Commit Graph

16327 Commits

Author SHA1 Message Date
Joshua Leung
8c59520060 == Action Editor Drawing - Optimisations (Part 2 out of ?) ==
Keyframes are now checked for whether they are visible or not before they are prepared for drawing. This should provide some improvements for large data-sets... 

In general there don't appear to be any major issues, although in a few situations, long-keyframes may end up appearing/disappearing.
2008-01-27 03:21:24 +00:00
Campbell Barton
4213dac345 particle draw was doing glEnable(GL_DEPTH_TEST) which messed up the wire view, if this is needed for some particle drawing it needs to test the 3dview state. 2008-01-26 22:39:07 +00:00
Daniel Genrich
1f0e182f35 svn merge -r 13382:13415 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-01-26 21:54:09 +00:00
Campbell Barton
bda73e2f35 solaris was crashing on file open because of statfs, aparently linux-standards-base and solaris have depricated statfs so probably all unix os's should use statvfs. for now only solaris does. 2008-01-26 20:36:14 +00:00
Jens Ole Wund
b606f5e0fa feature request-(PapaSmurf)
tiny little little thing 
allow negative gravity on input
for hot air balloons or under water plants
2008-01-26 19:54:25 +00:00
Campbell Barton
f1ed7337bb render touch didnt work when the directory wasnt there. 2008-01-26 17:05:38 +00:00
Campbell Barton
78cedbd1f9 added function to get the full path for a rendered frame (before its rendered) 2008-01-26 15:38:06 +00:00
Joshua Leung
d677e30a04 == Action Editor Drawing - Optimisations (Part 1 out of ?) ==
Now the Action Editor doesn't bother drawing channels which are out of view. This should give some performance improvements when there are many channels with heaps of keyframes, as the keyframes that occur in that channel don't need to be sampled (which is a major performance bottleneck).
2008-01-26 11:29:44 +00:00
Ton Roosendaal
dbefdd34ca Improvements in Zmask feature of yesterday:
- zmask now allows to have solid faces included too
- ctrl+click on render-layer layers (whats in a name!) now works better

Here's the revised and extended doc:

http://www.blender.org/development/current-projects/changes-since-244/rendering-features/

It's a difficult to explain feature... but important for a good compo pipeline
here. Being tested still!
2008-01-26 10:58:31 +00:00
Joshua Leung
3206acdc40 Bugfix #8155:
Selecting markers in the sequencer crashed Blender
2008-01-26 10:55:24 +00:00
Chris Want
40413c9a4a == Mirror Modifier & Subdivide ==
Vertices that are newly created by a subdivision of a mesh object
with mirror modifiers (with clipping option set) are projected to
the plane of symmetry when they are created on edges that lie on
that plane.

For regular subdivide this is trivial by linearity, so this mainly
effects subdivide smooth, loopcut smooth, and subdivide fractal.
This commit basically prevents nasty seam rips on the mirror when
doing these operations.
2008-01-25 23:21:22 +00:00
Daniel Genrich
a1a9e011b8 untested fixes for vgroups 2008-01-25 21:47:43 +00:00
Daniel Genrich
a01a606b1f Weekend commit -> New: 3rd tab for advanced users mit many things to play with. Fixed: Free modifier correctly when deactivating cloth on panel, be carefull: could eventually put weird values on the GUI due to changed DNA 2008-01-25 16:14:54 +00:00
Ton Roosendaal
019817d95c New feature: Zmask rendering
It's quite a complex feature for simple log, so here's the log as
it should be, with images:

http://www.blender.org/development/current-projects/changes-since-244/rendering-features/
2008-01-25 15:31:43 +00:00
Ton Roosendaal
bd4cf4bc66 Feature: we're using "non linear lighting" now, using exposure/range in
world. That allows more extreme lamps (areas too). 

To make it work more intuitive, the preview renders in buttons now use
the settings for exposure too.
2008-01-25 15:06:35 +00:00
Joshua Leung
bd321b8afe Two bugfixes:
* Buttons to change position of constraints in constraint stack are now totally hidden if they don't do anything valid. It'll have to be this way until we get grey-able buttons.

* Duplicating keyframes in Action Editor now sets correct undo-string
2008-01-25 11:27:38 +00:00
Joshua Leung
264c8d94f9 == Limit Distance Constraint ==
Added a new constraint, "Limit Distance". This constraint defines a 'virtual sphere' around the target which the owner can be made to stay inside, outside, or on the surface of it. 

This constraint is best used when applied using the Ctrl-Alt-C hotkey, as the radius is set correctly that way. 
One usage, is to prevent the target of an IK-chain from straying away from the chain. Care should be taken to not use a member of the IK-chain as the target though.

