Commit Graph

28281 Commits

Author SHA1 Message Date
Campbell Barton
890c97ca40 more edits to r43145,
- remove redundant check in new prop operator which is covered by operators poll func.
- use get_ob_property to get the object prop in BL_ConvertTextProperty() rather then looping for it.
2012-01-05 06:34:14 +00:00
Campbell Barton
e039a631a9 add bpy collection method .find(key), so you can get the index of an item in a collection, -1 if not found.
use this to replace bge text ui py function.
2012-01-05 06:05:45 +00:00
Dalai Felinto
8d55b7bf0e BGE Font Object: fix for relative path not working AND packed fonts not working
[I don't think anyone has ever reported those, what makes me slightly sad but carry on ;)]

Those fixes introduce a more generic function to load a font before calling BLF_load.
I think it should move to be part of Blender util routines or BLF itself.

For the time being here will make it. Once we get <builtin> font working we go for this.
Thanks Diego Borghetti for the usual assistance with blf.
2012-01-05 06:02:42 +00:00
Dalai Felinto
be025ea319 This patch creates an interface for ["Text"] properties in Font objects.
Interface:
http://www.pasteall.org/pic/show.php?id=23785

Simple test file:
http://www.pasteall.org/blend/10616
(I'll commit this to the text suite later)

Code Explanation:
---------------
(1) it adds a toggle to add/remove a "Text" gameproperty.
 - internally this property is just another game property (so we can find it within the game.properties lookup).
 - the property itself has no 'value', the interface shows the content of ob.data.body instead (why? because gameproperties are per object, while the text is per data).

(2) at BGE converter time it sets the current value of the object.data.body to the ["Text"] property.

(3) if you change object.text (bge text property) it automatically convert ["Text"] to a CStringValue.

*** that means if the original property was a CIntegerValue, it will be converted to CStringValue forever ***

* the only to do I can think of is to add a warning at doversion time if user has ["Text"] property for a Font object *
* when that happens we print a warning in console/popup.*
2012-01-04 21:40:00 +00:00
Sergey Sharybin
cd84a43334 Camera tracking: added depth object to Follow Track constraint
If this object is defined, object with Follow Track constraint would be
projected into surface of this depth object.
If object is not set or there's no projection onto it, projection plane
calculated based on original object position would be used.

This allows to make cheap facial mocap.
2012-01-04 17:20:08 +00:00
Sergey Sharybin
829216325d Fix #29764: Crash when border rendering in sequencer. (Not Cycles related)
Sequencer render context should be as large as the whole frame when rendering
using border without clipping.

Can be implemented in more clear way but it'll require more global refactoring.
2012-01-04 15:28:03 +00:00
Sergey Sharybin
a4604c457d Camera tracking: more accurate track preview widget
- Added 1px extra margin to deal with bicubic interpolation nicely
- Code should be a bit more clear now
2012-01-04 15:25:43 +00:00
Sergey Sharybin
49cf3c76a9 Camera tracking: fixed snap cursor to selection operator when witness camera is active 2012-01-04 11:20:50 +00:00
Sergey Sharybin
4ec69b1071 Fix #29671: Issues with .mts video files
Video frame decoding used to leave packet reading cycle before frame
is fully decoded in cases frame is encoded by several packets.
2012-01-04 09:27:34 +00:00
Sergey Sharybin
388da558ed Camera tracking: fixes in Link Empty to Track and Bundles to Mesh operators
- This operators always used to work with tracks for camera
- Properly set camera and object fields to Follow Track constraint
- TrackingObject.tracks is now pointing to actual list of tracks for
  camera objects.
2012-01-04 09:19:39 +00:00
Campbell Barton
0bdbdc35b0 de-duplicate wave modifier texture function.
cmon - copying large functions between files is obviously stupid, dont do it!
2012-01-04 05:39:56 +00:00
Campbell Barton
520cb6f452 replace wave spesific enum with generic onces 2012-01-04 05:24:01 +00:00
Campbell Barton
b1719ecf20 edits to UV project modifier which make it easier to sync with bmesh. 2012-01-04 05:13:29 +00:00
Campbell Barton
a02f89c2ad bugfix - get_texture_coords() used by wave/warp/weight modifiers could initialize a verts coords from the 4th UV of a triangle face. 2012-01-04 04:56:06 +00:00
Morten Mikkelsen
3b8404ac53 derivative maps must take into account that texture scales can be negative 2012-01-03 22:27:30 +00:00
Morten Mikkelsen
aa1325ef55 calculate factor before using MAX2 macro 2012-01-03 22:18:52 +00:00
Morten Mikkelsen
5fbd6223c5 derivative maps were not working correctly with UV scale (the texture setting size) 2012-01-03 22:09:22 +00:00
Diego Borghetti
b197a7ea69 Fix:
[#25834] no color of textobjects in game engine when combined with
	   textured objects
  [#26893] Curruption of displayed text (debug properties/fps info or bgui)
	    when using animated/tile uv mode

