Commit Graph

11812 Commits

Author SHA1 Message Date
Campbell Barton
54fd70a8bb sculptmode mtex texture pointers are now duplicated too, should resolve scene copy errors. 2008-02-16 19:13:40 +00:00
Brecht Van Lommel
2c11523b39 Fix for bug #8285 and #8286: halo crashes with environment maps and
render instancing.
Fix for vector blur alpha blending bug due to my recent bugfix, as
reported on bf-committers.
2008-02-16 18:49:54 +00:00
Nicholas Bishop
bb410eb7da Fixed pointer type warning. 2008-02-16 18:00:22 +00:00
Nicholas Bishop
1543b0f1f1 == Sculpt ==
Fixed a double free occuring when duplicating a scene while in sculpt mode.
2008-02-16 16:59:26 +00:00
Joseph Eagar
903d71e899 Images in the image editor were being draw with the wrong glBlendFunc() command
in draw-alpha mode. This would cause key alpha images to draw badly.
2008-02-16 16:44:41 +00:00
Campbell Barton
b7af3d2cbd fix for [#8257] double-freeing pointers from sculpt code
http://projects.blender.org/tracker/index.php?func=detail&aid=8257&group_id=9&atid=125

Cleaned up scene_copy, and moved some scene copying into this function that was inline in the user interface.

Also moved malloc error prints onto separate lines so you can set breakpoints.
2008-02-16 16:35:47 +00:00
Joshua Leung
97a28c52b4 PoseLib - swapping keys:
Swapped the order of a few keys during PoseLib Preview, so that they made more sense.
2008-02-16 04:12:54 +00:00
Jens Ole Wund
dd625d763c cleaning up softbody.c code
- removed some 'hopes' on ODE solving
- no linking to open numeric library (ONL) should be required for now
2008-02-16 00:07:05 +00:00
Benoit Bolsee
13aa413361 patch 8235 8218 8211 added: various gameengine improvements, fixed windows project files 2008-02-15 23:12:03 +00:00
Campbell Barton
1597ba0770 automerge and multires cant coexist, added note in the menu to say this and stopped automerge from running and popping up an annoying error when multires is enabled. 2008-02-15 22:13:44 +00:00
Ton Roosendaal
a4b05a18d9 Fix for planar preview, to make Z=0 everywhere 2008-02-15 18:50:13 +00:00
Ton Roosendaal
4384241c68 New preview blend c file, fixed Planar view texture coordinates (so Z=0) 2008-02-15 18:49:46 +00:00
Brecht Van Lommel
febede50f4 Bugfix: alpha blending bug in vector blur, gave too dark areas using
input image with alpha.
2008-02-15 18:21:30 +00:00
Chris Want
1108075316 Set linking priority of libbinreloc to 226 for blenderplayer. Why?
Because libblenkernel_blc, which depends on binreloc, has priority
225.
2008-02-15 16:52:20 +00:00
Campbell Barton
11c926b575 Python api addition PupTreeMenu() - for apricot 2008-02-15 16:08:41 +00:00
Brecht Van Lommel
5e9457b5e2 Bugfix for unnecessary missing object warnings for speed vectors,
caused by optimization that doesn't compute vectors for objects that
don't need them.
2008-02-15 15:29:43 +00:00
Ton Roosendaal
de707a32be Simple but useful compositor feature:
CTRL+click on node will not only select it, but also connect the active
viewer to the top output of the node.
To evaluate: make viewing option to have this as a default on select. 
Could work nice for collapsed nodes.
2008-02-15 15:20:50 +00:00
Brecht Van Lommel
b5437cc8a2 Bugfix: the re-render layer button in the render layer composite node
didn't change the current frame of the scene to the frame of the
compositing scene.
2008-02-15 14:56:56 +00:00
Ton Roosendaal
1dc7f17493 Bugfix:
In compositor, not always all scenes rendered... this was why:
When disabling 'save buffers', but keeping the 'full sample' option, the
*other* scenes in a composite didn't render.
2008-02-15 13:49:10 +00:00
Brecht Van Lommel
e63d03afc7 Effectors on particle hair can now be applied to the children instead
of the parents, with the "Children" button next to Stiffness.
2008-02-15 12:54:43 +00:00
Willian Padovani Germano
113b684e07 == Linux ==
Removing the stub I added for a binreloc function. Here for some reason it's needed (somehow binreloc is not being included ?) or the player won't link, but for others (at least on 64 bit systems) the opposite happens.

