Commit Graph

16327 Commits

Author SHA1 Message Date
Peter Schlaile
cad3b73144 == Sequencer ==
This fixes:
[#17413] Sequencer: Blender crashes pressing R on a color strip
2008-08-03 15:35:56 +00:00
Joshua Leung
27b259345e Grease Pencil Drawing:
Some WIP code for 'nicer' drawing of thick 2d-strokes that will hopefully result in smoother lines, particularly with abrupt direction changes. Currently the code is hidden behind the rt button (for rt != 0), as in some cases, it still looks rather bad.
2008-08-03 11:55:45 +00:00
Daniel Genrich
7a14a3580b Little speedup for kdop-bvh 2008-08-03 11:40:09 +00:00
Andre Susano Pinto
ae5217733d Added shrinkwrap as a constraint.
All modes are available:
nearest surface
nearest vertex
normal projection (along X,Y or Z axis)
2008-08-03 02:02:15 +00:00
Daniel Genrich
1d49ed89cb Bugfix for non working selfcollisions [no 2.47 bugfix] 2008-08-03 01:41:57 +00:00
Daniel Genrich
ad2be5f64f Bugfix for weird + in the code, no idea why it compiled (yet some selfcollision bug to fix) [no 2.47 fix] 2008-08-03 01:00:51 +00:00
Benoit Bolsee
bf168dc3c5 Small update to get the BlenderPlayer compiling (also needed for 2.47) 2008-08-02 22:11:22 +00:00
Campbell Barton
e632b966ec BKE_global.h include path wasnt correct. made boxpack2d.c a bit more
readable. no functionality changes.
2008-08-02 21:39:01 +00:00
Mal Duffin
03f9c6a3fc Copies all required DLLS for Save Game as Runtime.
Under Windows, all DLLs are copied to the same folder as the runtime .EXE, so that the process becomes a single click and deploy solution.

Linux doesn't require this ( thx for info centralnoise ) and will update to work on OS/X after I do a bit of research on .a and .so files ( thx for info kaito ).
2008-08-02 17:08:16 +00:00
Andrea Weikert
341655eab7 == imagebrowser ==
- HKEY now toggles hide/show dotfiles
2008-08-02 09:44:01 +00:00
Matt Ebb
82d87b2ab9 * patch #17394 by Vilem Novak - add menu item for 'Make Proxy Object'. Thanks! 2008-08-02 06:31:56 +00:00
Matt Ebb
38aa350173 * (slightly modified) old patch #7471 from Davide Vercelli - menu items for Show All Layers/Show Previous layers in the 3D View. Sorry this took so long! 2008-08-02 06:29:15 +00:00
Matt Ebb
b11790e08f * Minor tweaks to file menu item naming 2008-08-02 06:11:35 +00:00
Ian Thompson
ed5002458b Merged 15771:15912 from trunk 2008-08-01 23:39:52 +00:00
Maxime Curioni
7565990db2 soc-2008-mxcurioni: made considerable changes to support cross-language polymorphism for UnaryFunction0D, Interface0D, Interface1D. Add to change UnaryFunction1D<void> to static UnaryFunction1D_void. Resolved namespace collision on the Image class (changed to FrsImage). There is greater support for style modules but somehow, some do not show anything yet (japanese_bigbrush being an example). 2008-08-01 21:55:58 +00:00
Andre Susano Pinto
289d875dfd svn merge -r 15688:15908 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-01 21:37:36 +00:00
Mal Duffin
aa02e605f1 Fix for GE Make Runtime menu option
Doh - I forgot to add a comment to the previous commit.

This adds a file exists check for Make Dynamic Runtime for the GE.  It also removes this menu option for now, as the required file ( blenderdynplayer.exe ) hasn't been included with the Blender app for quite a few releases ( therefore the feature has been broken ).

