Some hair effector options that are actually very useful were not shown in ui. These are now found in the "field weights" panel.
2011-02-07 11:43:33 +00:00
Campbell Barton
a17d81cabf add access to radius for game objects (static objects can have radius) as well as anisotropic friction. 2011-02-07 11:42:49 +00:00
Joshua Leung
fd422e58a8 Visual Keying Code Tweaks:
Moving this code to the same method as is used for Apply Visual
Transform (for bones case), which uses standardised decomposition
methods instead of the improvised ones used here before. This was in
an attempt to get IK chains Visual Keyed correctly, though this
doesn't seem to have improved the situation much.

Also, the decompositon for objects here now takes care of euler
rotation modes.
TODO: other rotation modes should get included here too...
2011-02-07 11:38:57 +00:00
Janne Karhu
cddaa815d6 Fix for [#25955] Hair paths under force field influence look jagged
* Effectors were applied wrong for hair.
2011-02-07 10:54:55 +00:00
Joshua Leung
1dc11c4fdf Bugfix [#25934] "Apply Visual Transform as Pose" not working?
Simplified the code for Apply Visual Transform as Pose.

This makes it work for IK chains now, since there aren't any
recalculations of the pose involved now, which were contributing to
the pose getting incorrect as the applying process went on, since the
IK chain was getting calculated differently with each successive
change to the chain.
2011-02-07 10:50:35 +00:00
Lukas Toenne
2070356a32 A simplified way of defining bNodeType structs. Instead of doing full struct member initialization for each node, this uses a couple of helper functions now. This will make it easier to change and extend the bNodeSocket interface in the future. Two examples (normal and mapping shader nodes) included, the rest should be converted too. 2011-02-07 09:33:36 +00:00
Campbell Barton
d272b70ee0 rename ID.update() --> update_tag() since this function only tags for updating and scene.update() executes the update. 2011-02-07 08:13:28 +00:00
Campbell Barton
ad8c79405a Type checks for internal ID-Property UI min/max/tip & use defines to get values from ID-Props.
Probably wouldn't cause a problem but manually editing these types through python could easily crash blender.

also changed cmake, stub-makefile default build dir to be lower case and leave out architecture string, easier for documentation.
Use ../build/linux/ rather then ../build/Linux_i686/
2011-02-07 05:05:41 +00:00
Campbell Barton
a018bfba9a comment unused var 2011-02-07 01:45:52 +00:00
Joshua Leung
a4f0c29a23 PoseLib Bugfix:
When using Pose Lib with a search string, if the search fails after
typing a character and then you try to backspace to get back to the
previous search string, the pose does not refresh until you type in
another valid letter such that the search works again.

Did a logic reshuffled in the get next preview pose function so that
this is dealt with properly
2011-02-07 01:28:47 +00:00
Campbell Barton
6165508bc5 patch for building blender with CMake, OpenEXR & MSVC2010 by Peter K?\252mmel 2011-02-07 01:23:18 +00:00
Campbell Barton
c9acbc6404 - own error with sound unpack operator using NULL pointer
- make stub now creates 'Release' build by default.
2011-02-07 01:13:21 +00:00
Joshua Leung
55da733eba PoseLib Preview/Browse Bugfixes:
- [#25951] Hardcoded Keys in PoseLib modal operator register twice per
use
Now only the KM_PRESS events are handled. KM_RELEASE events for these
are ignored...

- While checking the above, I also found that the view-manipulation
while previewing functionality was broken. This was one of the
benefits of this UI approach over a fixed screenshot-only listview.
Fixed now :)
2011-02-06 22:20:26 +00:00
Ton Roosendaal
c03064b187 Bugfix #25953
Fix in crashing displacement last friday, assumed wrongly that
the old 'new bump' failed for displacement too. It still did
work (somewhat). This restores the situation again.
2011-02-06 18:38:53 +00:00
Ton Roosendaal
216f9af08e Two in one:
- Bugfix #25937
  Child-of constraint now behaves like regular parent-child
  relationship when all options are set. This prevents the 
  errors that can happen when decomposing non-uniform matrices.

