Commit Graph

12883 Commits

Author SHA1 Message Date
Jens Verwiebe
3223518e32 QTKIT: as per Ideasman's suggestion, include BLI_utildefines.h in sourcefiles where needed and reorder (must be before BKE_global.h) 2013-05-28 17:38:02 +00:00
Jens Verwiebe
f4d3fdf288 Since have_quicktime is now a bool, need extra include for stdbool 2013-05-28 16:57:28 +00:00
Campbell Barton
fc7c0506b8 bmo_subdivide_edgering.c now builds with release+debuginfo, also remove unused defines and correct include guards. 2013-05-28 16:35:47 +00:00
Campbell Barton
ef4db04da8 code cleanup: lots of calls to BKE_mesh_calc_normals_mapping were not using the mapping functionality.
replace ED_mesh_calc_normals with BKE_mesh_calc_normals().
2013-05-28 14:23:07 +00:00
Campbell Barton
dc39ecf010 code cleanup: remove old/unused bmesh bevel transform mode, remove commented character list UI widget and the members these used in 'G' global. 2013-05-28 13:01:31 +00:00
Campbell Barton
0559630c7e fix for missing normalize with recent optimizations. 2013-05-28 12:00:36 +00:00
Sergey Sharybin
b39a532083 Fix #35513: Multires modifier normal corruption on apply base
Seems it was simply missing mesh normals update in multiresModifier_base_apply.
2013-05-28 08:40:47 +00:00
Miika Hamalainen
8ebc246a9a Fix: smoke initial velocity didn't work with the new custom size particles. 2013-05-28 08:10:01 +00:00
Campbell Barton
c77179a3c2 code cleanup: comment/remove unused defines 2013-05-28 01:15:59 +00:00
Campbell Barton
c498a8f2b4 fix [#35544] Boids Segfault of frame advance using cursor keys
caused by partial revert of r56073.
2013-05-27 22:25:54 +00:00
Campbell Barton
a70fa65592 optimize mirror merging, remove array reallocation, replace with fixed size arrays. 2013-05-27 20:11:12 +00:00
Brecht Van Lommel
bb15701f86 Particles: patch #35205 by Jakub Zolcik
The Emission panel now has a Use Modifier Stack option to emit particles from
the mesh with modifiers applied. Previously particles would only be emitted from
faces that exist in the original mesh. There are some caveats however:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.68/Tools#Particles
2013-05-27 17:11:05 +00:00
Campbell Barton
083115c5e7 bmesh optimization: use offsets for deform-vert lookups to avoid customdata layer lookups within loops. 2013-05-27 12:42:48 +00:00
Campbell Barton
ec8d277c64 BLI_math rename functions:
- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4

these temporary names were used to avoid problems when argument order was switched.
2013-05-26 18:36:25 +00:00
Campbell Barton
5e347c4f71 code cleanup: typos 2013-05-26 12:02:29 +00:00
Campbell Barton
7222d654b2 code cleanup: typo and stop manpage turning '$' into italic. 2013-05-25 02:21:50 +00:00
Campbell Barton
2026e6a7b3 fix [#35500] Material Copy Crash on specific scenes
check material textures exist before using in a pasted material.
2013-05-25 00:23:23 +00:00
Campbell Barton
dfdb2eb9a8 fix own error in r56649, caused normal calculation to fail, reported as [#35448], also quiet float/double warning. 2013-05-24 06:50:15 +00:00
Thomas Dinges
99b325cebf Cycles / Toon BSDF:
* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering. 
* There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node. 

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon

Example render & blend file:
http://www.pasteall.org/pic/show.php?id=51970
http://www.pasteall.org/blend/21579
2013-05-23 17:45:20 +00:00
Sergey Sharybin
80a6654a81 Masks api improvements
- Added MaskLayer.splines.new (which creates single spline
  and returns pointer to it).
- Added MaskLayer.splines.remove() to remove given spline.
- Added MaskSpline.points.new() which creates new point
  in the origin and returns pointer to it.
- Added MaskSpline.points.remove() to remove given point.
2013-05-23 10:50:55 +00:00
Brecht Van Lommel
6bc2d57235 Fix #35449: image sequences to drive e.g. particle length or used in modifiers
were no properly updating when rendering animations.

The render engine was only updating the image user current frame on images used
by material textures. Now moved the function that updates all from the editors
to blenkernel level and do it on all frame changes.
2013-05-22 22:17:07 +00:00
Gaia Clary
be8649065b wrong list member size for memory setting(was too short) 2013-05-22 20:46:48 +00:00
Thomas Dinges
07ee0e6f7d Shader Nodes:
* Use unified node sizes, as already was done with compositor nodes. Only Mapping node uses a custom size. This way we don't have too small nodes on creation anymore.
* Don't show Script Category for Blender Internal nodes.
2013-05-21 20:21:46 +00:00
Miika Hamalainen
a8ec403d72 Fix: Smoke adaptive domain applied velocity in wrong unit space causing high velocities never apply additional margin ahead the fluid.
Also skip new flow velocity because thats not accurate enough to be of any use in there.
2013-05-21 18:59:46 +00:00
Campbell Barton
13bde6645b code cleanup: remove callbacks only added to wrap MEM_freeN 2013-05-21 08:45:10 +00:00
Campbell Barton
cd6b27f2b5 remove return value from MEM_freeN, it wasn't used anywhere and was cast to a different function signature. (which evidently works but error prone). 2013-05-21 07:37:59 +00:00
Campbell Barton
6de829cb7a code cleanup: split scons includes onto multiple lines, reduce chance of include conflicts later on. 2013-05-20 18:42:28 +00:00
Miika Hamalainen
53fd499d28 Fix: smoke noise tile was saved in Blender executable directory, which is often write protected on modern systems.
This caused high resolution smoke to always regenerate new tile when domain was reinitialized, slowing down especially adaptive domain simulations. Now noise tile is saved in Blender temp directory instead.
2013-05-20 17:48:16 +00:00
Campbell Barton
7759b2743a code cleanup: replace PARALLEL define with _OPENMP 2013-05-20 16:15:16 +00:00
Thomas Dinges
3758193c18 Cycles / Wireframe node:
* Added a wireframe node (Input category) to get access to Mesh wireframe data. 
The thickness can be controlled via a "Size" parameter, and is available in world units (default) and screen pixel size. 
* Only the triangulated mesh is available now, quads is for later. 

