Commit Graph

5346 Commits

Author SHA1 Message Date
Andrea Weikert
af66a4630d fix [#26478] New image extension is appended to the old one instead of replacing it
Note: 
Extension is replaced with the new extension if it's a known image extension.
Brings back old behaviour, a little bit refined.
2011-03-14 21:13:30 +00:00
Janne Karhu
d789484dc7 Fix for [#20171] Properties of Hair are not animateable
* Don't know when this got broken again, but now the "regrow hair" option works like it's supposed to again.
2011-03-14 17:37:51 +00:00
Joshua Leung
7609370d50 Bugfixes:
- Sync Markers option works for local markers (or any other list of
markers in future) too now.
- Apply Pose to Restpose operator now displays a warning if an action
was found (warning about the action now being invalid)
2011-03-14 10:45:42 +00:00
Lukas Toenne
05b2a75bfe Group tree sockets were not being freed after removing. 2011-03-13 22:13:42 +00:00
Lukas Toenne
24f72abf67 Fix for crashes due to links without fromnode pointers. This can happen with "unfinished" links created during the modal linking operator or when creating links from group tree inputs.
In addition don't store unfinished links in the nodetree->links list any more. This makes code a bit safer because all links in that list can be considered valid now. The temporary bNodeLinkDrag structs used by the modal linking operator are now also stored in a list in SpaceNode, so these links can be drawn too (this separation also allows different display of temporary links, e.g. currently they are drawn on top of all nodes).
2011-03-13 22:07:55 +00:00
Lukas Toenne
2907826d8c Fixed the node_recurs_check function used to define the order of nodes in ntreeSolveOrder. This was creating equal node levels in some cases (auto-linking viewer to nodes further downstream), leading to falsely detected circular dependencies. 2011-03-13 17:23:44 +00:00
Joshua Leung
2144b23f51 Pose Sliding Tools - Custom Property Support + Other bugfixes
- Custom properties are now affected by the Pose Sliding tools too.
This is now more important to support, given that modern rigs use
these a lot for facial expressions/posing. By and large, this should
work fine, though discrete integer values may experience a bit of
trouble

- Fixed potential bugs with the code which detects which F-Curves are
relevant to a PoseBone's transforms (+ custom props). This was prone
to being tricked by certain setups if the names of the bones contained
some of the keywords these were searching for.

- Shuffled some code around: moved bulk of logic out of vec3 case into
new function for single-value, since it was really doing per axis
already
2011-03-13 12:22:57 +00:00
Campbell Barton
a416949382 - BKE_idcode_iter_step() - function to step over all ID codes.
- BLO_blendhandle_get_datablock_names() now takes an arg for the total items in the list, saves the caller counting.
2011-03-12 14:38:00 +00:00
Campbell Barton
460bdf1f59 tag/comment unused variables. 2011-03-12 14:21:04 +00:00
Janne Karhu
5b75593c23 Completely refactored sph fluid particles. Only the very core of the algorithm remains
the same, but big changes have happened both on the outside and on the inside.

New UI:
* The old parameters were quite true to the underlying algorithm, but were quite obscure
  from a users point of view. Now there are only a few intuitive basic parameters that
  define the basic fluid behavior.
** By default particle size is now used to determine the interaction radius, rest
   density and spring rest lengths so that it's easy to get stable simulations by simply
   emitting particles for a few frames and adjusting the particle size (easy when the
   particle size is drawn) so that the fluid appears continuous (particles are touching
   eachother).
** Stiffness - in reality most fluids are very incompressible, but this is a very hard
   problem to solve with particle based fluid simulation so some compromises have to be
   made. So the bigger the stiffness parameter is the less the fluid will compress under
   stress, but the more substeps are needed for stable simulation.
** Viscosity - how much internal friction there is in the fluid. Large viscosities also
   smooth out instabilities, so less viscous fluids again need more substeps to remain
   stable.
** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against
   gravity, and high pressure areas start to come down.

* In addition to these basic parameters there are separate advanced parameters that can
  either be tweaked relative to the basic parameters (or particle size) or defined
  independently.
** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this
   can lead to small clumps of particles, so the repulsion keeps the particles better
   separated.
** Stiff viscosity - the normal viscosity only applies when particles are moving closer to 
   eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to
   particles that are moving away from eachother.
** Interaction radius - by default this is 4 * particle size.
** Rest density - by default this is a density that the particles have when they're packed
   densely next to eachother.
** Spring rest length - by default this is 2 * particle size.

