Commit Graph

49420 Commits

Author SHA1 Message Date
Brecht Van Lommel
aa3621c7e6 Python/context: tweak code further so that when you set screen/area/region
from python, it actually gets data context from there as well.
2012-05-02 13:48:14 +00:00
Brecht Van Lommel
4fd18b5d3c Fix crash setting area.type from a context that not include the right window,
ideally this function should become context free, for now just trick it to
execute in the right context.
2012-05-02 13:09:26 +00:00
Brecht Van Lommel
4d10642e8b Python/context: allow overriding window/screen/area/region context for running operators
from python, this is useful to run an operator in a particular place in the UI.
2012-05-02 12:14:27 +00:00
Campbell Barton
d6be860d31 bmesh: use fixed stack size for face flipping array.
also quiet unused var warnings
2012-05-02 11:10:54 +00:00
Brecht Van Lommel
d47499f6fc Fix #31199 & #31112: cycles not working well with vertex/weight paint selection
mask drawing.

Now refactored the code a bit so that in no longer calls textured mesh drawing
for the face mask drawing, just handle it as part of regular paint color drawing.
Should also make the blender internal behavior more logical where it would start
showing textures in solid mode when enabling face masking.
2012-05-02 10:52:29 +00:00
Brecht Van Lommel
f965858867 Fix 31220: glsl sun lamp shadows did not apparently respect shadow flag when
working in blender render rather than blender game mode. Tweaked the flags a
bit to make it compatible more, but for full configuration you need to be in
blender game mode still.
2012-05-02 10:10:05 +00:00
Brecht Van Lommel
afcc42c324 Fix #31102: changing scene.use_color_management from render_pre callback would crash. 2012-05-02 09:50:48 +00:00
Sergey Sharybin
5d4fd04f05 Fix #31230: Grid primitive changes size with changing resolution 2012-05-02 09:03:15 +00:00
Lukas Toenne
01b3deb680 A number of changes to node RNA and the file output node, to simplify socket types and make node code more robust for future nodes with extra socket data.
* Removed the struct_type identifier from sockets completely. Any specialization of socket types can be done by using separate collections in RNA and customized socket draw callbacks in node type. Sockets themselves are pure data inputs/outputs now. Possibly the sock->storage data could also be removed, but this will change anyway with id properties in custom nodes.

* Replaced the direct socket button draw calls by extra callbacks in node types. This allows nodes to draw sockets in specialized ways without referring to the additional struct_type identifier. Default is simply drawing the socket default_value button, only file output node overrides this atm.

* File output node slots now use a separate file sub-path in their storage data, instead of using the socket name. That way the path is an actual PROP_FILEPATH property and it works better with the UI list template (name property is local to the data struct).

* Node draw contexts for options on the node itself and detail buttons in the sidebar now have an extra context pointer "node" (uiLayoutSetContextPointer). This can be used to bind operator buttons to a specific node, instead of having to rely on the active/selected node(s) or making weak links via node name. Compare to modifiers and logic bricks, they use the same feature.

* Added another operator for reordering custom input slots in the file output node.
2012-05-02 07:18:51 +00:00
Alexander Kuznetsov
274d3d2daa Fixes opening video files on Windows. [#30752]
Thanks Lockal for finding faulty stat function which helped a lot. 
Now there BLI_stat. I will replace all other stat later.

*** Please use BLI_xxxx() functions ***
for file operations

Reported by Leon Cheung, Lockal, Believil
2012-05-01 21:46:55 +00:00
Thomas Dinges
5cd4b32b38 Fix for r46170.
* "but=but->next"  was there twice, once in the loop block and once at the end, caused Blender to crash on startup.

Please always compile and check it works before committing. :)
2012-05-01 21:39:52 +00:00
Matthew Smith
f4a82ab917 Logic brick connection highlighting on mouseover. Merged from candy branch. I hope it works - my first commit to trunk ^_^ 2012-05-01 21:02:04 +00:00
Antony Riakiotakis
e54a0039dc Add pthread dll for MinGW64 during installation. Now people who download from buildbot will be able to run the build even without MinGW-w64 installed. 2012-05-01 20:57:39 +00:00
Campbell Barton
c6051ea87b replace python3 command with python3.2, python3 isnt available on ubuntu. 2012-05-01 20:45:16 +00:00
Campbell Barton
4cfa761951 source code style checker to, (similar to pythons pep8 checker)
currently checks for brace placement and some whitespace use.