Thanks Chris Want for the feedback to the commit where I tested this.
2008-02-15 12:41:27 +00:00
Joseph Eagar
0ef89331e2 Fix for theoretical memory leak. Oddly this leak didn't seem
to be happening, but might as well fix it anyway.
2008-02-15 09:42:25 +00:00
Joshua Leung
87494c0ad8 == Action Editor - Keyframe Selection (Added tools) ==
* Ctrl-I now swaps the selection status of keyframes/channels depending on where the mouse cursor is located. Ctrl-Shift-I does so for markers.

* (De)selecting channels now clears the 'active' flags too, so there will be no more 'selected' items lingering around even after pressing AKEY
2008-02-15 06:06:08 +00:00
Joshua Leung
8c8d585079 Bugfix: Action Editor Insert-Key
When inserting a keyframe using the IKEY in the Action Editor, Blender could crash if inserting a keyframe in a Constraint Channel.
2008-02-15 05:20:28 +00:00
Joshua Leung
4e4c742983 Bugfixes (Constraints UI):
* Transform Constraint UI drew 'VG:' field incorrectly, resulting in bad layout
* StretchTo constraint's UI has been tidied up a bit
* (TODO: MinMax's UI needs URGENT attention)
2008-02-15 04:58:55 +00:00
Joshua Leung
edd2ba38bd Bugfix #8255: Negative Rotation Values with Transform Constraint go Crazy
This bug-report brought to light some problems with the transform constraint's handling of degrees+radians. Now, the input-range scaling is done in degrees (as the clamping factors ranges are in degrees) instead of having that done after this stage. The problems should now be fixed (and gears now seem to work ok), but I hope no other rigs have been broken.
2008-02-15 04:42:48 +00:00
Brecht Van Lommel
cd3d63a628 Bugfix: depsgraph cycle checking for armatures sometimes gave incorrect
cycle warnings.
2008-02-14 21:34:27 +00:00
Brecht Van Lommel
5b4376a137 Bugfix for depsgraph error leading to lagging, caused by local
constraint ipo drivers and proxies.
2008-02-14 19:08:24 +00:00
Ton Roosendaal
58046762f8 1) Revert previous commit, rendering negative won't work that simple...
Needs much more attention.
2) Fix for zcombine node: 
   - it skipped execution when no image rgba out was used
   - didnt work for FSA yet
2008-02-14 18:56:14 +00:00
Ton Roosendaal
3c2adb1801 Allows negative light to result in negative diffuse and 'combined'
when you have world exposure set. (it used to clip it in 0-1, now it
mirrors the values)
2008-02-14 18:00:58 +00:00
Joseph Eagar
4b784f4311 stupid me! if you move var declarations sometimes you have to add
assignments outside of the var declarations!
2008-02-14 15:14:01 +00:00
Joseph Eagar
09cb8a9f42 in my tiredness I didn't declare some vars at the top of the block. 2008-02-14 14:57:41 +00:00
Joseph Eagar
ac5d28a13c Added another 2 checks for if an image has the premul flag set, 1 in the image
compositor node, another in render_realtime_texture.  Note that multilayer images 
in the image compositor node do not respect the premul flag (though I did write 
commented out code for it).

As far as I can tell, the premul option never worked for multilayer images in the
image node, so I'm a little nervous about making it work properly there.

ton, any comments?
2008-02-14 13:36:59 +00:00
Joseph Eagar
6907bcc79b Reverted the change of auto-turning on premul for images from last
commit.  I still think this is a good idea, but needs more discussion.

Basically, the way the premul option worked before is it actually
changed the image data to be premul (for each pixel it multipled r,g,b by a) when
loading an image.  So if a user wanted his image to be key, yet
still work in the renderer (which expects premul) he'd be stuck.
Also, it was kindof confusing how if you painted something in the image,
then saved it with premul on, when next you loaded the image it'd have
changed (especially since the image editor painting seems to paint in
key, not premul).
2008-02-14 12:44:27 +00:00
Campbell Barton
4eb064a001 Object drawing was setting switching glDepthMask(GL_FALSE); even when no particles were drawn.
Added an annoying message when people press the F key to say FaceSel mode was removed.
2008-02-14 12:34:54 +00:00
Joseph Eagar
139b612b09 The "premul" option for images had a very bad implementation. It
basically flagged the image so that on next load/reload, the image
data would be converted to premul.  This was very confusing to the
user, as it meant premul wouldn't take effect will the image was
reloaded, and it would also change the image data, which the user
might've been painting.

To fix this, I've removed this behaviour and instead made the premul
option apply at render time.  During render while evaluating an image
texture, if the image has the premul flag set then the premul operation
is done on the texture result data, thus not touching the image data
at all.