* There are also new options for 3d view particle coloring in the display panel to show
  particle velocity and acceleration. These make it easier to see what's happening in the
  fluid simulations, but can of course be used with other particles as well.

* Viscoelastic springs have some new options too. The plasticity can now be set to much
  higher values for instant deletion of springs as the elastic limit is exeeded. In addition
  to that there is an option to only create springs for a certain number of frames when a
  particle is born. These options give new possibilities for breaking viscoelastic fluids.

New in the code:
* Most of the fluids code is now thread safe, so when particle dynamics go threaded there
  will be a nice speed boost to fluids as well.
* Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree 
  implementation makes the code quite a bit cleaner and should also give a slight speed
  boost to the simulation too.
* Previously only force fields were calculated with the different integration methods, but
  now the fluid calculations are also done using the selected integration method, so there
  are again more choices in effecting simulation accuracy and stability. This change also
  included a nice cleanup of the whole particle integration code.

As the internals are pretty stirred up old particle fluid simulations will probably not
work correctly straight away, but with some tweaking the same level of control is still
available by not using the "relative versions" of the advanced parameters (by default these
are not used when loading old files).
2011-03-12 12:38:11 +00:00
Nicholas Bishop
bbf6603961 == Sculpt ==
* Removed some fields from struct SculptSession:
  - Fields drawobject, projverts, and previous_r were completely
    unused
  - Field `ob' was really unnecessary, changed sculpt functions
    to pass the object rather than the SculptSession

This removal of `ob' from SculptSession should should make it a little
easier to continue generalizing paint/sculpt functionality.

There should be no visible changes from cleanup.
2011-03-12 02:12:02 +00:00
Ervin Weber
102c5e0ad4 2011-03-11 07:59:43 +00:00
Janne Karhu
bc97f88576 Better progress info for physics baking:
* Using the job system for physics baking is not yet in the near future, so here's some good old console based progress info to all point cache based physics baking.
* The info contains current total bake time, baking time for the current frame, and a simple estimate of completion time.
* The info is only shown if the estimated total time for the bake is higher than one minute, so quick bakes don't suffer any performance hits due to console printing.
2011-03-11 02:00:05 +00:00
Ton Roosendaal
efc697b481 Bugfix #26443
Node compositor crash:
When you very quickly unlink a socket *right* after connecting it
(within 0.1 second), the compositor started with a noodle without
valid connections, which was not foreseen to happen.
2011-03-10 18:17:20 +00:00
Janne Karhu
f13ae69bcd Fix for [#26441] Child Hair Crash
* Silly mistakes in my last particle distribution code commit.
2011-03-10 12:36:11 +00:00
Campbell Barton
1110c80696 add option requested [#25598] projection surface snap issue
for retopo workflow you don't wan't to project the mesh onto its self, added option not to.
2011-03-09 22:45:34 +00:00
Janne Karhu
f89fc824aa Fix for [#26372] Objects as PS Hair displays and renders differently
* Grid distribution isn't really suited for hair, so this is now disabled.
* Setting a jittered distribution with particles/face = 1 now creates particles on the center of faces.
* Quite a bit of cleanup of the whole particle distribution code.
2011-03-09 14:18:33 +00:00
Sergey Sharybin
a193b14c25 Prevent memory corruption when using fixed texture and fast strokes with
big spacing. Not sure if it's the best solution or it should be fixed when
calculating new areas.

It'll be cool if somebody else familiar with this area will check this.
2011-03-08 20:31:45 +00:00
Sergey Sharybin
1dc1b01c2a Fix #26408: [texture paint] brush spacing
Implemented non-spacing strokes (which are making paint step at each
mouse-move event).
2011-03-08 19:52:35 +00:00
Janne Karhu
3e43b5b72e Fix for [#26322] x-mirror gives wrong results while editing hair particles
* Tsk! Particle mirroring was working fine for the case where subsurf modifier was before particles (orcos are transformed in this case), but not the other way around (unnecessary inverse transform of orcos).
* Not really satisfied with having to check for the CD_ORIGINDEX layer, so if Brecht or somebody else knows a better way then please change this :)
2011-03-08 16:52:10 +00:00
Campbell Barton
97edca3bc9 Old IDProperty bug, (from original commit r8916),
found crash while changing operator string size.

