Commit Graph

16327 Commits

Author SHA1 Message Date
Ton Roosendaal
046810929e Bugfix #17720
Retopo crashed on undo-redo, caused by bad copying of data for undo stack.
I solved crash or corruptions, but it still is pretty weak code here.
2008-10-04 11:04:09 +00:00
Martin Poirier
1513e96857 fix conflict in merged file. weird, it compiled ok wednesday. 2008-10-03 23:36:02 +00:00
Benoit Bolsee
5298e26b76 More cosmetic changes to the bullet buttons: move most common soft body buttons to main panel, only leave advanced settings in advanced panel. Reduce size of advance panel. 2008-10-03 21:50:42 +00:00
Benoit Bolsee
f80d6efb3b BGE patch: some cosmetic change in the bullet buttons:
- Bring Actor button back in main panel: makes the users
  life easier to identify which object is visible to 
  near and radar sensors.
- Give more space to the Advanced Settings panel.
- Display radius control button even for static objects
  if sphere bound shape is selected. Same for displaying
  the radius in the 3D view.
2008-10-03 20:17:05 +00:00
Brecht Van Lommel
5574655dad Fix for part of bug #17464, though not the original issue yet. A GLSL
shadow drawing fix also affected 3d view opengl render, hiding armatures,
now there's separate flags for it.
2008-10-03 19:34:49 +00:00
Brecht Van Lommel
128ee40d60 Small fix for (harmless) use of uninitialized memory. 2008-10-03 19:30:45 +00:00
Brecht Van Lommel
40fb11efaf 2.5 Branch: added WM_report and WM_reportf functions for reporting
information, warnings and errors.
2008-10-03 18:03:30 +00:00
Daniel Genrich
59dbf08253 Bugfix for fluidsim UI inconsistencies, please check your settings in old files 2008-10-03 13:02:34 +00:00
Joshua Leung
87b4037733 More Grease Pencil touchups:
* Eraser size is now UserPref. This way it is more easily tweaked than using layer stroke-thickness squared, but it is less accessible.
 
* Restored stroke 'smoothing' (post-conversion) option as UserPref option. Off by default.

* Fixed bug with convert tools. Was adding an extra datablock everytime, that wasn't being used (and was subsequently dicarded).

* Moved pressure vars from paint-loop to temp-struct (during painting). Also, moved the macro which tests for converting straight lines.
2008-10-03 11:56:11 +00:00
Campbell Barton
df00a4b878 interpreted request from Carsten - make message sensor work.
object message actuators needed the prefix OB when sending a message to a specific object.--This line, and those below, will be ignored--

M    source/gameengine/Converter/KX_ConvertActuators.cpp
M    source/blender/blenkernel/BKE_blender.h
M    source/blender/src/buttons_logic.c
M    source/blender/blenloader/intern/readfile.c
2008-10-03 09:51:43 +00:00
Joshua Leung
ae63fcc905 Grease Pencil bugfix:
Disabled fancy 'dot' drawing for Image Editor. This is still just a quick-fix (like for fancy strokes), and it would be nice to get the scaling right someday.
2008-10-03 09:40:48 +00:00
Campbell Barton
a618708f48 Blender works with python 2.6, our own import functions that replace pythons internal function needed updating for an extra in argument in 2.6.
if importing is not working blender should not crash (was crashing on exit)
2008-10-03 06:27:41 +00:00
Campbell Barton
365282e5c8 error with GameLogic.globalDict loading. It would replace the dictionary rather then updating it.
This meant the BGE would load in an old dictonary replacing the loaded dict, loosing settings.

was also missing a decref for marshal data
2008-10-03 04:41:02 +00:00
Joshua Leung
5f7bd14073 Added back a few lines that were accidentally chopped out when fixing pad0 view feature. This means that the grid is drawn correctly (i.e. not shown) when the view is rotated using the numpad up/down/left/right keys. 2008-10-03 03:29:34 +00:00
Brecht Van Lommel
1ce81854f7 Fix for bug #17722: sun light in the texture viewmode was broken. 2008-10-02 23:04:28 +00:00
Brecht Van Lommel
60e32f69b9 Fix for bug #17735: vertex color render layer got invalid value
when switching to weight paint mode.
2008-10-02 22:55:25 +00:00
Martin Poirier
c35a2d6ea9 merge trunk 16118 -> 116886 2008-10-02 20:39:57 +00:00
Martin Poirier
06c43148a1 transform snap bugfix: correctly ignore hidden elements when snapping to edit mode mesh 2008-10-02 17:20:58 +00:00
Campbell Barton
0fcd017031 missing ; in last commit
radius was not being calculated on curves that had a bevel object
2008-10-02 17:11:49 +00:00
Campbell Barton
1b3e2d7c02 blender would crash if the "sys" module didnt import, now just give a warning and continue. 2008-10-02 16:59:08 +00:00
Ton Roosendaal
575b4743ed Bugfix #17723
Clipboard copy/paste error, missing NULL check caused crashes.
2008-10-02 12:29:45 +00:00
Joshua Leung
f66ae0daca Keyframe Checking (i.e. does given frame have a keyframe) is now implemented in the keyframing api.
Replaced the method used in to check if there's a keyframe on the current frame, when drawing the active object name / frame number info with this new code. 
- It should in theory be faster than the previous code, as it doesn't have to build an entire list everytime of all keyframes, and also uses more efficient search method.
- Added some settings to control what sources of animation data are used (per 3d-view). Can be found in the View Properties panel.