- Todo item
  The area corner hotspots for splitting/merging were far too
  narrow. Now it uses a circular distance to detect whether
  the hotspot is active. Also cleaned up drawing code for it.
2011-02-06 17:36:42 +00:00
Janne Karhu
0ea9271f43 Bug fix: Particles in dupligroups were mostly drawn properly in 3d view, but rendering them was a real mess.
* After countless different bugs particles should now render correctly inside dupligroups.
* Only particles with metaball visualization are still problematic, this is mostly due to the ancient metaball code.
* I'll also add a test file for some of the situations, so that hopefully these cases stay fixed :)
2011-02-06 15:50:00 +00:00
Campbell Barton
d9aa3f66a6 mathutils.Matrix.Scale(factor, size, axis)
- 'axis' arg was not coerced from a tuple like other args now do.
- 'axis' arg was being modified in-place (VERY BAD).
- also made new function matrix_3x3_as_4x4().
2011-02-06 11:17:22 +00:00
Campbell Barton
1cdab667bc - cmake was missing an inclide (IDE's wouldnt index)
- made doc generation always sumlink newly built docs to static URL. http://www.blender.org/documentation/250PythonDoc/
2011-02-06 10:18:20 +00:00
Campbell Barton
c82da98f3d bugfix [#25824] Quats + Camera + Fly = Madness
ensure quat, delta rotation is set to a unit quaternion on older files.
2011-02-06 09:01:01 +00:00
Campbell Barton
967299ad97 fix [#25947] Smart Project is broken SVN r34664
own recent mathutils updates broke this script.
2011-02-06 06:59:11 +00:00
Campbell Barton
48a8cba7a9 fix [#25948] blender-thumbnailer.py does incorrect checking for the number of arguments
noticed by Shinsuke Irie (irie)
2011-02-06 06:54:19 +00:00
Guillermo S. Romero
6705d5c7e7 SVN maintenance. 2011-02-06 00:49:58 +00:00
Martin Poirier
dd924bb93b [#25693] Netrender "shadow" images with last frame always appear
More debugging info with -d

Also fix some conditions that didn't check the proper list in the ui.
2011-02-05 22:46:59 +00:00
Ton Roosendaal
2ed0ddef04 todo list item:
3D View:
In quad-view mode, the options to set back/bottom/left views were
blocked. Now they work again.

Note: the oparator polls don't have a check for properties... so it
cannot be finegrained here. Checks are inside code.
2011-02-05 19:07:54 +00:00
Brecht Van Lommel
00d95fb4bf Another fix for the raytracing commit, forgot that it also included vertex
reordering to be consistent with the rest of the render engine. That means
the self intersection issues with non-planar quads should also be gone now.
2011-02-05 17:54:00 +00:00
Ton Roosendaal
6011bac989 Bugfix #25944
Save image (F3) didn't remember the last saved path on 2nd use.
2011-02-05 16:32:56 +00:00
Peter Schlaile
dbce60448f This fixes: [#25608] Video Sequence Editor: problem using cut on a strip with a custom proxy file. 2011-02-05 15:11:29 +00:00
Ton Roosendaal
626de1f3a2 Bugfix, own todo
Saving a file for the first time (after opening blender) didn't
use the last directory as saved/loaded from in a previous session.
2011-02-05 15:05:17 +00:00
Brecht Van Lommel
04299657a7 Raytrace modifications from the Render Branch.
These should not have any effect on render results, except in some cases with
you have overlapping faces, where the noise seems to be slightly reduced.

There are some performance improvements, for simple scenes I wouldn't expect
more than 5-10% to be cut off the render time, for sintel scenes we got about
50% on average, that's with millions of polygons on intel quad cores. This
because memory access / cache misses were the main bottleneck for those scenes,
and the optimizations improve that.

Interal changes:

* Remove RE_raytrace.h, raytracer is now only used by render engine again.
* Split non-public parts rayobject.h into rayobject_internal.h, hopefully
 makes it clearer how the API is used.
* Added rayintersection.h to contain some of the stuff from RE_raytrace.h
* Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes
  normalized and sometimes not, confusing... now dir is always normalized
  and dist contains the distance.
* Change VECCOPY and similar to BLI_math functions.
* Force inlining of auxiliary functions for ray-triangle/quad intersection,
  helps a few percentages.
* Reorganize svbvh code so all the traversal functions are in one file
* Don't do test for root so that push_childs can be inlined
* Make shadow a template parameter so it doesn't need to be runtime checked
* Optimization in raytree building, was computing bounding boxes more often
  than necessary.
* Leave out logf() factor in SAH, makes tree build quicker with no
  noticeable influence on raytracing on performance?
* Set max childs to 4, simplifies traversal code a bit, but also seems
  to help slightly in general.
* Store child pointers and child bb just as fixed arrays of size 4 in nodes,
  nearly all nodes have this many children, so overall it actually reduces
  memory usage a bit and avoids a pointer indirection.
2011-02-05 13:41:29 +00:00
Brecht Van Lommel
90cf78eb54 Fix bones moving when changing between editmode and posemode.
Patch #25901 by Tobias Oelgarte.