Shrinking arrays never worked right.
rather then "newlen * sizeof(...)", it would memcpy "newlen * oldlen * sizeof(...)" which always goes over the array bounds.
2011-03-08 03:14:59 +00:00
Ton Roosendaal
daff7a447e Bugfix #26388
Actually a todo item I forgot:

Material nodes previews now follow the scene "color managenent"
setting.
2011-03-07 11:51:09 +00:00
Campbell Barton
627c764e3c bug [#26329] Project Paint not working
we cant ensure that a requested buffer can be allocated so report opengl errors when failing to allocate the buffer (rather then printing to console).

this is common enough and generic error isn't too helpful to users.
2011-03-06 23:12:12 +00:00
Ton Roosendaal
7fb14d9138 Bugfix #26367
Previous fix I did to make texture-node-paint work, accidentally
cleared tags for compositing nodes to be done while editing.
2011-03-05 17:04:30 +00:00
Ton Roosendaal
24fa1d1f04 Two additional fixes for node-tree + texture paint:
- "need exec" flag was cleared in wrong tree for preview renders
  (it should clear it in the copy, i did in original).
  This fixes projection paint on images with previews open
- Previews for nodes were copied always, now only for previews 
  invoked by node editor itself.
2011-03-04 12:59:09 +00:00
Ton Roosendaal
18afcbcb7d bugfix #26267
ImageWindow + 3D view texture paint + texture preview render + texture nodes.
Threading hell! But it works now :)
2011-03-03 18:53:07 +00:00
Campbell Barton
709c727c51 replace 0 with NULL when used as a pointer 2011-03-03 17:58:06 +00:00
Sergey Sharybin
0e8d313f0e Fix #26218: texture paint
- Added option "Fixed Texture" to the UI. Because of strange reason,
  this feature was implemented but hidden from users.
  Would be cool, if somebody familiar with 2d texture paiting check.
- Fixed some issues in existing code of fixed texture paiting.
  It now handles brush radius and curve correct.
- Also fixed issue with paiting with texture from node tree - it used
  to be painted with regular brush color instead of texture.
2011-03-01 17:58:12 +00:00
Campbell Barton
c9ee017fb5 Py/RNA API test code to prevent crashing blender when python references freed ID's.
This uses pythons GC so its no overhead during runtime but makes removing ID's slower.

Commented definition 'USE_PYRNA_INVALIDATE_GC' for now, so no functional change.
2011-03-01 09:02:54 +00:00
Nathan Letwory
0ff06e21cd doxygen: blender/blenkernel tagged. 2011-02-27 20:40:57 +00:00
Dalai Felinto
ac1b08a928 BGE patch: [#26223] Some RigidBody joints fixes (ui angles, conetwist/hinge limits etc) by Juha Mäki-Kanto + ui changes pour moi
From the tracker:::
Issues fixed:
- ConeTwist-constraint's params weren't making it to the CcdPhysicsEnvironment, also added Hinge's params.
- UI wasn't using angles where applicable.
- btHingeConstraint's constructor can create frame-matrices which don't align so the hinge doesn's start at 0 degree tilt.
This is an issue when setting limits.

Changes:
- UI: Hinge limits can be set (and disabled).
- UI: ConeTwist only has max-limits and only the twistX can be disabled
- PyApi via rna_constraint.c: added the functions limit_xyz_min, limit_xyz_max (for 6dof), limit_angle_xyz_min,
limit_angle_xyz_max (for 6dof), limit_angle_x_min, limit_angle_x_max (for hinge).
- PyApi: dropped python-function limit_cone_min. 

.:. Extra:
UI Changes:
- renamed "RigidBody Joint" to "Rigid Boidy Joint" 
- reorganized UI to conform with other parameters (e.g. Limit Rot)
- added dis/active all over the place :)
2011-02-27 09:21:13 +00:00
Campbell Barton
2e5eb41522 pedantic warning cleanup, also remove texspace_edit() since its been added using a different method. 2011-02-27 08:31:10 +00:00
Ton Roosendaal
38bd8dcf05 Bugfix #26221
Two bugs in one:

- Lukas commit monday for new group/socket handling accidentally removed
  to set socketype in stacks, which as used by (texture) nodes to detect
  whether value, color or vector had to be read.
  Result was that all texture nodes were rendering as B&W

- Old 2.5 bug: preview renders for texture nodes didn't call a 
  NodeEndExec function, which gave crashes on deleting nodes.

