Commit Graph

1514 Commits

Author SHA1 Message Date
Campbell Barton
536d9fec80 code cleanup:
- move object_iterators.c --> view3d_iterators. (ED_object.h had to include ED_view3d.h which isn't so nice)
- move projection functions from view3d_view.c --> view3d_project.c (view3d_view was becoming a mishmash of utility functions and operators).
- some some cmake includes as system-includes.
2012-10-17 04:13:03 +00:00
Bastien Montagne
64add7c9c7 More UI messages and BKE_reportf<->BKE_report fixes... 2012-10-16 07:53:10 +00:00
Campbell Barton
0093ea2a79 safety NULL check for r51327, don't assume ED_object_modifier_add() succeeds. 2012-10-15 03:56:01 +00:00
Joshua Leung
04f063de84 Parenting an object to a deformer (armature/curve/lattice) will now attempt to
check if the object is already parented to said deformer before trying to add a
new modifier

This should help reduce the number of cases where users inadvertantly end up
creating multiple deform modifiers pointing to the same object, which has been
known to be a cause of "double-transform" artifacts.

Note that this is only able to detect these cases by checking if the parent
object is selected, so this will only really work for the Ctrl-P shortcut where
you have to select both objects first. However, it shouldn't be a problem either
in the Outliner (drag and drop), as the object probably won't be a child of its
parent already if you're doing this.
2012-10-15 03:16:38 +00:00
Joshua Leung
2babbb59b9 Unparenting objects from armatures/curves/lattices now removes the corresponding
modifiers now

This makes it harder for users to unwittingly create multiple deform modifiers
by parenting and unparenting a number of times, with the net result being that
"Clear Parent" is now the true inverse operation of "Make Parent".
2012-10-15 03:00:27 +00:00
Bastien Montagne
b7f4c69ef7 More UI messages and BKE_reportf->BKE_report fixes... 2012-10-14 15:29:09 +00:00
Sergey Sharybin
76e2706b30 Fixed missing display buffer and mipmaps invalidation in cases only
few of selected objects failed to bake.
2012-10-14 06:59:01 +00:00
Bastien Montagne
9f21b799c4 And more UI messages spell check. 2012-10-13 13:40:05 +00:00
Joshua Leung
b6b2f37f27 Lattice Editing: Distortion-Free "Flip" Operator
This operator (Ctrl-F) allows you to flip the lattice coordinates without
inverting the normals of meshes deformed by the lattice (or the lattice's
deformation space for that matter). Unlike the traditional mirror tool, this
tool is aware of the fact that the vertex order for lattice control points
matters, and that simply mirroring the coordinates will only cause the lattice
to have an inverted deform along a particular axis (i.e. it will be scaling by a
negative scaling factor along that axis).

The problems (as I discovered the other day) with having such an inverted
deformation space are that:
- the normals of meshes/objects inside that will be incorrect/flipped (and will
disappear in GLSL shading mode for instance)
- transforming objects deformed by the lattices will become really tricky and
counter-intuitive (e.g. rotate in opposite direction by asymmetric amounts to
get desired result)
- it is not always immediately obvious that problems have occurred

Specific use cases this operator is meant to solve:
1) You've created a lattice-based deformer for one cartoonish eye. Now you want
to make the second eye, but want to save some time crafting that basic shape
again but mirrored.
2) You've got an even more finely crafted setup for stretchy-rigs, and now need
to apply it to other parts of the rig.

Notes:
* I've implemented a separate operator for this vs extending/patching mirror
transform tool as it's easier to implement this way, but also because there are
still some cases where the old mirroring seems valid (i.e. you explicitly want
these sort of distortion effects).
* Currently this doesn't take selections into account, as it doesn't seem useful
to do so.
2012-10-13 10:42:38 +00:00
Campbell Barton
67e2768570 quiet some -Wshadow warnings 2012-10-12 14:35:10 +00:00
Campbell Barton
57004cfb5a style cleanup:
also add helper makefile targets:
* tbz - makes a tar.bz2 of an svn export
* test_style_qtc - outputs style checks in qtc task format.
2012-10-10 23:44:07 +00:00
Daniel Genrich
cb634b9100 Google Summer of Code project: "Smoke Simulator Improvements & Fire".
Documentation & Test blend files:
------------------
http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements

