Commit Graph

49420 Commits

Author SHA1 Message Date
Campbell Barton
f87464392c bridge option to bridge loop pairs,
change the operator option to an enum: Connect Loops - open/closed/pairs
because it was getting confusing having all as bools.
2013-05-12 10:00:15 +00:00
Brecht Van Lommel
877e0e1184 Fix #35319: python 2x2 matrix inverse and adjugate were wrong. 2013-05-12 09:26:02 +00:00
Brecht Van Lommel
70eaf2fe44 Image paint: 2D painting now supports texture masks and does masking more
consistent with projection painting.

Also did some refactoring of this code, moving the brush image creation code
out of brush.c and making it consistent with image updating code.
2013-05-12 09:14:13 +00:00
Brecht Van Lommel
698f1b5603 Fix #35317: crash with boolean modifier using an object whose library linked
mesh datablock went missing.
2013-05-12 09:14:07 +00:00
Campbell Barton
cf96fdfc65 Optimize face-select drawing (weight/vertex paint mode face selection)
with bmesh theres no need for edge-hash lookups, replace EdgeHash with BLI_bitmap.
2013-05-12 08:42:24 +00:00
Campbell Barton
0d36225dd1 quiet sign conversion warnings and reduce sign conversion for BLI_string, and BLF. 2013-05-12 06:33:21 +00:00
Campbell Barton
7b707fff56 correct assert for driver evaluation,
also add asserts for listbase functions when the list is NULL, and use noreturn attribute for jpeg_error.
2013-05-12 05:54:33 +00:00
Campbell Barton
b6345616a7 fix for 2 crashes in bridge tool mixing open/closed loops with different vertex counts. 2013-05-12 04:08:45 +00:00
Campbell Barton
9cd0c5f7fb bridge tool: support for bridging loops with different numbers of vertices. 2013-05-12 03:36:41 +00:00
Campbell Barton
dc1a36534d add support for bridging multiple edge loops at once. 2013-05-11 16:20:29 +00:00
Ton Roosendaal
01063faf6f Bug fix, irc submitted
If you have three scenes, current is A, others are B and C.

B uses C as background, and C uses B as a background.
(which is possible via linked libraries)

If you then try to use B or C as background of A, code went to eternal loop.
2013-05-11 16:15:09 +00:00
Ton Roosendaal
cda9407177 Bug fix #35307
Popup menus in nodes, with nodes outside window boundary, were clipped very badly, even
causing it to fill entire window.

Now the clip code nicely translates the menu horizontally to be in view.
2013-05-11 15:29:57 +00:00
Campbell Barton
55f929ab3d - add generic edge-loop utility functions for bmesh.
- rewrite bridge tool to use the new functions (using edge & vertex arrays was quite cumbersome).
2013-05-11 14:40:03 +00:00
Campbell Barton
a19f7899fb utility functions to reverse and rotate linklists. 2013-05-11 12:18:12 +00:00
Mitchell Stokes
18fda6d84c BGE: Fix for [#34044] "Objects with no material don't have their "face image" always working on bge" reported by Dalai Felinto (dfelinto).
NULL materials are no longer cached.
2013-05-11 03:20:19 +00:00
Mitchell Stokes
b0261a446d BGE: Fix for [#34631] "Textures bad in game mode" reported by pablo aaa (p9ablo).
Disabling caching if materials have Face Textures enabled.
2013-05-11 02:43:35 +00:00
Campbell Barton
ce39c806cf only use OSKEY as a replacement for CTRL on Apple (was already the case in many areas). 2013-05-11 01:12:29 +00:00
Campbell Barton
359edc27d3 style cleanup 2013-05-11 01:06:01 +00:00
Brecht Van Lommel
00014949c8 Fix #35262: assiging shortcuts from e.g. delete or selection mode menus did not
work anymore. This was due to a bugfix to show missing shortcut keys for e.g. the
mesh > vertices > separate menu. Both should work now.
2013-05-10 23:41:41 +00:00
Brecht Van Lommel
3e1e76a2c1 Fix #35289: UV layout export to image was extremely slow for large meshes. This
was due to slow implementation of slice operation for things like mesh uv data.
Made that faster now for cases where the internal storage is an array.
2013-05-10 22:05:47 +00:00
Brecht Van Lommel
38391d9a7d Fix #35281: search menu buttons (with an X on the right side to clear) had text
overlapping the X icon if the text was long.
2013-05-10 20:34:35 +00:00
Brecht Van Lommel
50b270ca36 Fix #35292: edge slide slow with big image in image editor. Avoid redrawing the
image editor during slide like other operators, instant feedback can be nice but
is not so important here and we don't have notifiers fine grained enough to avoid
full redraws.
2013-05-10 20:17:18 +00:00
Brecht Van Lommel
5374eb8e1c Fix #35284: outline name edit textbox did not show properly in some cases. Also
fix issues with its size not scaling with DPI.
2013-05-10 19:54:32 +00:00
Miika Hamalainen
c152913217 Couple fixes for my previous commit:
- In some cases smoke flow could have 1 cell clipped off its sides.
- Forgot to re-enable openmp for emission code.
2013-05-10 19:30:08 +00:00
Brecht Van Lommel
6dc23a2712 Fix #35296: particles crash with long object name. 2013-05-10 17:14:07 +00:00
Brecht Van Lommel
8160027ff8 Fix for version patch in recent smoke commit, was using && instead of &. 2013-05-10 16:57:20 +00:00
Brecht Van Lommel
eaa6479ae3 Cycles: bump node changes to add a Distance input that controls the overall displacement
distance, and an Invert option to invert the bump effect.
2013-05-10 16:57:17 +00:00
Miika Hamalainen
2f9f3dd590 Smoke: Add new "Full Sample" option to high resolution smoke panel.
This is hopefully the ultimate solution against smoke blockiness near emitter.