The change in interface_hanlers.c is only a comment to explain
how keymaps are being found.
2011-02-26 13:53:15 +00:00
Campbell Barton
09e8a8222c needed for building without python 2011-02-25 11:25:11 +00:00
Lukas Toenne
04d04f6401 Fixed memory leak in group nodes. Only buffers from exposed sockets should remain after group execution. 2011-02-24 15:48:09 +00:00
Guillermo S. Romero
00c05c8404 Clean up headers a bit more. 2011-02-23 18:03:40 +00:00
Lukas Toenne
4fe21e0b4f The material "Dynamic" node (disabled anyway) had incomplete base type initialization, which made it appear as an empty item in the input node category. 2011-02-23 13:50:41 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
Janne Karhu
5a70edc4af Possible fix for [#26190] Changing particle amount crashes
* In some cases fluid particles could be born at the exact same locations. Now these cases are just ignored and such particles don't effect each other.
2011-02-23 10:42:27 +00:00
Campbell Barton
9416daf97e remove unused functions,
note: BPY_class_validate() could come in handy later if we need to check classes for properties/functions but for now there is no point in keeping it in.
2011-02-23 09:12:55 +00:00
Lukas Toenne
e7750aa6ed Convenience fix: Exposing internal sockets now copies the default input value to the group sockets. The "expose" function on group inputs/outputs has an optional parameter "add_link", which can be used to prevent the automatic linking. 2011-02-22 20:49:34 +00:00
Lukas Toenne
b3c60ef3ea Added RNA functions to group tree inputs/outputs for exposing internal sockets or adding custom sockets by name and type (fixes #26171). Changed a few function names for groups for consistency. 2011-02-22 20:24:06 +00:00
Joerg Mueller
354fc0076e Fix for [#26160] Blender Crashes when undoing
Was trying to free audio data from sequencer strips that don't even have audio. Corrected the error in several ways so this will definitely not happen again :-)
2011-02-22 16:32:05 +00:00
Campbell Barton
99d3b68d70 fix for uninitialized stack variable in displaying the modifier template. 2011-02-22 12:19:27 +00:00
Lukas Toenne
8b5d019139 Fixed missing initialization of node stack entries. 2011-02-22 07:58:49 +00:00
Lukas Toenne
4fb730d6d0 Fixed do_versions for node groups which contain nodes that have changed sockets. do_versions is running before the lib_verify_nodetree function updates socket lists of nodes. This means that when adding unlinked sockets in do_versions to restore older node groups, the new sockets are not taken into account. To fix this a temporary node tree flag has been introduced, which delays actual group socket do_version until the group tree internal nodes have been updated. After that the unlinked group sockets are exposed (like old node groups did), then the external sockets look up the new index, so that external links to group instances are preserved. 2011-02-21 18:18:37 +00:00
Ton Roosendaal
33887fa41d Bugfix #26116
Node materials with 'ray transparency' set now work again.
Fix provided by Ervin Weber, thanks a lot!
2011-02-21 18:06:52 +00:00
Lukas Toenne
1c7a422f78 Big node groups improvement patch. Node group trees now have their own lists of input/output sockets. Those can be linked to internal nodes just like links between regular nodes. In addition group sockets can be renamed and have a defined order, which can be modified, and they can be removed again.
More details can be found in the patch tracker description (#24883) and on the code.blender.org development blog.
2011-02-21 13:47:49 +00:00
Campbell Barton
848d60caee Move blender version info into BKE_blender.h so we only have the info in one place and so package building scripts can extract it in a more usable way.
this also means we can have a version string like '2.56a-beta' without using buildinfo.

release/VERSION was only used by scons, NSIS installer.

Possibly helps to fix bug [#26062] too.
2011-02-21 04:45:47 +00:00
Sergey Sharybin
8c4e95da48 Fix for crash when sculpting on multires object during playback
- Restored BLI_pbvh_grids_update stuff;
- Marc all nodes as changes in ED_sculpt_modifiers_changed, so
  draw_buffers would be keept correct.
2011-02-20 15:35:01 +00:00