Commit Graph

11211 Commits

Author SHA1 Message Date
Martin Poirier
84ae0fc000 merge with trunk (15330 -> 15566) 2008-07-14 14:09:36 +00:00
Ton Roosendaal
0c23d0c2ad Bugfix #17327
Small one: changed the string attribute in multilayer exr files to be:

"2.43 and newer"

To indicate that it's about compatibility of the exr file, not the version
Blender saved it in.
2008-07-14 10:26:11 +00:00
Ton Roosendaal
0022222b05 Bugfix #17323
Ztransp OSA render did not include z values anymore in pass... this is
not good Z anyway (aliased), but at least it's back now.

Note: for composites using Z values: use FSA for superior results.
2008-07-14 09:37:06 +00:00
Campbell Barton
38cfe9c1a2 importing the GameLogic module was being done by adding the text "import GameLogic" to the start of all scripts used in the game engine, this meant every error line number was off by 1 (quite annoying). better to do this to the dictionary that the scripts run with. 2008-07-14 00:47:07 +00:00
Martin Poirier
915baebda6 Get simulated annealing working correctly. Meaning bone arc retargeting is much faster than before.
Still need to do stability tests and analysis (brute force is probably better in some situations).
2008-07-13 18:24:27 +00:00
Ton Roosendaal
59df4a4b3a Bugfix #14435
"(De)Select faces with material" (edit buttons) should also draw image window
2008-07-13 14:49:07 +00:00
Daniel Genrich
751aa3e121 Fixing the fix: Sometimes, Valgrind sees memory leaks where noone is - especially with external used memory managers like in this case (and Python case) 2008-07-12 22:11:26 +00:00
Benoit Bolsee
572f1d88d2 BGE bug fix (good for 2.47): automatic detection that target object of AddObject actuator is being deleted to avoid crash (bad game design anyway) 2008-07-12 12:10:27 +00:00
Hamed Zaghaghi
a49c9c458a improvement of 2d-filter custom shader,
some bugfixes,
now you can use depth buffer and luminance buffer without any settings,
also you can use object's properties in a shader
2008-07-12 10:21:37 +00:00
Joshua Leung
5f15b164c5 Patch #17285: fix for bug #14685: frame counter not always updating while scrubbing
Patch submitted by Roelf De Kock (kiemdoder) 

The parts of the patch affecting the timeline were have not been committed, as there was a better solution.
2008-07-12 06:49:33 +00:00
Joshua Leung
a4eb0d6c2f Bugfix #17318: PoseLib: Crash while searching for pose typing in letter i then backspace
When searching failed to find any matches, the pointer to a matching pose was cleared. However, it wasn't reset upon clearing the invalid search-string, so a crash occurred.
2008-07-12 06:44:57 +00:00
Joshua Leung
42d43de25d == Action Editor - NKEY Properties Panel ==
When the NKEY is pressed in the Action Editor while hovering over the keyframes area, a floating properties panel can now be accessed. It shows relevant properties for the active channel, however this is currently only for Action Groups. Action Channel support will come later.

The key benefit of this panel is that it is now possible to edit the colour set used by a group. Also, there is a button for selecting all the channels in that group (which can also be done by simply Ctrl-Shift clicking on any group).
2008-07-12 05:00:37 +00:00
Janne Karhu
1ffdc66791 Fix for bug [#13479] Particle system "corrupts" when changing material colour and used in conjunction with softbodies
- changing particlesystem settings for hair particles cleared & recalculated everything even when hair softbody was baked
2008-07-11 23:47:44 +00:00
Daniel Genrich
efb2639a26 Memory leak fix (found with Valgrind) 2008-07-11 17:08:45 +00:00
Daniel Genrich
3fce5ba59a Memory leak fix: br_find_exe() uses strdup() which uses malloc and therefore the returned string needs free'ing (Found with valgrind). 2008-07-11 14:11:55 +00:00
Joshua Leung
2e144abfbd Bugfix #17306: Missing refresh call for button in UserPrefs
Autokey settings were missing redraw for Info-window
2008-07-11 00:36:38 +00:00
Martin Poirier
de1987eba8 First draft for simulated annealing optimization method (disabled because not ok yet) 2008-07-10 21:04:29 +00:00
Martin Poirier
ccc62d3385 Use tree length as parameter for multi resolution filtering.
This is the begining of the simplification phase (meaning less parameters to mess up users)
2008-07-10 18:48:27 +00:00
Brecht Van Lommel
8eab9e15d5 Fix for bug #14411: missing preview render redraw for a few lamp buttons. 2008-07-10 18:11:36 +00:00
Brecht Van Lommel
7971d7c9f3 Fix for bug #14665: stars not working in 3D view. 2008-07-10 16:29:42 +00:00
Brecht Van Lommel
46493c0af5 Fix for bug #17292: vertex paint blur darkens the colors as you
paint, due to old optimization to use >>8, but this is equivalent
to /256, and it should be /255.
2008-07-10 15:30:35 +00:00
Martin Poirier
fbc105335f Special multi resolution lookup on first arc, because the lowest node can get filtered out too. 2008-07-10 15:15:47 +00:00
Campbell Barton
310a37c29c Adding an option for action actuator - "Continue" this means animations always play from where they left off. Continue was the 2.46 operation too, so new functionality is the option to disable.
When using states, an action like kick or throw can often switch out before finishing playing the action, and there was no way to play from the start frame the second time round. (even setting the actions current frame through python doesn't work work)
2008-07-10 14:23:19 +00:00
Brecht Van Lommel
99fdf27af9 Sync with Apricot Game Engine
=============================

