Commit Graph

16327 Commits

Author SHA1 Message Date
Martin Poirier
db5a83d083 More merging goodness
fix adjacency list inline instead of having to rebuild fully
	reweight joined graphs properly
2008-07-15 21:07:13 +00:00
Benoit Bolsee
7afacb6ea8 BGE patch: DUPLIGROUP option supported in BGE.
Blender duplicates groups in the 3D view at the location of objects having the DUPLIGROUP option set. This feature is now supported in the BGE: the groups will be instantiated as in the 3D view when the scene is converted. This is useful to populate a scene with multiple enemies without having to actually duplicate the objects in the blend file.

Notes: * The BGE applies the same criteria to instantiate the group as Blender to display them: if you see the group in the 3D view, it will be instantiated in the BGE.
       * Groups are instantiated as if the object having the DUPLIGROUP option (usually an empty) executed an AddObject actuator on the top objects of the group (objects without parent).
       * As a result, only intra-group parent relationship is supported: the BGE will not instantiate objects that have parents outside the group.
       * Intra-group logic bricks connections are preserved between the duplicated objects, even between the top objects of the group.
       * For best result, the state engine of the objects in the group should be self-contained: logic bricks should only have intra-group connections. Use messages to communicate with state engines outside the group.
       * Nested groups are supported: if one or more objects in the group have the DUPLIGROUP option set, the corresponding groups will be instantiated at the corresponding position and orientation. 
       * Nested groups are instantiated as separate groups, not as one big group.
       * Linked groups are supported as well as groups containing objects from the active layers.
       * There is a difference in the way Blender displays the groups in the 3D view and how BGE instantiates them: Blender does not take into account the parent relationship in the group and displays the objects as if they were all children of the object having the DUPLIGROUP option. That's correct for the top objects of the group but not for the children. Hence the orientation of the children objects may be different in the BGE.
       * An AddGroup actuator will be added in a future release.
2008-07-15 20:05:23 +00:00
Martin Poirier
08039ef38f Optimization method selectable at runtime
Start multi resolution match from node, not arc (solve problem with Rinky)
various uglyness being cleaned up or factored out
2008-07-15 19:38:48 +00:00
Benoit Bolsee
e433719f51 BGE bug fix (good for 2.47): radar and near sensor did not filter correctly the collisioning objects based on ACTOR flag when the parent object was added dynamically. This could result in a very big performance decrease. 2008-07-15 18:57:10 +00:00
Kent Mein
4c48b4846e Updated so things compile. (Missing includes needed)
Kent
2008-07-15 18:12:08 +00:00
Ian Thompson
512eec04aa Made suggestions case-insensitive which also puts _ prefixed items at the bottom. Improvements have also been made to the way the list works, when it should disappear/update/confirm, etc. 2008-07-15 17:03:59 +00:00
Andre Susano Pinto
afc30d1a33 There was a problem with the last merge :S
Somehow it didnt finished and didnt added some files under the svn control
(found thanks to lguillaume that reported some files were missing)

Last merge fixed and also merged modifications up to revision 15584.

I checked the diff
svn diff --new . --old https://svn.blender.org/svnroot/bf-blender/trunk/blender
And everything seems to be right now
2008-07-15 12:54:57 +00:00
Ian Thompson
aeb4d0c631 Created a BPy module BPyTextPlugin to centralize functions used across the text plugin scripts. Also created two more scripts to handle imports and member suggestions. 2008-07-15 07:34:46 +00:00
Ian Thompson
dbb61988fd Any script can now register a unique key combination as part of its bpy header. For a supported space type, the user may press this shortcut to invoke the script.
Space types that are to support shortcuts like this should call BPY_menu_do_shortcut(...) from the event queue read method (See winqreadtextspace in drawtext.c for example)
2008-07-15 07:04:31 +00:00
Maxime Curioni
cc1a6b398d soc-2008-mxcurioni: reimplemented the initialization/allocation for base classes. The Python object type tp_new slot is now set to PyType_GenericNew, instead of the former custom functions. As a note, by default, Python does not set this slot: it is therefore mandatory for the base classes. For children classes, only __init__ is needed.
To make our base classes subclasses, the Py_TPFLAGS_BASETYPE flag was added to the object type tp_flags slot.

