Commit Graph

5402 Commits

Author SHA1 Message Date
Joshua Leung
30d41ac9cb NLA - Adding new actionclip strips no longer appends "Act: " to the
start of the names. It should be clear enough what they are without
this.
2011-07-08 03:31:40 +00:00
Jason Hays
4f8b9a4033 Removed code I no longer needed for multi-paint's newer system.
Added comments to the more complex functions.
2011-07-07 17:59:15 +00:00
Joshua Leung
d00a3c8ddf Outliner RMB Menu - AnimData mangement
* When clicking on "Animation" items in the Outliner, there's now a
menu containing from which you can change the action used, and
refresh/delete all drivers.

* Moved action-setting logic for AnimData actions to a single utility
function in anim_sys, since this was starting to be done in too many
places already.

* Fixed Outliner refresh bug after changing the active action
2011-07-07 03:35:48 +00:00
Joerg Mueller
34c5784f99 Merging trunk up to r38167. 2011-07-06 20:26:56 +00:00
Jason Hays
31aa4d95fd Merged 38124-38157 2011-07-06 15:20:49 +00:00
Jason Hays
7858d9348e Merged 37865-38124 2011-07-06 13:49:47 +00:00
Brecht Van Lommel
29f2cbdd8f Fix #27876: particles instancing a whole group didn't take group offset into account. 2011-07-06 10:05:27 +00:00
Brecht Van Lommel
959cd0fe69 Fix #27777: vertex color disabled when in a reused node material. 2011-07-05 19:45:26 +00:00
Jason Hays
5d720bb98d Added Selection support to weight paint.
"Started" putting in wp's circle select, but it isn't there yet.
2011-07-05 18:03:31 +00:00
Joerg Mueller
3f3c6f5f1f Merging from trunk up to r38119. 2011-07-05 13:54:25 +00:00
Brecht Van Lommel
1ff54f91ff Fix: #27861 bevel angle limit at 90° wasn't working well on cube, tweaked
epsilon value to be a bit smaller.
2011-07-05 08:28:54 +00:00
Janne Karhu
db2d737f0e Fix for [#27182] particle/collision kill interacting strangely
* Particle die time wasn't taken correctly into account in certain situations when calculating dynamics.
2011-07-05 02:56:14 +00:00
Janne Karhu
35965308a8 Fix for [#27579] Particles Cache Problem
* Horrors from the ancient world of deprecated code: object animation offset can't really work correctly with particles unless point cache takes full control of particle system timing.
* Disabled the non-working offset control from effecting particles so that for now particles will work consistently and the offset is only applied to the object.
2011-07-05 02:18:55 +00:00
Jeroen Bakker
830fe8af84 Updated the indent, sorry! 2011-07-04 19:22:37 +00:00
Jeroen Bakker
c4491f558b Current situation
A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done.

In blender movies this feature is known to be implemented, but until now it never got integrated into trunk.
Proposal

With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index.

In the compositor the ID Mask node can be used to extract the information out of the Render pass.
Impact
User interface

On the properties-space the next changes will be done

    Scene⇒Render layer⇒Passes⇒Material index will be added
    Material⇒Options⇒Pass index will be added

DNA

    Material struct will get an new field called “index”. this will be a short-type.
    Material struct the field pad will be removed.
    A new Render-layer pass will be added (bit 1«18)

RNA

    Material RNA is updated (based on “pass index” from object)
    Render layer RNA is updated (based on IndexOB)

Blender internal renderer

The Blender internal renderer will process the render pass as a copy of the Object index.
Blender compositor

The render layer input will get a new output socket called “IndexMA”
Usage

An example on how to use material index can be found at:

https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend

This is also example of a commit message longer than the commit itself :)
2011-07-04 18:14:41 +00:00
Joshua Leung
b6c1490359 Experimental depsgraph tweak:
Objects with drivers are now treated as needing updates when the
current frame changes. This assumption has been documented in the
code, and should at least mean that users who try to use drivers for
creating simple time-based expressions that this should work.

