Commit Graph

44713 Commits

Author SHA1 Message Date
Campbell Barton
1c216337f0 make autocomplete use unicode character stepping (needed for bugfix). 2013-02-18 12:00:17 +00:00
Sergey Sharybin
de23a9bfd5 Correction to previous commit, needed to tweak some include
directories after shuffling order of subdirectories and
compiler flags tweaks.
2013-02-18 11:50:03 +00:00
Sergey Sharybin
971b0f1ed6 Correction to cmake rules for libmv/ceres
libmv still requires optimization switched off because
of some incompatibility of SSBA and MSVC optimizer which
makes bundle adjustment work just wrong.

This shall not be an issue for Ceres and no need to
disable optimization for extern_ceres
2013-02-18 10:45:46 +00:00
Sergey Sharybin
5cc377022b Correction to r54600
Calculate dependent area based on distortion model rather than
using 15% of image resolution for this.

Some assumptions here:

- We're assuming real-life camera calibration is used here
- Maximal undistortion delta would be achieved on frame boundary
- Distortion fully goes inside frame

This makes it possible to approximate margin for distortion by
checking undistortion delta across frame boundary and use it
for dependent area of interest.

We do not use any formula-based equation here because we're likely
support other distortion models and in that case it'll be stupid
to try detecting formula here.
2013-02-18 10:12:44 +00:00
Campbell Barton
a0ede5be1d resolve build error in MSVC, was using a GNU C extension for ternary conditional. 2013-02-18 03:36:10 +00:00
Campbell Barton
d45612aa41 fix [#34279] Python console: Selected region is not highlighted when using white background color 2013-02-18 02:36:36 +00:00
Peter Schlaile
42a81550f9 == Sequencer ==
Made my last fix a little bit faster and more elegant by not playing around 
with seq->tmp (only reseting it to NULL, like the old code).
2013-02-17 22:13:00 +00:00
Peter Schlaile
aefa6261c3 == Sequencer ==
This fixes a bug in sequencer cut tool:

* if you cut two strips of the same name class (MVI_XXXX.MOV and MVI_XXXX.001) 
  the two new generated strips will end up with the same name.
  (easy test case: add a MOV file with it's accompanying audio track to the
  timeline and then cut both strips at once into two pieces)
  
* visible problem: your animation data will get messed up on the way, since
  the animation system doesn't know, which strip it should assign the
  animation.
  
Problem was caused by generating a new list of sequences within the 
cut_seq_list() function:

Since dupli_seq() can't see the members of the new list of sequences, it
won't be able to assign unique names in all cases.
2013-02-17 21:44:13 +00:00
Sergej Reich
3e0725854c rigidbody: Fix regression in background scene fix
Since BKE_object_where_is_calc() might be called outside of
scene_update_tagged_recursive(), we need to fall back to the scene's
rigid body world.
2013-02-17 19:38:08 +00:00
Ton Roosendaal
029686a2fd Bug fix #34281
The RNA path interpretor code was using a function to get the portion between quotes,
this function was not even checking if there *are* quotes at all! Causing bad
memory allocs or crashes.
2013-02-17 18:46:50 +00:00
Gaia Clary
ee64cbaf39 fix #34284 Collada: update problem for vertex weights directly after import. 2013-02-17 18:33:10 +00:00
Sergej Reich
85b6bbe6cd ribidbody: Fix setting "Bake to Keyframes" start frame above 2
Simulation needs to run from the beginning to work properly.
2013-02-17 18:13:22 +00:00
Bastien Montagne
3de87ebf64 Minor fix... 2013-02-17 15:04:56 +00:00
Brecht Van Lommel
0aabcaca28 Fix #34285: sculpt/paint radial control F key operators did not adjust brush size
to retina pixel size correctly.
2013-02-17 14:53:29 +00:00
Campbell Barton
4529459a07 remove stipple from console selection drawing. 2013-02-17 14:38:35 +00:00
Bastien Montagne
7cdff04f9f Fixes for BMO_error_raise extraction regex, and add hindi to "active" translations.
Also enhanced the ugly py ast parsing code, so that it now can handle (up to some extent) "name" function nodes, and add bpy.app.translations.pgettext func familly to extracted ones...

