Commit Graph

46874 Commits

Author SHA1 Message Date
Campbell Barton
eb150ef337 Node UI: add support to show text-blocks in frames
Some node setups benefit from being documented like this.
2015-01-29 22:04:32 +11:00
Campbell Barton
3cf7a8008e Fix crash on joystick access (if SDL's not found)
D985 by @pgi
2015-01-29 17:17:29 +11:00
Jorge Bernal
072d80a9de Fix T42858: Non uniform gamelogic names on copy
Use generic function for consistent behavior

D949 by @lordloki
2015-01-29 16:43:20 +11:00
Campbell Barton
1738d4acc9 Bone calculate roll (pos/neg options in menu)
This change means you can see the option to do +/- aligned axis when calculating roll
(in that case the flip-axis option is ignored).

This is added since you mostly don't want to set the option in the toolbar each time.
2015-01-29 15:46:38 +11:00
Campbell Barton
7095f47665 cleanup: pep8
also remove empty class parenthesis
2015-01-29 15:35:06 +11:00
julianeisel
d183e9b43b File Browser: Remove unused fileselect event value
This was initially added for a later support of making the automatic File
Browser fullscreen optional. As this idea was rejected for now (D1037) it
doesn't really make sense to leave these things in.
2015-01-28 23:35:46 +01:00
Sybren A. Stüvel
dd673337f1 BGE: draw contact points + normals in yellow
Red was used with different semantics in the physics visualisation,
switching to yellow to prevent confusion.

A screenshot can be found at http://www.pasteall.org/pic/80766 -- it's
the yellow balls + lines.

Reviewers: brita_, lordloki, campbellbarton

Reviewed By: lordloki, campbellbarton

Subscribers: lordloki

Projects: #game_physics

Differential Revision: https://developer.blender.org/D925
2015-01-28 22:09:58 +01:00
Sybren A. Stüvel
e5a852c3f3 BGE: draw contact points as sphere + line indicating the surface normal.
A screenshot can be found at http://www.pasteall.org/pic/80766 -- it's the yellow balls + lines.

Reviewers: brita_, lordloki, campbellbarton

Reviewed By: lordloki, campbellbarton

Subscribers: lordloki

Projects: #game_physics

Differential Revision: https://developer.blender.org/D925
2015-01-28 22:09:58 +01:00
Antony Riakiotakis
773d85ab32 Based on Sergey's suggestion, use spinlocks for threaded loading of
waveforms.
2015-01-28 19:45:29 +01:00
Antony Riakiotakis
cde9b1b948 Fix clicking into texpaint slots not changing active image in blender
internal when using nodes.

Using nodes in blender internal is not well supported, but there's no
harm in allowing this and it will help manu do his texturing better :)
2015-01-28 15:34:11 +01:00
Nicholas Bishop
1a0ef58bdf Code cleanup: break up project_paint_begin() into smaller functions
This initialization function was massive with lots of local variables,
quite hard to follow. Splitting up doesn't make it perfectly clear,
but a bit better.

The changes are mostly quite mechanical splitting apart code, plus a
few new temporary structs for passing data without too many confusing
args. No intentional changes to functionality.

Reviewed By: psy-fi

Differential Revision: https://developer.blender.org/D1035
2015-01-28 14:49:44 +01:00
Antony Riakiotakis
5d04470851 Texture painting, support cycles UV Map nodes:
Support UV Map nodes for determining active UV layer. Now when an image
node is enocuntered, the system will recursively search the node's input
sockets for any UV Map nodes. Obviously this won't fetch any coordinate
transforms into painting, and it will only choose the first UV Map node
encountered if more than one UV Map nodes are combined.

However it should allow custom UV setups per materials and tweaking of
the UV Map node's UV layer from the Slots panel.
2015-01-28 14:43:07 +01:00
Sergey Sharybin
7c72ba60d7 Sequencer: Option to skip strip proxy generation if they already exists
This is a per-strip option next to the build proxy size which tells blender
whether to skip building proxy size if the file for it already exists or not.
The option is called "Overwrite" for simplicity.

This option is enabled by default to avoid changes in the file behavior.