The first bug was beacuse a bad mode on the texture environment, now
we save the current glTexEnvi, set the one that we need, draw and
restore the original at the end.

The second was because a missing call to glLoadIdentity for the
texture matrix and as we do before, now we do a gl-Push/Identity/Pop
for this matrix to.

The first problem was solved by Kanttori and the second by Dalai.
2012-01-03 19:41:36 +00:00
Campbell Barton
f0e3c3c68f fixes to mathutils from Andew Hale
- docstring edits
- normalize ignores W axis as its supposed to.
2012-01-03 14:34:41 +00:00
Joshua Leung
268ca6b2f7 Code cleanup - removing some ugly/obsolete stuff I came across while hacking
some other stuff earlier
2012-01-03 10:55:46 +00:00
Thomas Dinges
434c1e6df8 Remesh Modifier:
* Fix for Campbell's "option to build without remesh modifier for cmake and scons" commit, this broke scons!
2012-01-03 04:03:41 +00:00
Campbell Barton
4e98dbe528 error in recent commit - disallow selecting hidden verts. 2012-01-03 02:45:03 +00:00
Campbell Barton
dcdcaf25ba fix [#29761] Texture painting with interpolation ignores use alpha
reporter - Shawn Zilbert (enigmatic) included patch.
2012-01-03 02:26:32 +00:00
Joshua Leung
8983d68fd8 Bugfix [#29629] UV animation stops working forever if Edit mode entered
Thanks Sergey for the patch!

This bug, and many like it would arise because at some point a F-Curve would get
detected as being unable to be resolved (when trying to display its name in an
Animation Editor), so gets tagged as being "disabled". It was assumed that such
channels usually belonged to deleted data or stuff that wouldn't be able to be
resolved again for a long time. However, in cases like UV settings, they may
only be unavailable temporarily.

As a compromise, this patch clears this disabled flag if a channel is found to
be now working when (in the process of finding out its name when redrawing an
Animation Editor) it can be resolved, in the same place where the disabling was
taking place. This doesn't work fullproof in tests I've done, but should be
nicer than before.
2012-01-03 02:11:11 +00:00
Nicholas Bishop
0eb8a384c9 Remove some silly variable copies that stuck around from a previous refactor. 2012-01-02 19:01:16 +00:00
Campbell Barton
1e18da32fb replace:
CTX_data_pointer_get_type(C, "object", &RNA_Object).data
with api call:
  ED_object_context(C)

... since getting the context object is such a common operation.
2012-01-02 17:15:24 +00:00
Campbell Barton
aa43cab820 weight paint buttons now work in weight paint vertex select mode 2012-01-02 16:59:46 +00:00
Brecht Van Lommel
1fc26516ea Fix #29746: cycles crash with border render. 2012-01-02 16:20:18 +00:00
Campbell Barton
5c27b34fbf nicer string delimiter handling for Ctrl+Left/Right arrows, py console could use this functon too. 2012-01-02 15:27:01 +00:00
Brecht Van Lommel
9dc085e0cb Fix #29738: missing includes in RNA, patch by Dan Eicher. 2012-01-02 13:45:42 +00:00
Alex Fraser
15dc3d4609 Fixes two crashers for games, with GHOST under SDL:
- Fixes SDL fullscreen mode for game engine (blenderplayer). Mode switching (resolution changes) not supported yet though.
- Fixes embedded game engine exit.
See patch tracker [#29748].
2012-01-02 12:35:06 +00:00
Alex Fraser
7d19ff1497 Added OpenMP multithreading for SPH particle systems. 2012-01-02 12:10:50 +00:00
Alex Fraser
b6fb3d97f1 SPH particle simulation fixes:
- Using correct frame to update particle system tree for SPH simulation (i.e. psys_update_particle_bvhtree(psys, cfra)).
 - Increased SPH neighbour count to 512 - this greatly reduces BVH tree search bias, and makes simulations more symmetrical.
Adaptive time step improvements:
 - Fix for relative velocities based on previous state (fixes fast-moving particle clusters).
 - Only reporting on element size once per time step. Prevents incorrect Courant number from being calculated when using multiple-step integration.
2012-01-02 11:46:02 +00:00
Campbell Barton
9a37e2682d slice and iterator access for matrix.col/row so you can do...
a, b = mat.col[0:2]