This ast py parsing becomes more and more ugly, should probably try to refactor it a bit. :/
2013-02-17 14:00:40 +00:00
Bastien Montagne
c524b47912 Another huge bunch of UI translation fixes, mostly reported by Leon Cheung, Sv.Lockal, Gabriel Gazzán and Satoshi Yamasaki, thanks! 2013-02-17 13:56:49 +00:00
Campbell Barton
6e0cedd61c code cleanup: operator/function mismatch 2013-02-17 07:17:04 +00:00
Campbell Barton
b0a7370284 vertex slide: dont write clamped value back into TransInfo.values,
this meant toggling clamp didn't take any effect until the mouse was moved. (annoying glitch)
2013-02-17 05:58:18 +00:00
Campbell Barton
18f12c3fa4 allow alt or Ckey to toggle clamping for vertex slide. 2013-02-17 05:39:55 +00:00
Campbell Barton
34805a4752 BLI_mempool totalloc was being used un-initialized, normally this would cause bugs but turns out its not used,
ifdef'd it out but keep in the struct in BLI_mempool for now.
2013-02-17 05:16:48 +00:00
Campbell Barton
00f48914f3 code cleanup: missed r54603, arg reordering. 2013-02-17 04:35:50 +00:00
Campbell Barton
2e0017efd4 code cleanup: change order of args in void BKE_object_where_is_calc_time_ex() so extra arg is at the end (loose convention for *_ex() funcs). also some style cleanup. 2013-02-17 03:57:20 +00:00
Nicholas Bishop
39ee06421c Fix for harmless uninitialized-variable warning 2013-02-16 21:36:26 +00:00
Nicholas Bishop
ed39f334ca Fix performance regression with anchor brush in sculpt mode
When restoring coordinates in sculpt mode (used for several brushes
including anchor brush), can use sculpt_undo_get_node() for
non-dyntopo sculpting instead of sculpt_undo_push_node().

This should bring speed of anchor brush back to 2.65 level for regular
mesh/multires sculpting.

Fixes projects.blender.org/tracker/?func=detail&atid=498&aid=34208&group_id=9
2013-02-16 21:32:05 +00:00
Jeroen Bakker
772a3b1e1e Fix for [#34182] Movie Distortion and Bilateral Blur doesn't work together
* added area of interest based on a radius around the input tile.
If someone can implement a correct formula (based on K1, K2 and K3) and send it to me, I will be happy to apply it!

 - At Mind -
2013-02-16 21:21:04 +00:00
Monique Dewanchand
9cd01c6a5c Added option for group node buffering in the compositor.
Justa cluster did not have enough memory to handle all Mango 4k scenes.
Option is default disabled and can be enabled in the performance panel.

 - At Mind -
2013-02-16 20:21:41 +00:00
Sergej Reich
500bc0c5e9 rigidbody: Fix [#34277] Deleting a copied bullet scene crashes blender.
Copying scenes didn't handle rigid body worlds previously.

Since we use groups to keep track of objecs in the rigid body sim it's
tricky to do the right thing here since groups aren't duplicated.
One option would be to create new groups and add the duplicated objects
into those but that has other drawbacks.
So the rigid body world isn't copied for now.

TODO find a better way of handling this.
2013-02-16 19:24:52 +00:00
Sergej Reich
86f7916767 Code cleanup, remove redundant function wrapper 2013-02-16 19:24:50 +00:00
Sergej Reich
fda8927d01 rigidbody: Further fix for background scenes
Since rigid bodies need their world to be be updated correctly we now
pass it alongside the parent scene in scene_update_tagged_recursive().

Add BKE_object_handle_update_ex() as well as other object functions
that take a RigidBodyWorld for this.

Ideally this shouldn't be needed but we'd have to restructure scene
handling for that. It's not a small taks however and definitely not
something that can be done before release.

Thanks to Campbell for review.
2013-02-16 16:17:45 +00:00
Mitchell Stokes
d9cc542728 Adding a missing end paren to the Use Material Caching tooltip. 2013-02-16 06:08:07 +00:00
Mitchell Stokes
8c9906eb91 BGE: Fix for issue #34242 "It does not render in "P" mode for Game engine if you UV mapa a face of a cube" reported by joaclint.
Material caching can now be disabled for Multitexture and GLSL Materials.
2013-02-16 04:38:53 +00:00
Sergej Reich
6072322312 rigidbody: Avoid unnecessary simulation updates
Now we flag the world for update on frame change and only call
BKE_rigidbody_do_simulation() when needed.
2013-02-15 23:48:36 +00:00
Bastien Montagne
207dca55f4 And more UI messages issues fixing... Thanks again to Gabriel Gazzán and Leon Cheung! 2013-02-15 18:19:20 +00:00
Brecht Van Lommel
bc29b766df Fix part of #34239: crash with cycles textured draw mode + dynamic topology sculpt. 2013-02-15 16:56:42 +00:00
Pablo Vazquez
4eb90a9d1e 'Reset to Default Theme' wasn't taking into account those themes that enable panel header/background. 2013-02-15 16:42:41 +00:00
Gaia Clary
9fe4dbb9f1 Fix: Collada Import files with X_UP and Y_UP axis where imported with wrong orientation 2013-02-15 15:36:02 +00:00
Brecht Van Lommel
313dfbe35d Add some more detailed CUDA error prints to try to debug #34166. 2013-02-15 14:54:11 +00:00
Bastien Montagne
ec04f98a75 Various fixes for UI translation issues (reported by Leon Cheung on bf-translations ML, thanks!). 2013-02-15 14:30:36 +00:00
Campbell Barton
b948c31258 revert own commit r54450, this works on X11 but not in Windows and caused bug [#34255] (which may be a bug in windows ghost?, not getting key release for modifiers).
Cross platform modifier keys on activating window better be handled at ghost level anyway.
2013-02-15 13:30:30 +00:00
Campbell Barton
7fa256815f skip fix from r54579 when holes aren't used (keeps bmesh ngon filling fast) 2013-02-15 12:57:11 +00:00
Ton Roosendaal
964c35771c Bug fix #34177
Blender's triangulator has been rescued :)
This commit fixes errors with concave holes inside polygons.