This should be stable... release builders should ignore this commit for now (to avoid having differences between release candidates).
2008-10-02 08:39:30 +00:00
Matt Ebb
e114d194ae * Re-coded the point density range checking to be a bit cleaner, and
not necessary to modify the BVH functions.
2008-10-02 01:38:12 +00:00
Campbell Barton
3659b390bf only paint onto selected faces when painting mask is enabled. (request from Carsten) 2008-10-02 01:12:37 +00:00
Campbell Barton
3ec4f674d0 Python 2.4 should build with the game engine now, no thanks to python for switching from char to const char 2008-10-02 00:22:28 +00:00
Benoit Bolsee
c2b8702a83 BGE patch: add frameProp to Ipo actuator (Carsten's request). 2008-10-01 21:17:00 +00:00
Benoit Bolsee
8550c2b594 BGE patch: new force field constraint actuator
A new type of constraint actuator is available: Force field.
It provides a very similar service to the Fh material feature
but with some specificities:
- It is defined at the object level: each object can have 
  different settings and you don't need to use material.
- It can be applied in all 6 directions and not just -Z.
- It can be enabled/disabled easily (it's an actuator).
- You can have multiple force fields active at the same time
  on the same object in different direction (think of a 
  space ship in a tunnel with a repulsive force field
  on each wall).
- You can have a different damping for the rotation.

Besides that it provides the same dynamic behavior and the 
parameters are self explanatory.
It works by adapting the linear and angular velocity: the
dynamic is independent of the mass. It is compatible with
all other motion actuators.

Note: linear and anysotropic friction is not yet implemented,
the only friction will come from the object damping parameters. 
Support for friction will be added in a future revision.
2008-10-01 19:16:13 +00:00
Martin Poirier
39e66e4d6f Bug fixing
It helps if the fonction to wait on all threads actual does that.

Use user parameter for number of threads (this is really looking like it should be in the userprefs and not render params).
2008-10-01 18:00:13 +00:00
Daniel Genrich
76658ef1a8 svn merge -r 16741:16866 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-10-01 16:22:28 +00:00
Joshua Leung
0caa92a49c General tidying of Grease Pencil code... 2008-10-01 08:23:08 +00:00
Benoit Bolsee
949b6ca80f BGE bug #17688 fixed: Near Sensor Reset not working (for Gamekit)
Implementation of the PHY_IPhysicsController::SetMargin(),
GetMargin(), SetRadius() and GetRadius() for Bullet and Sumo
to allow resetting the Near sensor radius. For bullet use 
the new setUnscaledRadius() function to change sphere radius.

In pPreparation of a Fh constraint actuator:
- Add KX_IPhysicsController::GetRadius()
- Fix implementation of KX_BulletPhysicsController::GetVelocity()
  (velocity at a point in geometric coordinate)
- Don't try to set velocity on static object (Bullet will assert)
- Add KX_GameObject::GetVelocity() for C access to local velocity
2008-10-01 07:55:02 +00:00
Matt Ebb
2745517ecd Added 'Object Location' option to 'object vertices' mode in Point
Density. This brings it consistent with the 'particle system' 
mode, and allows silly things like this a bit easier (especially 
after the last fix and BVH improvements!):

http://mke3.net/blender/devel/rendering/volumetrics/pd_objectloc.mov
2008-10-01 07:30:56 +00:00
Matt Ebb
25236b56a6 * Fix for volumetric rendering. It previously wasn't multiplying
the emission component by the density at the current point, which 
made the volume too bright in less dense areas. This made it look 
too rough, as opposed to smooth as it should be. This makes the 
particle rendering look *much* better, thanks a bunch to ZanQdo for 
complaining and kicking my butt to make me realise the error.

Here's an example of how smooth it looks now:
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test03.mov
http://mke3.net/blender/devel/rendering/volumetrics/smoke_test03.blend

Settings in existing files will have to be tweaked a bit, since 
what they were set up for before, was incorrect.

* Added two new interpolation types to Point Density: Constant and 
Root. These work similarly to in proportional edit for example, 
just gives a bit more choice over how hard-edged the particles 
should look.
2008-10-01 07:13:28 +00:00
Erwin Coumans
aa5c4f8801 + hook up a few more parameters, that can be useful for Bullet soft bodies
+ work-in-progress to hook up cluster constraints (they are better than node/vertex pinning, because they maintain a proper world coordinate system)
2008-10-01 06:36:17 +00:00
Matt Ebb
8622cbca35 * Point Density texture
Replaced the previous KD-tree (for caching points) with a 
BVH-tree (thanks to Andre 'jaguarandi' Pinto for help here!).