Credits:
------------------
Miika Hamalainen (MiikaH): Student / Main programmer

Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012
2012-10-10 13:18:07 +00:00
Ove Murberg Henriksen
495e3f3f36 Its silly to use "verify index" because it will add non existing and remove them afterwards. 2012-10-10 08:50:56 +00:00
Ove Murberg Henriksen
89969a07f0 Changing clear weight code from "assigning 0" to "removing".
Its less efficient but better practice.
+ Some style clean.
2012-10-10 08:29:13 +00:00
Campbell Barton
a17e1eea23 refactor foreachScreen functions for clipping, now the projection clipping flag is passed down directly rather then converting the enum into a flag, also fix own recent crash lasso seleting in object mode with pose objects. 2012-10-10 04:03:22 +00:00
Campbell Barton
22bf1e13db code cleanup: split foreach object data iterator functions out of drawobject.c (since they are used for selection too), into their own file: object_iterators.c 2012-10-10 03:13:02 +00:00
Campbell Barton
c3ca19800c refactor screen foreach functions to accept float[2] arguments rather then int pairs.
overall means less converting between float and int (and short in some cases).
2012-10-10 01:22:19 +00:00
Campbell Barton
d81d75b20d transfer weight's now operates on selected vertices (when vertex select is enabled). 2012-10-09 22:55:05 +00:00
Campbell Barton
35504d627b style cleanup: also made functions static 2012-10-09 12:41:37 +00:00
Ove Murberg Henriksen
cb42de588d Adding weightpaint transfer tool.
From: https://svn.blender.org/svnroot/bf-blender/branches/meshdata_transfer

Bachelor project at Narvik university collage (Norway).
By Ove M Henriksen (Cyborgmuppet)
 
Thesis will be published at Cyborgmuppets blender page.

Thanks for letting me participate!
2012-10-09 12:25:10 +00:00
Ove Murberg Henriksen
ec689d650d Fix based on code review Issue 6347064 2012-10-09 11:29:29 +00:00
Campbell Barton
8730b390fb patch [#31919] limit the number of bone deform weights per vertex. Many game engines require a limit of 4.
from Kesten Broughton (kestion)


Usage: In weight paint mode, select the mesh to have its weights culled. Click on "Limit Weights" button. A sub-panel will appear "Limit Number of Vertex Weights" with a slider field "Limit" which you can set to the appropriate level. The default level is 4, and it gets executed upon pressing "Limit Weights" so you will need to do an "undo" if your max bone limit is above 4. The checkbox "All Deform Weights" will consider all vertex weights, not just bone deform weights.
2012-10-09 10:56:35 +00:00
Ove Murberg Henriksen
7247af6af5 svn merge ^/trunk/blender -r48592:HEAD 2012-10-09 10:53:20 +00:00
Bastien Montagne
6536e2d01a And more UI messages fixes... 2012-10-08 21:03:35 +00:00
Campbell Barton
657fc4f474 code cleanup: de-duplicate enum. 2012-10-05 15:48:39 +00:00
Campbell Barton
db70bfc206 code cleanup: use functions to initialize selection user data structs, use radius-squared for circle select comparisons.
edge_fully_inside_rect() & edge_inside_rect() args were shorts when all callers were passing ints.
2012-10-05 15:44:11 +00:00
Joshua Leung
d3cdaca648 Code cleanup
* Added/fixed some comments
* Swapped order that invoke/exec calls are defined in the operator definitions
to reflect flow better
2012-10-05 14:56:04 +00:00
Joshua Leung
b2a5f28421 Follow Path Constraint - "Animate Path" Operator
Added a convenience operator to the Follow Path constraint which adds a F-Curve
for the path (or the operator's "fixed position" value if no path is assigned),
with options for setting the start frame and length of motion. This makes it
easier for common users to just set up a quick follow-path animation where the
camera (e.g. flying around a set over certain number of frames).

A key advantage of this is that it takes care of the underlying math required
for setting up the generator curve accordingly (I've got some plans for making
this a bit friendlier to use later). Now, animating the paths is a one-click
operation, with the start and length properties able to be controlled using the
operator properties.
2012-10-05 14:51:35 +00:00
Bastien Montagne
00ce0c9aae Clean up in "add object" code:
* Get rid of ED_object_add_generic_invoke() and all invoke callbacks using it, it was doing nothing exec() callbacks would not do. In fact, its only action (setting part of common add ops properties, like loc, layers, etc.) was needed too by direct exec call, so it was done twice in case of using invoke()!
* Replace custom invoke code for metaballs by WM_menu_invoke helper (as already used by lamps).
* Add a new OBJECT_OT_empty_add op, to allow direct addition of empties of a given drawtype.
* And some general code cleanup (like trailing spaces, empty lines, ...).

Did quite a bunch of tests/verifications, but obviously could not tackle all possible scenarios... Anyway, if any, bugs should arize quite quickly (but I don’t expect any! :p ).
2012-10-05 12:59:09 +00:00
Bastien Montagne
a320773b88 Some effect-less code cleanup... 2012-10-05 07:05:52 +00:00
Brecht Van Lommel
fedc8e1722 Cycles: add "From Dupli" option for texture coordinate node. This gets the
Generated and UV coordinates from the duplicator of instance instead of the
object itself.