Simple explanation:

Blender "ScanFill" works by sorting vertices from top-left to bottom-right, and connecting
these vertices with a sorted list of edges they have.

The inner loop then goes over every vertex, its edges, and tries to make triangles by
checking vertices that are next in the list.
- if the triangle has points inside: it creates an edge to this vertex, and continues
- else: add new triangle.

Very simple, fast and efficient. But it needed one more check for the first step: it should
check every vertex inside the triangle, and pick the best vertex for an edge based on forming 
the sharpest angle with the tested edge. That solves the case for concave holes.

Blender ScanFill was coded 20 years ago, and is an own invention. I wanted a triangulator that
just fills any collection of polygons, including with holes.
No idea if this was ever published in a paper!
2013-02-15 12:26:47 +00:00
Brecht Van Lommel
d5d38ef0c7 Fix #34256: join a mesh with non-uniform scale with another mesh showed wrong
normals, they need to be recalculated then.
2013-02-15 12:08:01 +00:00
Joshua Leung
4d32e9a49e Bugfix [#33970] Background Scene does not show animation of rigid body objects
This was caused by multiple instantiations of the same basic problem. The
rigidbody handling code often assumed that "scene" pointers referred to the
scene where an object participating in the sim resided (and where the rigidbody
world for that sim lived). However, when dealing with background sets, "scene"
often only refers to the active scene, and not the set that the object actually
came from. Hence, the rigidbody code would often (wrongly) conclude that there
was nothing to do.

For example, we may have the following backgound set/scene chaining scenario:
"active"  <-- ... <-- set i (rigidbody objects live here) <-- ... <-- set n

The fix here is a multi-part fix:
1) Moved sim-world calculation from BKE_scene_update_newframe() to
scene_update_tagged_recursive()
    + This is currently the only way that rigidbody sims in background sets will
get calculated, as part of the recursion
     - These checks will get run on each update. <--- FIXME!!!

2) Tweaked depsgraph code so that when checking if there are any time-dependent
features on objects to tag for updating, the checking is done relative to the
scene that the object actually resides in (and not the active scene). Otherwise,
even if we recalculate the sim, the affected objects won't get tagged for
updating. This tagging is needed to actually flush the transforms out of the
RigidBodyObject structs (written by the sim/cache) and into the Object
transforms (obmat's)

3) Removed the requirement for rigidbody world to actually exist before we can
flush rigidbody transforms. In many cases, it should be sufficient to assume
that because the object with rigidbody data attached has been tagged for
updates, it should have updates to perform. Of course, we still check on this
data if we've got it, but that's only if the sim is in the active scene.
   - TODO: if we have further problems, we should investigate passing the
"actual" scene down alongside the "active" scene for BKE_object_handle_update().
2013-02-15 11:49:22 +00:00
Brecht Van Lommel
6786975f78 Fix #34254: cycles brightness/contrast node was missing for GLSL material view. 2013-02-15 11:46:31 +00:00
Sergey Sharybin
bd1c6571c9 Fix #34205: Zooming in rendered mode during update out of sync with intended zoom
Yes, again.

There's some t within which reset is not allowed. This is so no reset happens
too often for performance issues. If camera changes too often, some reset could
be missed because of this timeout.

For now tag engine for update, which will update viewport from blender side.

Proper solution could be to detect such a changes from blender side and tag
cycles for refresh instead of trying to detect changes form cycles, but that's
for later.
2013-02-15 09:15:14 +00:00
Bastien Montagne
313df262e3 Fix [#34253] UIList resize, resizes wrong list I/II
When using default UI_UL_list, one should always spully a custom ID, else collision inside an area are quite likely...
2013-02-15 08:32:25 +00:00
Bastien Montagne
98b9ed185f Translate "Set Parent To" menu (ctrl-P), reported on bf-translations ML by Satoshi Yamasaki, thanks! 2013-02-15 08:31:00 +00:00
Campbell Barton
f46ca7836d add debug check for mempool double free (or misuse of BLI_MEMPOOL_ALLOW_ITER),
some reports in the tracker show errors on bmesh iteration which could be caused by this.
2013-02-15 04:14:53 +00:00
Campbell Barton
c6b3e0f8e4 style cleanup 2013-02-14 23:49:30 +00:00