I also renamed the option, to make it a bit more understandable.  This might even be better moved to the Game menu, but I didn't want to do that ( yet :) )
2008-08-01 21:17:54 +00:00
Mal Duffin
fc52146342 2008-08-01 21:12:47 +00:00
Martin Poirier
ede6c42dc2 Fix problem with long stretches without embedding between head/tail nodes and the actual start and end of embedding bucket.
Instead of having to muck around in the generating and retargetting code to deal with those cases, just fill dummy buckets with interpolations.
2008-08-01 20:29:42 +00:00
Martin Poirier
2568b3d486 Draw embeding points in blue, easy to visualize long stretches without embedings. 2008-08-01 20:01:01 +00:00
Ian Thompson
b767d406ad Mouse cursor positioning and selections now work with word-wrapped text. It's not the best solution but it does the job for now. I wanted to get a working version committed before I improve/break it. 2008-08-01 13:00:53 +00:00
Roland Hess
115dfb22cc Ipo Editor would not allow access to either World or Lamp texture Ipos. Now it does. Fixes bug #17379. 2008-08-01 12:56:29 +00:00
Maxime Curioni
c324f0cbc7 soc-2008-mxcurioni: clean-up #2 2008-08-01 02:25:21 +00:00
Maxime Curioni
4580fd1415 soc-2008-mxcurioni: clean-up #1 2008-08-01 02:16:36 +00:00
Maxime Curioni
149f3688a4 soc-2008-mxcurioni: moved Curve to FrsCurve, fixed bugs with some style modules having with strokes without a representation and iterators not being correctly routed. For example, the cartoon style module should work now. 2008-08-01 02:15:25 +00:00
Ian Thompson
2c4a1bf381 Accidentally removed too many BIF_ThemeColors resulting in funny colours for non-syntax-highlighted text. 2008-07-31 18:16:01 +00:00
Martin Poirier
baf20b803f Selected two closest nodes when joining subgraphs, not just closest on one side with first on other side. (helps get good result out of high joining threshold) 2008-07-31 17:54:21 +00:00
Joshua Leung
d66449996c == Grease Pencil Eraser - Tweaks ==
Improved accuracy of the eraser a bit. Now it does a boundbox test first before trying to erase strokes, which means that other (rather unrelated) strokes are less likely to be affected as well.
2008-07-31 12:23:29 +00:00
Maxime Curioni
6a6c23ecd8 soc-2008-mxcurioni: moved namespace collision resolution to the freestyle_init.py (for Curve, Material and Noise) 2008-07-31 11:59:06 +00:00
Ian Thompson
726982be29 Word wrap fix: There were cases where the brackets, cursor and selections (which all use the same function) weren't lining up with the drawn text (which uses its own function). This fix simplifies the algorithm and hopefully now makes it work for all cases. 2008-07-31 11:54:17 +00:00
Maxime Curioni
f09f89d5dc soc-2008-mxcurioni: added a Freestyle panel to select a style at run-time, by specifying its pathname. By default, it is loaded with the contour.py path. 2008-07-31 11:20:30 +00:00
Maxime Curioni
3010f2b753 soc-2008-mxcurioni: the native Python system now supports cross-language polymorphism for the following classes: BinaryPredicate0D (__call__), BinaryPredicate1D (__call__), UnaryPredicate0D (__call__), UnaryPredicate1D (__call__), StrokeShader (shade), ChainingIterator (init, traverse).
Other methods could easily be supported in the future. The method now works as planned for the contour style. For style modules with Python shaders, there still is a problem that I will fix right away.
2008-07-31 08:50:12 +00:00
Nathan Letwory
01b1bd4901 * another commit adding std:: to the sort call (older msvc [<9] choked?) 2008-07-30 20:45:04 +00:00
Martin Poirier
409d0eac7c Merge subgraph with closest node, not just first node under threshold. 2008-07-30 18:10:21 +00:00
Benoit Bolsee
8a8a12ed84 BGE patch: logic optimization part 2: remove inactive sensors from logic manager.
With this patch, only sensors that are connected to 
active states are actually registered in the logic
manager. Inactive sensors won't take any CPU,
especially the Radar and Near sensors that use a
physical object for the detection: these objects
are removed from the physics engine.

To take advantage of this optimization patch, you
need to define very light idle state when the 
objects are inactive: make them transparent, suspend
the physics, keep few sensors active (e,g a message
sensor to wake up), etc.
2008-07-30 17:41:47 +00:00
Brecht Van Lommel
7f170c18bb Bugfixes: fix for two memory leaks related to dupligroups,
and a missing reference count in the trackto actuator. This
showed up as leaked pose data, but actually the whole object
was not being freed.
2008-07-30 16:15:15 +00:00
Ian Thompson
9667af9cfd Oops, forgot about horizontal/vertical scrolling. Cursor, selections and brackets should now draw correctly when scrolled. 2008-07-30 11:27:04 +00:00
Daniel Genrich
2d3a57eaa3 Bugfix for mesh deformer under windows --> uninitialized variable was used in meshdeform_inside_cage() 2008-07-30 11:21:10 +00:00
Joshua Leung
f3a4f3adaf Grease Pencil Bugfixes:
* Segfaults with eraser should now be fixed 
* Attempted fixed for sequencer redraw problems with buttons
2008-07-30 09:20:05 +00:00
Joshua Leung
7b819bc631 == Grease Pencil - Eraser (First Draft) ==
This commit introduces the ability to erase strokes. Admittedly, the code for this is not totally stable yet, and doesn't always produce optimum results. I'm committing now for backup purposes.

It currently uses the lasso code to check whether segments of the strokes (a segment occurs between two recorded points) occur inside a region defined by the 'eraser' stroke, or any intersections it makes with the 'eraser' stroke.

There are multiple ways to erase strokes:
* With 'Draw Mode' on, use RMB-drag to erase
* With a tablet, use the 'eraser' end of the stylus
* Hold the Alt Key, and use the 'selection' mouse-button (i.e. LMB if mouse-button swapping is on, RMB otherwise) to erase. For this one, this is necessary to avoid overriding the view-rotation hotkey combo for 2-button mice!

Todo:
* 3d-strokes are not correctly mapped back to screen-space for sampling yet
* Drawing of eraser strokes is still not distinctive enough
* After running a few times, may cause stack corruption/segfaults, so be careful!