* Clean up and optimizations in skinned/deformed mesh code.
* Compatibility fixes and clean up in the rasterizer.
* Changes related to GLSL shadow buffers which should have no
  effect, to keep the code in sync with apricot.
2008-07-10 12:47:20 +00:00
Joshua Leung
3d7358539d AutoMerge Keyframes option for Action/NLA editors will now also delete duplicate keyframes if a Duplicate (SHIFT-DKEY) operation is cancelled. 2008-07-10 01:47:51 +00:00
Geoffrey Bantle
5c82516261 -> Support for Custom Data in bevel modifier
Added Customdata to Bmesh <-> derivedmesh functions
2008-07-10 00:46:19 +00:00
Joshua Leung
496a9c1a95 Apricot Request:
When changing the active action in the NLA editor with NLA-override off, armatures now have their restpose applied before the new action is evaluated. 

I've commented the code here to make it clearer what is going on.
2008-07-10 00:15:57 +00:00
Martin Poirier
45ab006e7c Draw node index
Retargetting, go to higher levels no nodes when no match is found
Fix bug in exterme threshold external filtering
2008-07-09 21:07:02 +00:00
Martin Poirier
686027a75a Multi resolution retargetting. Go back to lowest level on shared nodes. 2008-07-09 19:44:40 +00:00
Campbell Barton
b915ba5e97 [#17298] surface normal direction compensation for objects with negative scale in rendering with radiosity
from Roelf De Kock (kiemdoder) 

Fixes bug [#7969] Mirroring Object Breaks Radiosity Calculations

- copied from the tracker.
The code in this patch detects whether an object has negative scale (test the OB_NEG_SCALE bit in Object.transflag)
and then compensate for the negative scale when the surface normals are calculated for a radiosity render.
2008-07-09 19:15:26 +00:00
Martin Poirier
4019cae181 Fix external arc merging bug (could mess up node degrees) 2008-07-09 18:36:35 +00:00
Ben Batt
12c128ac04 Fixed bug #14510 - wave modifier crash
CDDM_apply_vert_coords needs a CDDerivedMesh, but it was getting a
CCGDerivedMesh from the preceding Subsurf modifier. This fix just makes
a CDDerivedMesh copy of the supplied DerivedMesh rather than using it directly.
2008-07-09 15:54:53 +00:00
Campbell Barton
732d886e0a bugfix, vector was not checked for zero length before normalizing, closing blender instantly with an assert. 2008-07-09 15:30:15 +00:00
Ton Roosendaal
d0d179dce6 Buhh... and now I left in testing print in exr code. 2008-07-09 15:25:34 +00:00
Ton Roosendaal
180a7d1f62 Replaced strcasecmp with BLI_strcasecmp, to make msvc happy! 2008-07-09 13:12:58 +00:00
Ton Roosendaal
bad6b003db Fix for reported openexr file reading failures.
For simple RGB(A) files, the channel names in openexr were supposed
to be simply "R" "G" "B" and "A" too.
Other programs like other names... like lower case, or like "ambient.r"

Tested with file from renderman.
2008-07-09 10:51:03 +00:00
Brecht Van Lommel
838886daf3 Fix for bugfix #12075: gamma node check for nan was always
checking red channel.
2008-07-09 10:13:09 +00:00
Campbell Barton
60d099648c added a factor argument for aligning to vector, this isn't correct since it does linear interpolation of the vector and renormalizes.
(can be improved to rotate correctly but for our  use ist ok for now, would also be useful to have an argument to clamp the maximum rotation angle to get a constant rotation speed),

This will used to make franky upright when falling from an angle, to track to a surface when hanging onto a ledge and setting the glide pitch.
Without this rotation is instant and jerky.