The bvh is quite a bit faster and doesn't suffer some of the
artifacts that were apparent with the kd-tree.

I've also added a choice of falloff types: Standard, Smooth, and 
Sharp. Standard gives a harder edge, easier to see individual 
particles, and when used with a larger radius, Smooth and Sharp 
falloffs make a much cloudier appearance possible. See the image 
below (note the settings and render times too)

http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_bvh.jpg
2008-10-01 03:35:53 +00:00
Joshua Leung
e427b82962 Bugfix #17721: Action Strips added from scripts don't work properly unless at least one strip has already been added by hand.
Synced the behaviour of the PyAPI when adding strips with the behaviour of UI.
2008-10-01 00:14:28 +00:00
Joshua Leung
c3602099c8 Bugfix #17717: IPOs / Sequencer / Markers: deleting an IPO delete also selected markers
Final attempt at solving this problem. This time I've decided to separate the 'delete markers' from the 'delete keys' hotkeys, as it proved to be too problematic for users. 

The new hotkey for deleting markers is "Shift-XKEY". (or Shift-Delkey) 
P.S. I know that 'Shift' is usually used for 'add' operations, but this will have to do for now...

----

Also, rearranged button order in Timeline header a bit to group keyframing buttons together more.
2008-10-01 00:02:06 +00:00
Matt Ebb
3c99a0f735 Fix for build error, mustn't have committed this properly last night 2008-09-30 23:58:48 +00:00
Erwin Coumans
808d6197cf add support for Bullet soft body constraints against a Bullet rigid body, as well as 'fixing' it. Just use the existing rigid body joint to use it. For now, it searches the closest node/vertex to the pivot. So you can use multiple constraints/joint to attach a cloth, soft body etc. 2008-09-30 23:34:25 +00:00
Brecht Van Lommel
66d51d461e Fix for bug #17691: edgesplit was crashing on windows on large meshes
due to stack overflow.
2008-09-30 17:06:41 +00:00
Joshua Leung
da62240ab2 Keyframing:
- More cleanups, to move the return of success from insertkey to take into account results of 'only needed' keying option
- Added a 'better' test for size of area than the previous one (for use with the keyframing buttons in the TimeLine)
- Moved the checks for Action/IPO editors to commonkey_context_get() so that the keyframing buttons in TimeLine could also consider using these editor's keyframing methods too
2008-09-30 12:30:56 +00:00
Joshua Leung
0f5dc86049 A few cleanups in keyframing.c
- Added missing update calls for buttons window keyframing. This should get rid of all those sporadic update problems (using a different keyingset would result in no curve being added)
2008-09-30 12:03:31 +00:00
Joshua Leung
80a4bbf473 Bugfix:
Keyframing from Buttons Window was broken for Materials/Lamps/Worlds due to a mixup regarding the correct adrcodes for texture-slots.
2008-09-30 11:52:59 +00:00
Joshua Leung
1eb06b9370 Action Editor:
* Grease Pencil Mode - now includes the area-ID into the name string. While the numbers currently don't mean much (though they do make it easier to distinguish between views to more than before), they could become handy if/when PyAPI access to Grease Pencil data comes into handy

* Copy + Paste bugfixes
- When there was a collapsed group, it was impossible to get the keyframes in the keyframe summary to be copied too. This fix shouldn't cause any problems with other things...
- Feature to allow pasting to any channel without doing name matching was not working
2008-09-30 10:54:12 +00:00
Matt Ebb
a667fc61d4 * Removed the volume 'layer depth' control' (was used to
limit ray intersections like as for ray transparency). It 
remains to be seen if it's even that useful, and was 
preventing refracting materials behind volumes from 
working easily.
2008-09-30 10:41:47 +00:00
Brecht Van Lommel
361ff9e525 Fix for bug #13624: knife cut with vertex snapping was broken. 2008-09-30 07:01:37 +00:00
Brecht Van Lommel
8c4744c4d6 Fix for bug #17302: subsurf + particle size vertex groups did not
work correct, also refactored some code here to make it more clear.
2008-09-30 06:12:47 +00:00
Campbell Barton
13c8e189f6 WITH_ELBEEM diabled wasnt working with cmake 2008-09-30 05:05:50 +00:00
Campbell Barton
5871b289cc modify BLI_convertstringcode so windows paths are converted from C:\foo.jpg to /c/foo.jpg
since there is C:\ prefix cant exist on a unix system this wont break any files.
2008-09-30 04:08:00 +00:00
Campbell Barton
16b425b9c0 * free bullet-softbody was using free softbody function.
* mistake from own changes to curves, new curves were being added with too low resolution.
* removed warnings I added recently
2008-09-29 23:46:01 +00:00