Description of Variables:
* 'Dist' - Radius of virtual sphere
* 'R' - Click on this to recalculate the 'Dist' value (note: like the 'R' button in the StretchTo constraint, this is currently buggy)
' Mode' - This menu gives different options for how the limiting sphere should act. The mode names are self explanatory.
* 'Soft' and 'SoftDistance' - currently not functional (so settings are hidden). These are used to define a smaller radius around the sphere of influence where a non-linear relationship between input and resulting locations occurs to prevent the owner 'crashing' into the sphere.
2008-01-25 11:23:36 +00:00
Daniel Genrich
589870100d Fix: clear cache button works again even with protected cache, edited cache doesn't get saved to wrong frame anymore when moving frames forward in editmode 2008-01-25 10:33:19 +00:00
Daniel Genrich
e7f5d07781 New: load cached data on file load; Fixed: Don't destroy cache on fileload, calculate normals correctly, don't reset all data when pressing partial free, making also cache free buttons available when cache is protected, duplicating cloth with shift-d should work properly now 2008-01-25 08:55:27 +00:00
Martin Poirier
ee19d9a24e === Mirror Tool ===
Fix call order mix up.

That's what I get for doing "cleanup" before a commit.

Tested as working ok with this.
2008-01-25 04:38:08 +00:00
Nicholas Bishop
7d157e2cd0 == Sculpt ==
Cleaned up some old parts of sculpt. Got rid of the old EditData struct in favor of two new "brush action" structures, which split the symmetry data out from everything else. Cleaned up various names and such as well. There should be no user-visible changes.
2008-01-25 04:17:38 +00:00
Jens Ole Wund
0252ad5d26 made correct physics visible on solver panel
i did not like the accusation blenders soft body module is too bad coded to not respect law of energy conservation.  
well .. animators most of the times don't care if there was a theoretical physics law .. they want to get things done 
hum i think 
on the other hand it is for sure raising confidence to the soft body module when simple physical rules can be verified
so i won't 'turn a hand' on either approach
IMHO the inaccurate soft approach serves best to animators 
anyhow 
you have both so you can decide devil or Beelzebub
have fun BM
2008-01-24 23:27:16 +00:00
Campbell Barton
f289bb8d91 added a function to the outliner for groups - "Link Group Objects to Scene"
in some cases 
removed some globals from the
2008-01-24 23:23:34 +00:00
Campbell Barton
64109d8a0d Select linked particles (Shift+L) 2008-01-24 21:32:36 +00:00
Martin Poirier
450b3664e1 === Mirror Tool ===
Making the mirror tool axis selection interactive instead of using a popmenu.

Mirror is now just a constant -1 scaling transform, which enables you to choose the mirror axis through hotkeys (x,y,z) and with MMB. It also means it's easier to select the correct axis if you're not sure which is which and gives access to all the orientation supported in transform (including custom user orientations).

Mesh and Object header menus still have the individual axis as options but have an added "Interactive Mirror" which just enters transform and lets user pick the axis there. Ctrl-M enters "Interactive Mirror" too.

In a nutshell, this changes adds more possible mirroring axis and unifies the mirror axis selection process with transform constraint axis selection.
2008-01-24 20:11:54 +00:00
Brecht Van Lommel
9c02ca37d6 Fixes for SSS with render layers. Now in the preprocessing pass
it uses flags from all render layers added together, not fully
correct yet, but it's not so easy to separate passes cleanly with
SSS.
2008-01-24 15:41:21 +00:00
Ton Roosendaal
5219b56e92 Phase one of better masking support while rendering.
Problem: artist wants character to walk in grass, but still have all rendered
in seperate render-layers, for postpro effects and vblur. How to efficiently
create a mask image you can put *over* the character for the grass?

Solution has two parts; this commits allows any layer inside of the renderlayers
to become a Z-mask (Z values for solid gets filled in, but not rendered).

Second part of commit is render option "Only render stuff that's in front of
a zbuffer value that was filled in (saves render time)
2008-01-24 15:03:34 +00:00
Brecht Van Lommel
fcff2e0c5f Added an "effector" vertex group for hair, that defines how much
influence effectors have.
2008-01-24 14:16:52 +00:00
Ton Roosendaal
8a00089ae3 Composite fix: the RenderLayer node option "rerender only this layer" did
not invoke a re-composite signal to the right window. Looked like as if the
re-render had no effect.
2008-01-24 13:43:12 +00:00
Brecht Van Lommel
02145966a8 Fix for strand render + simplification + vector blur. With the number
of strands changing between frames, vector blur couldn't work. Now
speed vectors are interpolated from the surface. This also means
child particles don't have to be computed in the previous and next
frames, so saves time too.
2008-01-24 13:11:15 +00:00
Daniel Genrich
7054664d2a svn merge -r 13357:13382 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-01-24 10:53:16 +00:00
Janne Karhu
18ab78c867 Particle instance modifier works again in path mode. There's still some work to do with rotations and twisting though. 2008-01-24 10:44:21 +00:00
Daniel Genrich
c5dc7c7b02 New: Editable cache. Fixed: Don't clear cache on e.g. lamp moving. Changed: Switched to another modifier type to be more flexible (allows tearing later) 2008-01-24 10:43:12 +00:00
Jens Ole Wund
5d07d22b8d part 2 of n in the process
to make the soft body UI consistent/understandable
that is ->
split material properties from solver settings 
this part deals with solver settings
2008-01-24 00:51:48 +00:00
Joshua Leung
0d3c8ad238 * Made the "mini axis" draw with lines proportional to it's size. Currently, the thick lines are a bit too thick at larger sizes, but it's better than having slower viewports.
* Fixed bug with IPO-transform. When "Switch Mouse Buttons" is on, click-drag transforms of keys didn't work.
2008-01-24 00:03:16 +00:00
Brecht Van Lommel
f1fcbd8f14 Changed the way falloff for fields works, was hard to control well.
Specifically with maxdist set, the falloff is now from 1.0 to 0.0 at
the maxdist, so that there isn't a sudden discontinuity.
2008-01-23 22:46:09 +00:00
Brecht Van Lommel
4a913e0010 Bugfix to filter strands with solid correctly. 2008-01-23 20:54:44 +00:00
Daniel Genrich
576a7f623c fix for collision modifier not reseted after first run + made the pushpin more like one 2008-01-23 17:58:09 +00:00
Kent Mein
0adafe923a Fixed small typo... This is [#8138] Tiny typo
Kent
2008-01-23 15:51:25 +00:00
Daniel Genrich
4b1b749130 Enabled first + last simulation frame, hopefully fixed some cache problems, changed 3d view ball to a pushpin layout -feel free to enhance in drawobject.c line 5440 2008-01-23 15:30:23 +00:00
Ton Roosendaal
14d79c5ce7 Tiny fix in UI for editing actions/ipos:
Each Ipo block (actions, objects, etc) stores the last view
of the ipo window. Nice for selecting objects/bones and then getting
the previous view back.