Finally, I began to implement CurvePoint, descendant of Interface0D. This commit allowed me to verify that my SWIG replacement method works: interfaces are well taken into account by children. For a test, use the following code:

================================

import Blender
from Blender import Freestyle
from Blender.Freestyle import *

print Interface0D()
print CurvePoint()

================================

The __repr__ method is only implemented in Interface0D:

PyObject * Interface0D___repr__(BPy_Interface0D* self)
{
   return PyString_FromFormat("type: %s - address: %p", self->if0D->getExactTypeName().c_str(), self->if0D );}

and the result is of the form:

type: Interface0D - address: 0x18e5ccc0
type: CurvePoint - address: 0x18e473f0

As you can see, the correct getExactTypeName of the class is called.
2008-07-15 05:33:12 +00:00
Diego Borghetti
22fc20fe62 Fix segfault in the Sequence.
If you enable the Proxy and Custom Dir options and later disable
the Proxy (but not the Custom Dir options), Blender crash every
time that you try select the strip, because the proxy don't exist
anymore.

The solution: only draw the Custom Dir button if the Proxy
option is enable.
2008-07-15 01:23:56 +00:00
Maxime Curioni
96e52b09da soc-2008-mxcurioni: Reimplemented the Freestyle Python API's files to be correctly used as classes and not submodules. Added and integrated object lifecycle functions (__new__, __alloc__, __repr__) for the previous classes: BinaryPredicate0D, BinaryPredicate1D, Id, Interface0D, Interface1D. All of these classes were tested within Blender's Python interpreter with simple test cases and their getter/setters were corrected.
Interface0DIterator was modified to allow BPy_Interface1D to be instantiated: verticesBegin(), verticesEnd(), pointsBegin(float) and pointsEnd(float) are not pure virtual functions anymore. If they are called directly from  BPy_Interface1D (instead of its subclasses), an error message is displayed.
2008-07-15 01:07:19 +00:00
Joshua Leung
6583edf07d Bugfix:
My recent commit in transform code messed up Auto-IK.
2008-07-14 23:49:17 +00:00
Martin Poirier
ac6641664e Subgraph joins to non-terminal nodes 2008-07-14 20:30:23 +00:00
Martin Poirier
657a3676bd First draft of subgraph joining 2008-07-14 19:05:25 +00:00
Andre Susano Pinto
785123cc5a Improved build time on BLI_kdopbvh
Its now faster than raytree (both on build and query)

Things tryed:
 X=>Y=>Z=>X split (reduces build time.. but increases query time)
 bucket sorts
	(initial sorts for fast usage of bucket take a long time)
	(nth is linear.. so its quite fast already)

Best times archieve with:
 *usage of 4-ary trees.. reduces build time and tree size but didnt decreased query time
 *quads are on the same node instead of splitting in 2 tris..
	(this actually turned on speedup on query time.. since tree size is reduced by a factor of 2)
 *test ray-bb before ray-primitive gives better times on both tris and quads

Notes:
 measures where made projecting a sphere from inside the head of suzanne.
2008-07-14 18:42:53 +00:00
Campbell Barton
e8e1f27ac1 bugfix
* samples that wernt loaded could crash blender - divide by zero errors from having 0 channels or bits.
* could also corrupt memory when selecting samples with long names. from the sample selector menu.
2008-07-14 17:19:24 +00:00
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
Andre Susano Pinto
70730c7226 svn merge -r 15392:15551 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-07-13 13:21:01 +00:00
Andre Susano Pinto
7d6e004153 Adding the Cullface option on normal projection of shrinkwrap when using bvhtrees 2008-07-13 01:49:53 +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
Maxime Curioni
8398730043 soc-2008-mxcurioni: merge with trunk - rev 15540 2008-07-12 05:02:47 +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
Maxime Curioni
d124d3c5cd soc-2008-mxcurioni: first part of the Freestyle Python implementation. A new Freestyle module is added. The following modules are implemented: BinaryPredicate0D, BinaryPredicate1D, Id, Interface0D, Interface1D. I added a Convert module to help in the creation of Python objects for Freestyle's data structures. I also added a missing file for guarded_alloc needed for compilation on Windows. 2008-07-12 04:02:08 +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
Andre Susano Pinto
21d032e919 Added sphere cast (tought it doenst seems to solve the intersection problem)
Fixed SweepingSphereIntersectsTriangleUV
2008-07-11 19:46:35 +00:00
Daniel Genrich
efb2639a26 Memory leak fix (found with Valgrind) 2008-07-11 17:08:45 +00:00
Daniel Genrich
c83e32fc33 svn merge -r 15409:15529 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-07-11 14:44:20 +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