TODO: Would be nice to do something like that for movie clips as well.
2015-01-28 17:32:33 +05:00
Antony Riakiotakis
7a6d757a3b Add theme option for cliping border 2015-01-28 13:03:42 +01:00
Antony Riakiotakis
1678cb9af2 Fix dreaded black screen for missing proxies - if requested proxy size
is not found, use the original footage instead
2015-01-28 11:48:22 +01:00
Antony Riakiotakis
0451934538 Properly decrease users of images when deleting a paint slot. 2015-01-28 11:09:30 +01:00
Martijn Berger
ce52e781b0 Switch windows MSVC builds to OpenAL-soft 2015-01-28 10:36:19 +01:00
julianeisel
3e59092348 Stacked fullscreen area support (proper implemenation)
Adds support for stacked fullscreens. This basically means, if a user opens a
temporary fullscreen mode, such as the File Browser or the Image Editor render
view, from a different fullscreen, the "Back to Previous" function or the other
ways to escape those temporary fullscreens don't return to the split screen
layout but to the previous fullscreen he has been in.

I already committed something similar (f7e844570fea862) but that was only
supposed as a fix, it didn't work for the "Back to Previous" operator and the
implementation wasn't really reusable. This one looks a bit nicer + makes some
older hacks unnecessary :)
2015-01-28 02:52:49 +01:00
Martijn Berger
86d2765ebe Interface get rid of some quadstrips in favor of trianglestrips
If we ever want OpenGL 3.2 core context quadstrips need to go anyway and while there is much more things that need to be done this is something that can be tackled without any mayor surgery.
And without losing any kind of compatibility with ancient GL.

Reviewers: psy-fi

Reviewed By: psy-fi

Subscribers: psy-fi

Projects: #bf_blender

Differential Revision: https://developer.blender.org/D1027
2015-01-27 20:18:59 +01:00
Sergey Sharybin
1bfeabf4c5 Correction to tooltip, object texture space is supported by both SVM and OSL 2015-01-27 23:54:24 +05:00
Sergey Sharybin
9aefe08711 Fix T43398: Viewport "Renderend" ist not updated when a material is assigned to a face
The issues goes back to eb016eb and now it becomes clear object could be tagged for
update from the edit mode as well.
2015-01-27 22:41:56 +05:00
Antony Riakiotakis
3f8f4175c3 Fix T43309 saving takes longer.
Issue is that world shader compilation and loading may take long so we
just draw file previews with premultiplied background. Should create the
old familiar transparent background files.

Thanks to Sergey for figuring out the issue.
2015-01-27 18:02:08 +01:00
Lukas Tönne
937c2d8473 Followup fix for T43394: Reconnect feature was using identity matrix for
transforming hair into world space, but this is already happining due to
the global flag.

Still is a horrible mess, legacy code headache as always ...
2015-01-27 17:51:21 +01:00
Antony Riakiotakis
332cf291e4 Fix T43250, lamp node did not use energy when used with nodes in blender
internal.

Similar to fix for T42074 we need to multiply with energy -after-
texture application.
2015-01-27 16:34:40 +01:00
Bastien Montagne
2d86f58e0f And one more infamous BPlayer Fix (tm).
Seriously, please build complete Blender when you change some public func signature...
2015-01-27 16:28:54 +01:00
Antony Riakiotakis
77848f23a4 Fix T43371 lamps not updated on appenidng. Remove GPU materials on
appeniding.
2015-01-27 15:41:45 +01:00
Sergey Sharybin
58f7deca58 Fix T43429: bpy.ops.render.render() not working with scene in VSE
Was a mistake in threading conflict prevention condition.
2015-01-27 17:14:14 +05:00
Antony Riakiotakis
9e48f010c4 Proxy job: make user cancelling actually matter 2015-01-27 12:30:00 +01:00
Sergey Sharybin
d9c77a490c Fix T43427: Particle system children sometimes not generated on reload
The issue was caused by the conflict between preview render which would set
R_NO_IMAGE_LOAD flag on the renderer and texture samplers called outside of
the render pipeline trying to use this flag.

Now the sampler functions accepts extra argument so render pipeline can
still skip image load, but calls outside of the pipeline will nicely load
all the images.