currently this is done with Mathutils which isnt available in Blender Player.

def do_rotate_up(own):
	own.alignAxisToVect([0,0,1], 2, 0.1)

replaces...

def do_rotate_up(own):
	up_nor = Vector(0,0,1)
	own_mat = Matrix(*own.getOrientation()).transpose()
	own_up = up_nor * own_mat
	ang = AngleBetweenVecs(own_up, up_nor)
	if ang > 0.005:
		# Set orientation
		cross = CrossVecs(own_up, up_nor)
		new_mat = own_mat * RotationMatrix(ang*0.1, 3, 'r', cross)
		own.setOrientation(new_mat.transpose())


M    source/gameengine/Ketsji/KX_GameObject.cpp
M    source/gameengine/Ketsji/KX_GameObject.h
2008-07-09 09:21:52 +00:00
Campbell Barton
e279fc4a81 fix for crasher with touch sensor, ben you may want to look at this, should be ok since the ray sensor does NULL checks in for getNewClientInfo in a similar area. 2008-07-08 22:43:44 +00:00
Martin Poirier
daa853a31f Rename some struct members to reduce confusion
Proper flag clearing for retarget on multi resolution
2008-07-08 19:34:20 +00:00
Campbell Barton
bbf1ce2762 bugfix - GameEngine PyObject methods did not all return when using dir(), because inherited methods were ignored, This made it incredibly annoying, not only having to search a C++ file to see what functions were available. but looking up methods inherited from other C++ classes.
There is still no __members__ attribute so dir() wont work at all for attributes.
2008-07-08 17:57:31 +00:00
Brecht Van Lommel
092a5b9fbd Fix for crash in freeing group nodes, node trees have to be freed
before materials.
2008-07-08 17:04:58 +00:00
Martin Poirier
f8afbb4054 Start multi resolution search on first arc and smarter search (match first two levels only).
Now need a way to go back to lower levels at shared nodes.
2008-07-08 16:22:18 +00:00
Benoit Bolsee
d1fd99b070 BGE logic patch: new "Add" mode for Ipo actuator, several corrections in state system.
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in 
the object's local coordinates. 
Delta Ipo curves are handled identically to normal Ipo curve and there 
is no need to work with Delta Ipo curves provided that you make sure 
that the Ipo curve starts from origin. Origin means location 0 for 
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for 
Scale Ipo curve.

The "current object situation" means the object's location, rotation 
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo 
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo 
curve is restarted (later or immediately in case of Loop mode), the  
object current situation at that time is used as the new base.

For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).

Location
  Local=false: newLoc = oLoc+iLoc
  Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
  Local=false: newMat = iMat*oMat
  Local=true : newMat = oMat*iMat
Scale
  Local=false: newScale = oScale*iScale
  Local=true : newScale = oScale*iScale

Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource, 
dynamics should be disabled during the execution of the curve.

Several corrections in state system
===================================
- Object initial state is taken into account when adding object
  dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
  trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
  different from one.
2008-07-08 12:18:43 +00:00
Ton Roosendaal
168ae6765e Bugfix #16535
The infamous Fkey 'make face' in editmode still failed in cases, giving
an annoying convex error popup.
Found two errors in this code:

- not all cases were evaluated to make a face of 4 vertices (6 cases)
- the function that makes always a face when the 4 edges already exist 
  failed when not in vertex-select mode.

I also removed the popup, but added a print... its still not perfect.
2008-07-08 11:47:22 +00:00
Campbell Barton
a166def7b3 scenes set pose objects would draw in posemode while weight painting if they were set to posemode in their scene. 2008-07-08 10:18:34 +00:00
Joshua Leung
878a5303f3 Compiler warning fixes (how some of this stuff compiled without stopping compiling I don't know) ;) 2008-07-08 07:30:38 +00:00
Joshua Leung
22e87792f1 == Select Swap for Armatures (Ctrl I) ==
It is now possible to swap the selection of bones in EditMode and PoseMode using the CTRL IKEY hotkey. 

As a result, the hotkey for adding IK Constraints has now changed to SHIFT IKEY (so that select swap can have a consistent hotkey)
2008-07-08 07:06:42 +00:00
Geoffrey Bantle
3185253a06 -> UV and VCOL support for bevel (editmode)
BMesh and the bevel code now support UVs/VCOLS.
The offset is fixed at this time, but will be
made dynamic later.
2008-07-08 02:22:37 +00:00
Campbell Barton
e341586f9d own mistake with drawing used state bits.
Other minor changes and removed some warnings.
2008-07-07 21:04:30 +00:00