can be accessed with:
  make test_style
or...
  source/tools/check_style_c.py  source/blender

also style cleanup on bmo_primitives.c
2012-05-01 20:36:39 +00:00
Campbell Barton
6327c9aae1 style cleanup: whitespace, braces 2012-05-01 20:08:23 +00:00
Campbell Barton
657e62c912 code cleanup: tag unused vars 2012-05-01 18:57:32 +00:00
Tamito Kajiyama
c4956c8ddc Fix for a crash due to a corruption of data for addressing degenerate triangles in imported mesh data. 2012-05-01 18:46:15 +00:00
Campbell Barton
933b3166fc style cleanup: guys - set your editors to tabs! 2012-05-01 17:51:03 +00:00
Brecht Van Lommel
f2ff1da6d7 Related to #31213: rename Delete > Edges & Faces to Only Edges & Faces, to try
to make it more clear that this keeps vertices.
2012-05-01 17:44:00 +00:00
Joshua Leung
ffc9fcb1a1 Motion Paths GUI Cleanup
This commit refactors the way that the Motion Paths GUI works. The key problems
this tries to address are:
1) Mode error - Confusion about whether we're dealing with the Object or Pose
level Motion Paths panel
2) Display settings vs Baking Settings

In line with the original design intentions for the 2.5/6 Properties Editor,
I've now split out the actual baking-related settings away from the Properties
Editor:
* Now, when clicking "Calculate Paths" from the toolbar, you'll be prompted with
a dialog to select the start/end frames (and for bones, whether to bake from
heads or tails). This is less confusing than relying on firstly setting the
range via the display range settings (and baking using that), since many people
apparently only used the "around current" mode, and were confused why things
weren't working

* Added a display of the frame ranges of the current baked Motion Path on the
active Object/Bone. This makes it clearer/easier to debug if the path suddenly
starts disappearing after a certain frame.

* Replaced Calculate/Clear Paths in the panels with a single "Update" button if
there's already a baked Motion Path.

Hopefully these changes (in combination with some of the other bugfixes) will
make it more obvious how everything works.
2012-05-01 16:19:13 +00:00
Sergey Sharybin
fcb84663cd Fix #31162: Applying textures to rigged models causes crash and no textures in appear in edit mode
Issue was caused by doing stuff like binding textures from glBegin/glEnd block.
2012-05-01 15:59:28 +00:00
Brecht Van Lommel
3f82dcb2df Fix #31110: selected to active baking did not properly check to see if the
object was actually selected, so e.g. baking shadows cast from non-selected
objects did not work.
2012-05-01 15:21:29 +00:00
Bastien Montagne
b09ac48d0f Fix own error in BM_mesh_remap(), forgot to remap edge pointers in disk_links of edges, so wasn’t working at all with edges remapping! 2012-05-01 14:13:14 +00:00
Joshua Leung
75a468f61e Comment fixes - code for Object Motion Paths still referred to Bones 2012-05-01 13:51:50 +00:00
Joshua Leung
7a87b89a60 Bugfix [#30097] Motion paths range not correct - Part B (Recalculating existing
paths with new ranges)

If an object/bone already had a motion path, it was not possible to recalculate
it over a different frame range without firstly clearing these paths. This was
both a confusing and troublesome workflow, and has since been removed.
2012-05-01 13:10:36 +00:00
Sergey Sharybin
cb99062ebc Style cleanup: spaces around operator 2012-05-01 12:51:17 +00:00
Bastien Montagne
7dce43da21 Fix a potential memory leak in recent vertex xsort/randomize code. 2012-05-01 12:38:26 +00:00
Sergey Sharybin
8bd5648ce5 Fox #31185: Cannot sculpt shape keys
Was related on sculpting on locked keys. Issue was caused by building
PBVH from base mesh which is now doesn't have shape key loaded into
it as it was in 2.62.

Fixed by loading coordinates from deformed mesh into PBVH like it
happens for on-locked shape keys.
2012-05-01 12:14:44 +00:00
Antony Riakiotakis
2f38f09c38 Add stubs to get blenderplayer compiling 2012-05-01 11:16:34 +00:00
Sergey Sharybin
6527f42b6b Fix #31193: Normals don't have any Z component
Issue was caused by heavily non-uniform scale applied on object.
Run scale correction on face and vertex normals draw if there's non-uniform scale.
2012-05-01 11:01:24 +00:00
Brecht Van Lommel
3ee136910d Fix #31147: uv unwrap not scaling islands properly to match relative size. 2012-05-01 10:28:50 +00:00
Brecht Van Lommel
a2d0830416 Fix #31195: subsurf modifier draws wrong vertex colors. 2012-05-01 10:18:10 +00:00
Sergey Sharybin
4413e0472d Merging r46111 through r46136 from trunk into soc-2011-tomato 2012-05-01 09:17:22 +00:00
Lukas Toenne
f0e427e558 Fix for bug #31169. Don't force the release-confirm setting in node transform operators when using the select-mouse tweak event. Instead the release confirm setting in user preferences is used in that case. For the alternative action-mouse tweak event the behavior remains the same. 2012-05-01 08:19:11 +00:00
Campbell Barton
9fe1fe0aa8 bmesh py api:
add mtexpoly image access
2012-05-01 06:50:43 +00:00
Daniel Stokes
ae4fda82b0 Merging phase 1 of the BGE Harmony branch:
* Shadow color now usable in the BGE
 * Simplified the shadow panel while "Blender Game" renderer is active
 * Added variance shadow maps for the BGE
 * Buffered shadows on sun lamps in the BGE (orthographic)
 * Light textures in the BGE
2012-05-01 02:50:17 +00:00
Nathan Letwory
7cb037db86 Apply patch [#31179] COLLADA IMPORT instanced geometry improvement
from Martijn Berger