Not cleanest change in the world but good enough to unlock gooseberry team,
and assuming we already had pool passed all over the place it should be all
fine.

Will need to reshuffle arguments into SamplerOptions structure later.
2015-01-27 16:14:53 +05:00
Sergey Sharybin
df07a25d28 Cycles: Support texture coordinate from another object
This is the same as blender internal's texture mapping from another object,
so this way it's possible to control texture space of one object by another.

Quite straightforward change apart from the workaround for the stupidness of
the dependency graph. Now shader has flag telling that it depends on object
transform. This is the simplest way to know which shaders needs to be tagged
for update when object changes. This might give some false-positive tags now
but reducing them should not be priority for Cycles and rather be a priority
to bring new dependency graph.

Also GLSL preview does not support using other object for mapping.

This is actually correct for BI shading as well and to be addressed as
a part of general GLSL viewport improvements since it's not really clear
how to support this in GLSL.

Reviewers: brecht, juicyfruit

Subscribers: eyecandy, venomgfx

Differential Revision: https://developer.blender.org/D1021
2015-01-27 13:36:30 +05:00
Campbell Barton
59e2f919ac missed last commit 2015-01-27 03:41:05 +11:00
Campbell Barton
b94efe0e8b BGE: remove Py3.1 workaround 2015-01-27 03:29:45 +11:00
Bastien Montagne
7bc6fbf158 Cleanup: current/parent paths: add helpers in BLI_path_utils.
Also, avoid calling ugly strcmp with '.' or '..', making direct char checks is
much cheaper here!
2015-01-26 16:59:24 +01:00
Bastien Montagne
fca515838e Cleanup: strcmp/strncmp -> STREQ/STREQLEN (in boolean usage).
Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
2015-01-26 16:59:24 +01:00
Nicholas Bishop
d44890ee75 Code cleanup: de-duplicate codegen texid assignment
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:36:10 +01:00
Nicholas Bishop
c5f5012c5a Code cleanup: use GPUDynamicType instead of int
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:36:07 +01:00
Nicholas Bishop
8174ea2684 Code cleanup: use GPUDataSource enum instead of int
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:36:04 +01:00
Nicholas Bishop
3a3d68cd88 Code cleanup: use bool instead of int
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:36:01 +01:00
Nicholas Bishop
fdb55e3719 Code cleanup: use an enum for GPUNodeLink.image
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:35:59 +01:00
Nicholas Bishop
6cfc55c4f9 Code cleanup: use enums instead of defines
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:35:55 +01:00
Nicholas Bishop
42eaf82d10 Code cleanup: move struct GPUFunction and related code out of header
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:35:53 +01:00
Nicholas Bishop
4c3a49ef34 Code cleanup: use lowercase "gpu" prefix for static functions
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:35:50 +01:00
Nicholas Bishop
548d222d81 Code cleanup: remove do-nothing function GPU_node_end
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:35:47 +01:00
Nicholas Bishop
2233a3556d Code cleanup: remove some UNUSED parameters from static functions
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:35:44 +01:00
Nicholas Bishop
d1f88c05aa Code cleanup: retype various fields/parameters from int to GPUType
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:35:40 +01:00
Nicholas Bishop
a59e590e7f Code cleanup: remove parameter from GPU_node_link_create()
In all but one call the value 0 (aka GPU_NONE) was passed in. Clearer
to just default to GPU_NONE and change the one caller that sets a real
type to do it explicitly.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:35:34 +01:00
Nicholas Bishop
27284e4f34 Code cleanup: minor comment improvements
Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:35:31 +01:00
Nicholas Bishop
8cafa0afa6 Code cleanup: give anomymous enum used for CustomData.type a name
Used this in GPU module to clarify what some "ints" really are.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
2015-01-26 16:34:39 +01:00
Campbell Barton
d1e1fb2239 UV Unwrap: Correct aspect was inverted 2015-01-27 01:05:51 +11:00
Lukas Tönne
4013ae6382 Fix T43409: Particle instancing on hair sometimes doesn't have a path
cache available.
2015-01-26 14:58:15 +01:00