Previously high resolution flow/emitter voxels were generated based on the low resolution ones. So if you had 32 resolution and 4 division high resolution, it still used smoke flow generated from those 32 resolution voxels. Now I introduced a new sampling method called "Full Sample" that generates full resolution flow for for high resolution domain as well.

Read more about it in my blog post: https://www.miikahweb.com/en/blog/2013/05/10/getting-rid-of-smoke-blockiness

Also changed "quick smoke" operator default voxel data interpolation mode to "Cubic B-Spline" to smoothen out it even more.
2013-05-10 16:18:00 +00:00
Sergey Sharybin
764420ed3d Set scene frames operator for clip editor.
This operator will set scene's start/end frames to
match clip's start frame and footage duration.

Available in Clip panel in clip editor's toolbox.
2013-05-10 15:56:32 +00:00
Brecht Van Lommel
65ed588c8b Fix #35270: files with numbers higher than 2147483648 or with different numbers
of leading zeros but otherwise the same would show in random order in the file
browser. Selecting an item would change the order of all the items.

Problem was that it was comparing by parsing the number into an int, which has
only limited precision and does not care about the number of leading zeros. Now
do the comparison directly on the string.
2013-05-10 14:52:23 +00:00
Brecht Van Lommel
384adf39b9 Fix #35267: cmd+v, cmd+c on OS X for copy/paste worked in some editors like the 3D
view and text editor but not in the animation editors, node editor and sequencer.
2013-05-10 13:47:28 +00:00
Brecht Van Lommel
5424c1fe55 Fix #35278: textures nodes Mix RGB node did not have a Use Alpha option like
the compositing node. Note the shader nodes can't have this because color
sockets there are only RGB, not RGBA.
2013-05-10 12:39:11 +00:00
Brecht Van Lommel
1c9a24b8ff Fix #35269: compositing setup with only file output node and no composite node
refused to render. It's not possible to actually see the compositing result
in the render result without that but might as well work.
2013-05-10 12:27:18 +00:00
Lukas Toenne
b503af3d37 Fix for #35291, Deleting 'Group Output' node in compositor causes Segfault. A group without an output node in compositor would leave the original Node instance in the graph with outgoing connections. This causes trouble because the Node is expected to be a NodeOperation. Now group nodes always get disconnected and if no output node is present will use the default group output values (which is slightly less confusing than using input values from connected nodes). 2013-05-10 12:19:42 +00:00
Brecht Van Lommel
78a470eb05 Fix #35261: double clicking the up arrow in the file browser to go up multiple
directories fast would start drag and drop. Disabled drag on those items now.
2013-05-10 12:16:12 +00:00
Campbell Barton
0ac5028f2a use unsigned ints for edgehash 2013-05-10 12:06:40 +00:00
Campbell Barton
4392fc6f1d Optimize BKE_mesh_calc_normals(), gives approx 25% speedup.
- no need to allocate polygon normal array.
- no need to use BLI_array_ functions (realloc's).
- reduce some of the looping.
2013-05-10 10:07:01 +00:00
Lukas Toenne
037784d5b5 Fix for #35286, 'Reset to Default Theme' makes some node titlebars go black. These node theme colors were set in init_userdef_do_versions, but missing in ui_theme_init_default. Also adjusted the group input/output colors there to match the colors set in do_versions. 2013-05-10 08:08:29 +00:00