This patch improves importing instanced geometry consisting of multiple nodes.
2012-04-30 23:51:09 +00:00
Campbell Barton
5369a867a3 fix shared vertex color (used with blur), to work with selection masking. 2012-04-30 21:46:58 +00:00
Campbell Barton
1d743d11dc bmesh - python api
- bm.*.layers.*.verify()
- bm.*.layers.*.is_singleton
- bm.*.layers.*.copy_from(other)


also added api functons
- BM_data_layer_copy(...)
- CustomData_layertype_is_singleton(type)
2012-04-30 18:54:14 +00:00
Thomas Dinges
df74a51bac Patch [#30681] Improved Display of Header Statistics by Harley Acheson (harley), thanks!
* This patch changes the header statistics to something more meaningful
* Removed the blender.org string, version info is sufficient + not all Blender versions come directly from blender.org
* Use names like Faces, rather than abbreviations.
* Show Verts, Edges and Faces, independent of the current selection method in edit mode. 
* Added TriCount into the header.

* Small change to the patch by myself, added a "v" in front of the version number.
2012-04-30 18:37:34 +00:00
Brecht Van Lommel
e09a450d07 Fix #31164: constructive modifier followed by subsurf modifier did not show
face smoothing flags correctly. In fact it would do an invalid memory access,
using the -1 original index.
2012-04-30 16:29:01 +00:00
Campbell Barton
a5af5e8f50 style cleanup: re - http://wiki.blender.org/index.php/Dev:Doc/CodeStyle#Braces_with_Macros 2012-04-30 16:22:40 +00:00
Sergey Sharybin
f111131ca6 Camera tracking: initial commit of dopesheet view for clip editor
- Displays dopesheet information for selected tracks, and currently does not
  support any kind of editing.
- Changed regions to use the whole main region for such views as curves and dopesheet.
  This allows to have own panels with tools/properties in this area.
- Active clip is getting synchronized between different clip editor editors in the
  same screen, so updating of curve/dopesheet views happens automatically when one
  changes current clip in one of this editors.
- Panels in toolbox and properties panels are now separated to rely on current view
  mode, but some operators and poll functions still need to be updated.
- Added new screen called "Movie Tracking" where layout is configured to
  display timeline, main clip window, curves and dopesheet.
2012-04-30 16:19:20 +00:00
Sergey Sharybin
323aedb81e Camera tracking: use texture buffers (if supported) to display clip editor frames
Use texture buffers to display frames of footage in clip editor. This allows
to apply bilinear filtering of proxied resolution which.

This also resolves incredibly slow performance when drawing 4K footage on
some videocards (was originally noticed on macbook pro). Also this allows
to avoid sending the whole frame to the video memory when working with a
single frame (i.e. before this patch the whole frame would be send to the
videocard when panning frame).
2012-04-30 16:19:12 +00:00
Sergey Sharybin
0dc4919822 Versioning patch fix for files from tomato branch
Quite harmless but it was silly mistake i a code probably introduced by
some automatic svn merge.
2012-04-30 16:19:08 +00:00
Campbell Barton
112162e09e code cleanup: header cleanup 2012-04-30 14:24:11 +00:00
Brecht Van Lommel
99c29814f0 Fix missing redraw when using circle select in uv editor, IRC report. 2012-04-30 13:45:24 +00:00
Sv. Lockal
435679b4b0 Word selection in the Text Editor:
* Fix word selection for words with multibyte characters. No need to call txt_move_left() or txt_move_right(), because these functions work with symbols, not bytes
* Word selection now treats tabs the same way as spaces. Also useful for words with multibyte characters
2012-04-30 13:14:15 +00:00
Brecht Van Lommel
1d8c798188 Cycles: support for motion vector and UV passes.
Most of the changes are related to adding support for motion data throughout
the code. There's some code for actual camera/object motion blur raytracing
but it's unfinished (it badly slows down the raytracing kernel even when the
option is turned off), so that code it disabled still.

Motion vector export from Blender tries to avoid computing derived meshes
when the mesh does not have a deforming modifier, and it also won't store
motion vectors for every vertex if only the object or camera is moving.
2012-04-30 12:49:26 +00:00