This was used in e.g. Big Buck Bunny for texturing instanced feathers with
a UV map on the bird. Many files changed, mainly to do some refactoring to
get rid of G.rendering global in duplilist code.
2012-10-04 21:40:39 +00:00
Bastien Montagne
872cc0c4c0 Kind of cleanup of "menu strings": always have a space between the entry's label and value (these strings are a nightmare to handle in RTL languages like arabic or persian, but a bit less of a nightmare this way ;) ). 2012-10-04 13:59:14 +00:00
Campbell Barton
df298490b8 mask data is no longer automatically added when sculpting (except when there is a multi-res modifier). 2012-10-01 05:19:57 +00:00
Sergey Sharybin
c1abde5935 Fix #32667: Curve softbodies doesn't render animation (cycles)
Issue was caused by cycles being duplicated curve objects before converting
them to mesh. This duplication will loose pointcache which resulted in object
not being properly deformed.
2012-09-27 14:37:20 +00:00
Campbell Barton
d4e40b5230 fix [#32616] Changing parent does not keep transformation
add an option to apply the transform of an object when re-parenting.

the reason for this is you dont always want to apply transform because...
- your object may be driven/animated and the transformation will be lost.
- with negative scales and rotation it can end up giving odd/not-useful results.
2012-09-27 12:24:38 +00:00
Campbell Barton
aa49ca25d5 incorrect spelling in comments 2012-09-26 20:05:38 +00:00
Campbell Barton
2a0649d61d fix [#32635] no viewport update when link and object to a scene
also comment unused static RNA functions.
2012-09-23 23:44:10 +00:00
Campbell Barton
c574419049 fix for crashes caused by mixups when adding objects when incompatible object types were already in editmode. 2012-09-23 07:18:50 +00:00
Campbell Barton
7d1a36f8f4 fix for crash backing in background mode. 2012-09-23 06:38:09 +00:00
Brecht Van Lommel
5205927892 Fix #32596: bones in armature created from skin modifier have wrong envelope
values.
2012-09-20 00:53:25 +00:00
Campbell Barton
0d5d2146eb code cleanup: make shape key api names consistent with our new convention. 2012-09-19 10:12:07 +00:00
Campbell Barton
d3737de8c2 fix for a strange linking error where set_property() in source/blender/blenkernel/intern/property.c would get mixed up with an X11 function of the same name. it crashed blender loading on my system.
Give functions in property.c more unique names.
2012-09-18 04:35:30 +00:00
Sergey Sharybin
a73dd3476e Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.

This introduces two configurable color spaces:

- Input color space for images and movie clips. This space is used to convert
  images/movies from color space in which file is saved to Blender's linear
  space (for float images, byte images are not internally converted, only input
  space is stored for such images and used later).

  This setting could be found in image/clip data block settings.

- Display color space which defines space in which particular display is working.

  This settings could be found in scene's Color Management panel.

When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.

This conversions are:

- View, which defines tone curve applying before display transformation.
  These are different ways to view the image on the same display device.
  For example it could be used to emulate film view on sRGB display.

- Exposure affects on image exposure before tone map is applied.

- Gamma is post-display gamma correction, could be used to match particular
  display gamma.

- RGB curves are user-defined curves which are applying before display
  transformation, could be used for different purposes.

All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.

This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).

Some technical notes:

- Image buffer's float buffer is now always in linear space, even if it was
  created from 16bit byte images.

- Space of byte buffer is stored in image buffer's rect_colorspace property.

- Profile of image buffer was removed since it's not longer meaningful.

- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
  to support other spaces, but it's quite large project which isn't so
  much important.

- Legacy Color Management option disabled is emulated by using None display.
  It could have some regressions, but there's no clear way to avoid them.

- If OpenColorIO is disabled on build time, it should make blender behaving
  in the same way as previous release with color management enabled.

More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management

--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
Campbell Barton
77ed2d8ca9 code cleanup: remove paranoid NULL checks (these cases would crash earlier of the vars were in fact NULL) 2012-09-15 06:29:32 +00:00
Campbell Barton
e75f5c8208 quiet -Wmissing-prototypes warnings, and enable this warning by default for C with gcc.
helps for finding unused functions and making functions static, also did some minor code cleanup.
2012-09-15 01:52:28 +00:00
Campbell Barton
f66d11cf77 fix for missing NULL check in own recent commit, thanks Gaia for pointing this out. 2012-09-12 23:19:08 +00:00
Campbell Barton
9a07bd78fc add clarification, without this the tool reads as if it makes the radius of each selected vertex equal. 2012-09-12 06:31:26 +00:00
Campbell Barton
0ee9075e48 fix memory leak when baking feedback loop detected. 2012-09-12 03:11:29 +00:00
Campbell Barton
aa2d84da37 style cleanup:
also remove some redundant conversions int -> short -> int
2012-09-09 00:00:21 +00:00
Campbell Barton
774cc0ab16 fix [#30063] Weight Paint + Pose Mode: [m] key does not toggle Face Selection Masking
disallow some pose operators when weight paint mode is enabled.
2012-09-06 23:10:01 +00:00