When you use option "Lock time to other windows", this option is very
annoying; the action window then shifts all channels around, almost as
if this is a bug.
2008-01-23 15:06:44 +00:00
Brecht Van Lommel
3e81d4723c Bugfix for strand pass adding with non-box filter, same bug as
existed in ztransp.
2008-01-23 14:30:55 +00:00
Campbell Barton
c089564faf openexr, touch and noOverwrite setting access from py api 2008-01-23 14:15:34 +00:00
Brecht Van Lommel
52404cd114 Minor render memory usage optimization, removed layer and
radface from VlakRen, saves about 100mb for 10 million faces.
2008-01-23 13:35:51 +00:00
Daniel Genrich
6490b2b29a Made GUI even more intuitive with explanations why something is not available etc., fixed some uninitialized variable. NEW: show pinned verts as big red balls in 3dview - please tell me how to improve that visual feedback :) 2008-01-23 13:24:44 +00:00
Brecht Van Lommel
d4ae72c7c9 Bugfix in render instancing for missing leaves. 2008-01-23 11:51:18 +00:00
Joshua Leung
9b8d1cda34 Constraints GUI:
Up/Down buttons which are disabled are now always drawn, but those that are disabled (cannot be done) now have their 'button backgrounds' not drawn. Also, they won't do anything when clicked.
2008-01-23 10:54:10 +00:00
Joshua Leung
9cd27e908b == "Custom Bone Colors" ==
This commit introduces the ability to give groups of bones different colour-sets, which enables them to be more easily identified in the 3d-view. Currently, custom bone colours have been implemented as a way to visualise bone-group membership (after all, colours and groups are both just ways of managing bones).

Usage Notes:
* Each theme currently has 20 Color-Sets available for Bones. 
These can be accessed from the "Bone Color Sets" option under the Theme buttons. (Note: currently, I haven't defined any default colour-sets. Donations welcome on this ;-) ) As such, colour sets are not saved per file! You will need to save the theme to preserve the color set for the next session.
* Each Bone-Group can use any one of these 20 sets, or just use the default colour-set. 
Use the "GroupCol" button to set this. When a set has been chosen, three little rectangles are drawn beside the button to preview the colours the set provides.
* A bone must belong to a Bone-Group to get that group's colours.
* "Colors" toggle on "Armature" panel must be enabled for these custom-colours to be shown for all bones that can have them. 
This toggle is off by default, but is there to allow rigs to be debugged (by colours) for example.
* The "Use 'Constraint' Colouring" option (per Colour Set), determines whether the colours denoting presences of constraints, ik, or keyframes are drawn in conjunction with the custom colours. It is off by default, as in many combinations, they look quite ugly when used in conjunction with custom colours.
* Custom colours are only shown in PoseMode

Assorted Notes:
* I've tested this thoroughly, and there shouldn't be any problems caused by this. 
* In the process, I found a bug with envelope bone drawmode. In wire-frame mode, all bones got scaled up by several types.
* I've cleaned up the armature drawing code a bit (mostly fixing messy white-space usage), but also creating a centralised method of setting colours for bones (currently only used for bones in PoseMode).
2008-01-23 10:14:45 +00:00
Jens Ole Wund
93f3585f8b soft body stuff
got really tired of users asking "why this on the XXX panel'
so i did try sort it out 
looks like UI is not my friend 
tsk
2008-01-23 00:04:59 +00:00
Joshua Leung
b398248b8e Bugfix:
Grouping ungrouped channels in the Action Editor was broken by the previous commit to prevent hidden channels from showing.
2008-01-22 23:24:55 +00:00