Note:
- It is still recommended to create a "cfra" driver variable instead
of actually inlining bpy.context.scene.frame_current into the
expressions. Not only does the latter look rather nasty to type/have
in the expression, but it is also less future-proof for when I get
around to actually working on a beefed-up depsgraph (nothing official
on that front yet...)
2011-07-03 11:56:24 +00:00
Campbell Barton
7f1fe0fdc2 fix for own mistake with key shortcuts r37850 2011-06-30 15:43:38 +00:00
Sergey Sharybin
85dc00e254 Fix for undefined "index" in key.c.
Probably forgotten to be remaned to defgrp_index after
recent commit here.
2011-06-30 07:35:41 +00:00
Campbell Barton
5c3e73fd56 replace inline loops for get_weights_array with calls to defvert_find_weight() 2011-06-30 03:04:39 +00:00
Jason Hays
2ecf22fff6 Made multi-paint change the weight values based on the artist's suggestion.
+ fixed a huge problem with reseting the weights while using multi-paint.
2011-06-29 18:20:39 +00:00
Joshua Leung
2f10ded896 Compiler warning fixes 2011-06-29 05:07:12 +00:00
Joshua Leung
2f60a5030f Actions can now be made single-user from the Outliner
* Use the same method as from unlinking actions to do this.
* Split off the make single-user code used for the ID-browser into a
function in blenkernel which can be used elsewhere. Getting materials
to also work using this method proved to be a bit too tricky (due to
the whole messy ob vs obdata situation), so I haven't done that.
2011-06-29 04:34:20 +00:00
Jason Hays
84ea89e25f Merged from trunk with revision range 36835-37865,
(No conflicts had to be manually resolved)
Gave weight paint a basic ability to draw edges and vertices with an option
 (with colors for selected/unselected),
but I didn't make any vertex selection functions available in weight paint mode yet
(tested with edit mode for now).
2011-06-27 17:21:08 +00:00
Campbell Barton
ae49f6deb0 fix for a leak in sound_read_sound_buffer(), used when drawing the sequencer waveform. 2011-06-27 05:03:58 +00:00
Campbell Barton
308cd73d8b scenes now adjust brush usercounts on copying and freeing, pointed out by Jason Wilkins 2011-06-27 04:05:19 +00:00
Ton Roosendaal
1186bdfc08 Putting back blender.org and release number in info header.
Worked always great for tutorials in past, to check what's been used.
2011-06-26 17:01:10 +00:00
Campbell Barton
12e02fd474 own patch [#27752] Python Callback (Scriptlink functionality)
Python:
 * adds bpy.app.handlers which contains lists, each for an event type:
   render_pre, render_post, load_pre, load_post, save_pre, save_post
 * each list item needs to be a callable object which takes 1 argument (the ID).
 * callbacks are cleared on file load.

Example:
 def MyFunc(scene): print("Callback:", data)
 bpy.app.handlers.render_post.append(MyFunc)