  and...

  for a in mat.col: ...
2012-01-02 09:04:37 +00:00
Campbell Barton
ec710a2929 remove Id's that crept in 2012-01-02 02:13:31 +00:00
Bastien Montagne
ab097223d4 Fix [#29556] shrinkwrap generates spikes if vertices fall exactly on the edge
bvhtree_ray_tri_intersection now using isect_ray_tri_epsilon_v3 with FLT_EPSILON. All devs I asked (incuding ones in physics/painting areas) were rather OK with this change, and better to do it now, with more than one month to detect regressions, if any!
2012-01-01 16:37:01 +00:00
Bastien Montagne
defa99b65c Fixed names of VertexWeight modifiers RNA structs, in RNA_access.h (probably forgotten when they were renamed, before the merge in trunk, and was never noticed as they are not used...).
Also removed the $ID$ from remesh modifier header, and quited a gcc warning.
2012-01-01 16:09:32 +00:00
Campbell Barton
9b45d8acad __func__ define for msvc since its not c99 compat 2012-01-01 10:27:53 +00:00
Campbell Barton
2c072d8f85 rna api - set hard min/max for colors which are float properties but internally use chars to 0/1. 2012-01-01 09:39:43 +00:00
Campbell Barton
f01ac19c3c use __func__ for makesrna.c error prints rather then the function name (no functional changes) 2012-01-01 09:19:22 +00:00
Bastien Montagne
1b4487e813 Fix [#29728] Explode Modifier Causes Crash.
The problem was in fact in recent BLI_edgehash changes: a typo in the new macro EDGE_ORD made v0 > v1, instead of v0 < v1. This caused the bug in explode modifier, which (ab)uses that ordering feature a bit…
2011-12-31 15:10:38 +00:00
Sergey Sharybin
3bb3d46ccf Code cleanup: do not use check for nan when doing check for finite due to
finite() would be FALSE in case of nan to.

Thanks to Campbell for this information.
2011-12-31 11:03:32 +00:00
Miika Hamalainen
6c10080d24 Fix: Material "Vertex Color Light" option didn't apply vertex alpha. 2011-12-31 10:46:21 +00:00
Miika Hamalainen
0f2f2fe1a8 Dynamic Paint:
* Fix: Smudge and brush velocity settings didn't work for "image sequence" surfaces unless any paint effect was enabled.
* Adjusted some property ranges.
2011-12-31 10:28:36 +00:00
Daniel Stokes
359a95bdc9 Changing KX_FontObject to look for a "Text" game property instead of a "text" property to match with bitmap font usage. 2011-12-31 09:37:19 +00:00
Sergey Sharybin
59b406ce73 Minor code cleanup after resolving conflicts 2011-12-31 09:30:39 +00:00
Sergey Sharybin
1ad83b4cba Tag object with object solver constraint to recalc when changing value of
tracking object scale.
2011-12-31 08:26:59 +00:00
Sergey Sharybin
70d13da457 Do not set scene's camera on camera solving and cursor snapping 2011-12-31 08:26:32 +00:00
Campbell Barton
33b1717d59 fix [#29734] Crash after bpy.ops.file.direrectory_new() 2011-12-31 03:52:07 +00:00
Campbell Barton
39ef41a022 fix [#29735] Blender crashes with ACCESS_VIOLATION when snapping cursor to camera 2011-12-31 03:45:31 +00:00