== Bugfixes ==
* Grease-Pencil Onion-Skinning works again. Onionskining was being supplied the wrong frames, and the alpha factor was still the old one used for 0-255 ranged colour values
2008-07-30 09:07:56 +00:00
Maxime Curioni
a482f64424 soc-2008-mxcurioni: Tested SWIG-less environment more and understood why the former predicate methods were not working. As Stéphane had mentioned a few months ago, Freestyle uses SWIG directors to provide cross-language polymorphism. The API and the system I had provided did not support that feature and only implementations in C++ were supported. To correct the problem, after researching how directors are implemented in SWIG, I provided the same functionality. So far, I only provided the code for the UnaryPredicate1D class and it works. The implementation is in intern/python/Director.cpp and Operators.cpp. I will port the remaining directors tonight and continue to test it.
To prevent strokes from piling up after each render,  I clear the canvas at each render now (as it should have been all along)
2008-07-30 01:51:40 +00:00
Ian Thompson
140a8b740d Bracket matching now works with word-wrap. Mouse selection and scrolling to do. 2008-07-30 00:05:19 +00:00
Mal Duffin
34bb446734 Simple changes to Motion Actuator UI.
This includes...

- Renaming dLoc and dRot as Loc and Rot ( as well as changing the tooltip to location and rotation ).  dLoc and dRot are programming terms, not user terms.

- Placing Loc and Rot as the two initial shown values, so that the physical ones are all shown together.

I also changed it so that only Loc and Rot are shown in the UI, unless the object is Dynamic ( as the other values only make sense if it is dynamic ).

These are just a few simple changes, that should make a lot of difference to users when learning how to use the GE.


--------------------------------------

Things I'd *really* like to do to this, when I get a chance to code Blender again ( hopefully in a few days time, after I have finished teaching on the GE course )...

Color / Colour tint the X,Y and Z entry boxes as slightly red, green and blue, to reflect the colour of the axis / transform gizmo
...or...
Just show X,Y and Z labels above all of the values.

Getting to grips with the whole XYZ thing is very confusing for users, esp when they are presented with 6 x 3 entry boxes.
2008-07-29 22:44:43 +00:00
Nathan Letwory
e04c48df86 * making sure BGE compiles after brecht's big commit (r15867). Needed <algorithm> to compile with msvc. 2008-07-29 21:56:50 +00:00
Mal Duffin
7f3c27995e Copy Attributes now has option to copy all physical attributes.
There existed two options to copy only the mass, and only the damping, but no option to copy all of the physical attributes.

This patch adds in this option, right under the Mass and Damping listings.
2008-07-29 21:49:59 +00:00
Mal Duffin
ca951b3627 Am teaching a GE course this week, and am finding some small issues that I'm hoping to patch.
This one deals with the very small default clipend value ( 100.0 ) when pressing P to run the GE from a non-camera view.  ( ie if the user zooms out a bit from the default box area, the box will get clipped out of view, so it's a WFT from the user )

To see what this fixes, load up Blender default scene, go into perspective, and press P. Everything looks grand.  Now, zoom out until the box is about 10 pixels high, and press P again.  The box will disappear / be clipped out.

I've set the clip end to the maximum ( 5000 ) as defined in Camera.h.

This should be suitable for inclusion in 2.47 branch also.
2008-07-29 20:28:11 +00:00
Martin Poirier
2efd74138c Bug fixes:
Retag subgraphs when merging, to prevent loops
Mark missing up link in multi resolution as NULL
Ignore hidden vertices when propagating weight between islands
2008-07-29 20:20:24 +00:00
Daniel Genrich
039814f7d2 No long needed here (win64 cleanup) 2008-07-29 18:07:06 +00:00
Brecht Van Lommel
908337bee1 Game Engine: alpha blending and sorting
=======================================

Alpha blending + sorting was revised, to fix bugs and get it
to work more predictable.

* A new per texture face "Sort" setting defines if the face
  is alpha sorted or not, instead of abusing the "ZTransp"
  setting as it did before.
* Existing files are converted to hopefully match the old
  behavior as much as possible with a version patch.
* On new meshes the Sort flag is disabled by the default, to
  avoid unexpected and hard to find slowdowns.
* Alpha sorting for faces was incredibly slow. Sorting faces
  in a mesh with 600 faces lowered the framerate from 200 to
  70 fps in my test.. the sorting there case goes about 15x
  faster now, but it is still advised to use Clip Alpha if
  possible instead of regular Alpha.
* There still various limitations in the alpha sorting code,
  I've added some comments to the code about this.

Some docs at the bottom of the page:
http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/

Merged some fixes from the apricot branch, most important
change is that  tangents are now exactly the same as the rest
of Blender, instead of being computed in the game engine with a
different algorithm.

Also, the subversion was bumped to 1.
2008-07-29 15:48:31 +00:00
Ian Thompson
b204eeca7d Selections now draw correctly when word-wrapped. 2008-07-29 11:37:11 +00:00