Also, I've made premul be turned on by default.
2008-02-14 12:19:37 +00:00
Joshua Leung
4339c32c6c Bugfix #8283: PyConstraints menu problems
The menu listing the scripts available for use was not working correctly for newly created PyConstraints. This was caused by a missing initialisation for the 'active' index.
2008-02-14 10:42:53 +00:00
Campbell Barton
4cb91914c9 make the file and image selector convert relative paths. 2008-02-14 10:18:18 +00:00
Joshua Leung
3f03fff557 == Shift-G - Select Grouped menu in PoseMode ==
In PoseMode, the Shift-G menu now presents options for selecting bones in the same layer or the same bone-group.
2008-02-14 06:31:40 +00:00
Joshua Leung
5beaeb9f4b == Custom Bone Colours - Per Group Colour-Sets ==
Now it is possible to define a custom colour set per bone group. This allows rigs to look consistent across different computers with different themes. As such, the bone-groups buttons have been reshuffled to present the settings in a better way.

Colour sets are now selected from a menu with descriptive names, instead of using a slider. Choose the 'Custom Set' entry to use a custom set of colours for the active group. The sets of theme colours have been retained, and can be used directly, or as the basis for a new custom colour set (when any one of the colour controls is touched). 

For bone-groups that haven't had any custom colour set used yet, a default 'test' set is used. This uses bright versions of the RGB colours.
2008-02-14 05:00:23 +00:00
Janne Karhu
b4f975b91a Particles' angular velocity mode "velocity" was actually just a duplicate of "spin" without any angular velocity, so it was removed. 2008-02-13 21:06:37 +00:00
Willian Padovani Germano
b58274abef == BPython API ==
Fixing mistake in Blender_ShowHelp() function: argument to Blender_Run() should be passed directly as a string, not encapsulated in a tuple (aka "s", not "(s)").
2008-02-13 20:42:36 +00:00
Janne Karhu
7109955904 It seems my fix for bug 8274 broke hair, so reverting that and opening the bug again in the tracker :) 2008-02-13 18:57:28 +00:00
Janne Karhu
cc64c96c51 Fix for bug: [#8274] Particle System cannot be persuaded to recalculate
-The exact time for a particle being unborn or alive needed some adjusting
2008-02-13 15:33:37 +00:00
Brecht Van Lommel
eecd818304 Fix for bug #8206: crash with 0 particle hairs and softbody for the
particle system.
2008-02-13 14:40:43 +00:00
Brecht Van Lommel
ffa0fd2f2e - Fix for bug #8264: SSS turned off by "default" render settings button,
I also added a button to control enabling/disabling SSS for render.
- Fix for potential halo sorting crash.
- Add a newline at the end of a file to remove gcc warning.
2008-02-13 14:29:06 +00:00
Campbell Barton
bc9848f7e6 Added a global string to be used for the tempdir. since the user preference is not loaded in background mode and the user preference is not validated and has no fallback.
'btempdir' is set with BLI_where_is_temp() - This tries to use U.tempdir but falls back to $TEMP or /tmp/
2008-02-13 13:55:22 +00:00
Matt Ebb
e26b5aa9c4 * fix for [#8085] Glare node crashes on inputs with < 4 colour channels
I had this assigned to Alfredo for a while, but he hasn't replied to the tracker at all, so I suspect he's not around. I'll commit this now to prevent crashes.

Some of the code in the glare node assumed that all buffers will be 4 channel RGBA, when in fact it was possible to give it a VEC3, such as a spec pass with no alpha, which would crash it. This fix just duplicates the input to a new temporary RGBA buffer to work on, if it's not already RGBA.
2008-02-13 13:36:35 +00:00
Matt Ebb
08d54e71ea * "Drag Immediately" transform user preference.
It's already supported within transform, was previously known as 'tweak mode' and for some odd reason was a compile time option. This brings it to a user preference (in 'Edit Methods' section).

Basically it means that you don't need the extra click at the end to confirm a drag-move transform, if you're already dragged, you can just let go of the mouse rather than needing to click again. It's a lot more comfortable when you're used to using other applications as well as blender, and much more sensible for tablets.

This started life as patch #7144 by Ed Britton, but this implementation has been changed considerably.
2008-02-13 13:26:46 +00:00
Brecht Van Lommel
78c3692b2e Fix for bug #7863: AO made normal map baking unnecessarily slow.
Fix for bug #8226: approximate AO doesn't bake.
2008-02-13 13:25:19 +00:00