C:
 * This patch adds a generic C callback api which is currently only used by python.
 * Unlike python callbacks these are not cleared on file load.
2011-06-24 16:54:30 +00:00
Campbell Barton
ebff5d5fb2 free_bvhtree_from_mesh was incorrectly useing sizeof() when clearing memory. 2011-06-24 05:34:03 +00:00
Lukas Toenne
587b51831d More flexible size options for particle billboards. This adds scale factors for width and height of billboards, relative to the particle size. It's useful when the particle size is primarily used for collision and the like, so the billboard appearance can be adjusted independently. Also allows non-square billboards.
In addition the billboards can be scaled by the particle velocity with optional head and tail factors (similar to line drawing options). This allows for pseudo-motionblur effects.
2011-06-23 18:59:47 +00:00
Joerg Mueller
413bc87e4f Merge with trunk r37757. 2011-06-23 17:30:56 +00:00
Campbell Barton
99253abef8 allow building with ffmpeg but not aud 2011-06-23 16:10:48 +00:00
Campbell Barton
2023db70a8 cmake option to build without an audio library. 2011-06-23 09:27:56 +00:00
Joerg Mueller
cc246eaca7 3D Audio GSoC:
- Fixes for MSVC compiling.
- Fix for ffmpeg audio export with timebase, which fixes vorbis encoding (the only codec using this).
2011-06-23 07:16:06 +00:00
Joerg Mueller
2d3d025e8c 3D Audio GSoC:
- Sequencer dynamics: Now it's possible to change the output channels and the resampling quality also increased (previously maximum quality was 44,1 kHz)
- Changed two buffers to use ffmpeg allocation, not sure if that helps somehow.
2011-06-21 20:39:41 +00:00
Joerg Mueller
c89b4e4b66 3D Audio GSoC:
- Implemented a nice rechanneling solution with unofficial speaker arrangement standards similar to what OpenAL soft has
- Renamend AUD_Channel in the C API to AUD_Handle
- Removed the unlogical 7.2 speaker configuration, that's a hardware only config
2011-06-21 20:24:40 +00:00
Joerg Mueller
044887b5a4 3D Audio GSoC:
- Created Handle classes
- Changed Reference counting completely
- Fixing some streaming bugs
- Completely disabled OpenAL Buffered Factories (they were unused anyway)
2011-06-21 20:21:43 +00:00
Joerg Mueller
7ba4362c72 3D Audio GSoC:
Memory bug fix.
2011-06-21 20:14:07 +00:00
Jason Hays
1876b592da Tweaked multi-paint and the way the colors are displayed so one of the artists could see it-
when you paint the active group, and makes the others match based on the change factor; so the active group being 0 is not handled.
2011-06-21 19:20:42 +00:00
Joerg Mueller
207911bdb3 Merge with trunk r37677 2011-06-20 22:55:18 +00:00
Campbell Barton
c849a938a0 fix for crash drawing zero length motion path and a leak with zero length paths. 2011-06-20 17:50:59 +00:00
Campbell Barton
8eb375048e removing python includes for blenkernel since pynodes are commented. 2011-06-19 09:32:37 +00:00
Jason Hays
0e7a42ebfa Made Multi-Paint and Locking more independent to better support future features.
(an if statement surrounding Multi-Paint still checks the lock flags to see if it should bother changing anything)

Also, I changed lock's redistribution method so that if there was no enough space
on other unlocked groups, it tries to keep the new weights' ratios to each other
2011-06-16 19:05:05 +00:00
Campbell Barton
f227c4a064 fix [#27675] Bones shift out of place when leaving edit mode
- float precision issue, details commented in the source.
2011-06-16 07:59:22 +00:00
Joshua Leung
cfcc4b4fcd == Simple Title Cards for Sequencer ==
This commit adds an experimental effect strip to the sequencer: "Title
Card".

This is useful for adding simple one-line text section headers or
"title cards" (i.e. title + author/contact details) to video clips,
which is often seen in demo videos accompanying papers and/or
animation tests.

See http://aligorith.blogspot.com/2011/06/gsoc11-simple-title-
cards.html for some more details on usage.

Code notes:
- There are a few things I've done here which will probably need
cleaning up. For instance, the hacks to get threadsafe fonts for
rendering, and also the way I've tried to piggyback the backdrop
drawing on top of the Solid Colour strips (this method was used to
keep changes here minimal, but is quite fragile if things change).
2011-06-16 02:46:38 +00:00
Campbell Barton
08c155845d remove unused arguments 2011-06-15 14:06:25 +00:00
Brecht Van Lommel
aaf7dae5f1 Code cleanup: remove unused shaded draw mode code. 2011-06-15 10:17:06 +00:00
Brecht Van Lommel
5e41807135 Fix #27654: vertex parenting not working with constructive modifiers.
Vertex parents were not requesting the original index layer, now do this as
part of depsgraph building, and make constraints with vertex groups use the
same system. Fix is based on patch by Campbell, but with some changes.
2011-06-15 09:45:26 +00:00
Joerg Mueller
8ff0c2e107 Merge with trunk r37475. 2011-06-14 12:06:21 +00:00
Joshua Leung
7272bb643c Bugfix: Distance DVar doesn't work with new Local Space
Fixed references in UI to the old property, and adapted the backend
code to work for the new options too.
2011-06-14 11:01:36 +00:00
Jason Hays
51fe8aaec2 Made a var that determines if the color can be black (so it knows if it should use CLAMP or not) 2011-06-13 17:16:44 +00:00