Campbell Barton
3104639a29 avoid using BLI_array_* macros for uv reset. 2013-05-10 08:08:18 +00:00
Mitchell Stokes
01a981f5c4 BGE: Fix for [#35204] "New Alpha-Enabled Shadows Work Until UVs Change" reported by Josiah Lane (solarlune).
BL_BlenderShader was only sending over proper UV data if the current drawing mode was KX_TEXTURED. Now it also checks for (and sends data for) alpha shadows.
2013-05-10 07:05:12 +00:00
Campbell Barton
7a547e441b avoid customdata lookups for selection test/enable disable.
also add uvedit_face_select_set, uvedit_edge_select_set, uvedit_uv_select_set - since quite a few areas where setting based on a boolean.
2013-05-10 06:46:32 +00:00
Mitchell Stokes
073d3ba5f7 BGE: Fix for [#34382] "Vertex position doesn't update when set through Python and "Cast Buffer Shadows" is disabled" reported by V.R. (rolle).
The BucketManager was assuming that all modified meshes were rendered when a render pass completed. However, materials that did not cast buffer shadows did not render during the shadow rendering step, and thus were never updated.
2013-05-10 05:13:16 +00:00
Sergey Sharybin
97138e4dac Added a button to apply scale on scene solution
This is an alternative to using camera to scale the
scene and it's expected to be better solution because
scaling camera leads to issues with z-buffer.

Found the whole scaling thing a bit confusing,
especially for object tracking, but cleaning this up
is a bit different topic.
2013-05-09 16:38:55 +00:00
Sergey Sharybin
5eefcb95df Setting tracking object scale shall not depend on active object 2013-05-09 16:38:50 +00:00
Sergey Sharybin
2e96e41da3 Made bundles in 3D viewport have constant size
This means bundles' size is not affected by camera scale.
This way it's more useful to work with -- bundles never
becomes too small or too large (depending on reconstructed
scene scale).
2013-05-09 16:38:47 +00:00
Sergey Sharybin
4f5f97254c Reconstructed scene scale ambiguity improvement
Made it so reconstructed scene always scaled in a way
that variance of camera centers is unity.

This solves "issues" when different keyframes will
give the same reprojection error but will give scenes
with different.scale, which could easily have been
considered as a bad keyframe combination.

This change is essential for automatic keyframe
selection algorithm to work reliable for user.
2013-05-09 16:38:43 +00:00
Sergey Sharybin
3451baf141 Show dash instead of filename when displaying frame above image sequence length. 2013-05-09 15:04:32 +00:00
Sergey Sharybin
2ad8ec5eaf Changes to footage information panel
- Display additional information about channels
  and buffer type (float/byte).
- Don't show frame number beyong sequence length.
- Also fixed issues with footage length calculation,
  so it's pronbably will be needed to reload some
  of existing footages.
2013-05-09 14:57:20 +00:00
Brecht Van Lommel
d236b4d60f Cycles bump node: change the Strength value to work better, previously it would
give results that were either too weak or too strong, this makes it give more
predictable results. The downside is that it breaks backwards compatibility but
the previous behavior was almost broken.
2013-05-09 14:05:37 +00:00
Campbell Barton
d326d92b2f fix [#35280] blender crashes when setting Environment Map imagefile 2013-05-09 14:01:42 +00:00