Bone transformations would be converted back and forth between different
representations when changing modes, which due to numerical errors could
lead to bone transformations slowly changing as you edit the armature.

Now the editmode head, tail and roll values are stored in bones and used
directly when entering edit mode. Head and tail were already there but
now we ensure they are the exact same value, roll was not yet there, so
we have a version patch for it.

The sub version was incremented to 1 for the version patch.
2011-02-05 13:19:14 +00:00
Ton Roosendaal
fe99f35210 Renamed texture.c in render module, to prevent debuggers to
complain about the same named file in blenkernel.
2011-02-05 13:10:20 +00:00
Ton Roosendaal
df9fade564 Bugfix 25871
Using displacement with new bump caused NaN values or crashes.
Since displace code doesn't provide derivatives, it now falls
back to "old bump" by default.
2011-02-05 13:07:51 +00:00
M.G. Kishalmi
311f5a8d78 accidentally left scaling code commented out when testing. 2011-02-05 11:46:44 +00:00
Campbell Barton
d694115ac4 mathutils fixes noticed when refactoring.
- comparing eulers was ignoring the order.
- printing Euler()'s now prints the order too.
- un-orderable types (all except for Vector's), were not raising an exception when compared with >=, >, <, <=.
2011-02-05 10:40:42 +00:00
Campbell Barton
998198a041 mathutils rotate functions for Euler/Quaternion/Matrix/Vector types.
each accept Euler/Quaternion/Matrix types.

eg:
  Euler.rotate(Quaternion(axis, angle))
  Vector.rotate(Euler((pi/2, 0, 0)))

matrix.resize_4x4() and euler.make_compatible() were still returning an instance of themselves, now return None.
2011-02-05 09:57:02 +00:00
Campbell Barton
8b52087d83 update for changes in mathutils. 2011-02-05 07:04:23 +00:00
Campbell Barton
dd08305e75 Rename python mathutils functions and split in-place methods from those that return new values.
http://wiki.blender.org/index.php/Dev:2.5/Source/Python/Mathutils
This completes the changes proposed.

This will break scripts (fixing coming up next), for full list of changes see mathutils.c comments.
2011-02-05 06:14:50 +00:00
Dalai Felinto
f2a6395e21 Logic UI: multiple fixes on Constraint Actuator
1) damping factor is not percentage (it's in frames, who would know that)
2) angles as degrees (cleaning the tooltips for those too)
3) setting Direction to None when changing from Loc and Fh Consts to Ori - negative axis is not supported in Ori Const. Buggy since ever (2.49).
2011-02-04 21:25:57 +00:00
Sergey Sharybin
25044dfa1b - Drivers should now be updated correct when curve changes topology
- Fixed regression with keeping alive f=curves for deleted CVs
  (was a mistake in previous commit in this area)
2011-02-04 21:10:27 +00:00
Sergey Sharybin
849ce60a32 Fix #25923: Active area of text editor line numbers too big
Area with width 60px was used for determing should we jump to line or
input new cahacter. Reduce this area to actual line numbers margin width.
2011-02-04 16:28:19 +00:00
Sergey Sharybin
4925581820 Fix #25933: Drag Dog stroke method uses Jitter if set for other stroke method, but no jitter available.
Manually disable jitter usage for anchored and drag dot brush stroke metdhods.
Jitter slider is hidden in UI for this strokes so users can't set it to 0 by hand
and even if this slider would be visible in UI jitter gives wierd result for
this stroke methods.
2011-02-04 16:10:30 +00:00
Janne Karhu
4e8a8d1e8f Improvements for particle grid distribution:
* Particles that aren't shown are now actually deleted (huge memory savings for flat objects).
* Grid distribution for flat objects is now done on the surface object surface without offset.
* Invert grid option wasn't in ui and it didn't work for non-volume grids.
* New parameter to randomize the grid point locations.
* Resolution soft/hard limits changed to even 50/250.
2011-02-04 15:48:13 +00:00
Nathan Letwory
b407702c5f Fix [#19997] Duplicating window results in graphics corruption in UI
reported by Micael Dias (and many others, see duplicates list)

On closing the first ("main") Blender window the very first OpenGL context
got deleted too. This context needs to be retained, since we share quite a
bit of OpenGL data through it to the newly created contexts (new windows).
Thanks to Ton Roosendaal for thinking out loud while trying to figure out
what the actual cause was.
2011-02-04 13:22:02 +00:00