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wireframe

Render and Example file:
http://www.pasteall.org/pic/show.php?id=51731
http://www.pasteall.org/blend/21510
2013-05-20 15:58:37 +00:00
Gaia Clary
196f7f0f1f fix memory corruption: allocated memory space did not match the needed space 2013-05-19 09:45:53 +00:00
Campbell Barton
61dafba0bc fix for mistake in r56903 2013-05-19 08:46:17 +00:00
Brecht Van Lommel
3b2256f9af Fix for last fix, compile error in smoke code. 2013-05-19 04:12:00 +00:00
Brecht Van Lommel
0abe993435 Fix #35407: different particle behavior compared to 2.66, reverted part of 56073. 2013-05-19 04:07:01 +00:00
Campbell Barton
fa043d208b Optimizations for dyntopo
- creating faces was unnecessarily checking if they already existed.
- deleting a face did edge-lookups, when the edges are already available from the face-loops.
2013-05-18 19:18:55 +00:00
Brecht Van Lommel
11186184aa Fix #35404: crash in file save with python code that accesses mesh from panel.
On file save the mesh gets loads from the editmesh but the derived mesh caches
wer not cleared. This usually happens through the depsgraph but it needs to be
done manually here. Most changes are some refactoring to deduplicate derived
mesh freeing code.
2013-05-18 10:24:34 +00:00
Campbell Barton
a554a031f1 bump to version '2.67a' 2013-05-18 08:47:34 +00:00
Miika Hamalainen
d3a6c0c834 Smoke simulator: Add flow subframes and ability to set custom particle size.
Previously it was nearly impossible to have fast moving objects emitting smoke or they would just leave behind a row of smoke poofs instead of continious stream of smoke. Now it's possible to set number of subframes for each smoke flow.

Another new thing is ability to set size of smoke flow particles instead of using closest smoke cell. This also works with my earlier "full sample" commit, so no more blocky particles either. :)

For more info check my blog post: http://www.miikahweb.com/en/blog/2013/05/17/blender-smoke-subframes

This commit also includes couple of fixes I spotted while testing:
* Fix: dissolve was applied at different time for low res and high res simulations.
* Fix: full sample setting didn't get copied with domain.
2013-05-17 17:45:37 +00:00
Ton Roosendaal
e2f58d817a Bug fix, own collection.
Shapekey drivers were executed for every call to derivedmesh, which shouldn't happen.
It now only runs on the object_update() function, once for every depsgraph change.

Error was found while testing preview render in viewport. On each render, the
animsys sent a 'changed data' because of the shapekey drivers being called,
causing eternal re-render loops (without showing anything).
2013-05-17 13:15:43 +00:00
Lukas Toenne
a8964d865f Fix #35388, grouped nodes not editable in properties ui.
The issue here was that the "active" material node depends on the editor context. Previously (< 2.67) there was only 1 edited node group possible globally throughout Blender, so the active material in the context could be resolved more easily. The solution now involves the active_viewer_key variable (first introduced for compositor viewer nodes in r56271, naming is a bit awkward but hard to change in DNA). This key defines the "last modified" node tree to resolve ambiguity of active context items. For single editors the result is the same as in 2.66, if multiple editors are used with different node groups the last modified tree is used.
2013-05-16 15:06:18 +00:00
Campbell Barton
65dcc6ad4f use bool arrays rather then char for weight paint lock/select arrays 2013-05-15 15:52:48 +00:00
Brecht Van Lommel
bea14e8aaa Fix slow resizing of ID property arrays with more than 1619 items, it incorrectly
reverted to sizing with by 1 each time. This was slowing down painting long strokes
with small brush radius.
2013-05-15 14:36:58 +00:00
Sergey Sharybin
a5dd469a06 Fix #35354: dyntopo - materials and UI display issues
Textured dyntopo draw was leaving 2d textures enabled when it shouldn't.

Root of the issue was figured out by Campbell, actual place where
2D textures left enabled found by self.

Also, simplified fix is suggested by Campbell (mine was 2 lines longer! :)
2013-05-15 12:33:28 +00:00
Sergey Sharybin
9c510330d9 Move sculptsession functions implementation from object.c to paint.c
This functios are declared in BKE_paint.h header and using
SculptSession structure which is also declared there.

Anyway, does not make sense such a splitting of header and
implementation files, better be consistent here.
2013-05-15 08:54:05 +00:00
Sergey Sharybin
4fcd44d389 Fix #35362: using dyntopo gives wrong render results
Made it so dynamic topology will flush changes from
SculptSession->bm to Object->me.

Used the same approach as sculptsession_bm_to_me does,
but instead of using DAG_id_tag_update used in-place
DerivedMesh release. Otherwise this lead to some
update issues resulting in missed object after render.

Also fixed multires modifier not being applied for
render when rendering from dyntopo sculpt mode.

P.S. Apparently sculpsession_bm_to_me was declared
     in BKE_paint.h but implemented in object.c.
     Rather confusing and better make it so this
     functions are declared and implemented in
     consistent files. But will solve this in a
     separate commit.
2013-05-15 08:25:42 +00:00
Brecht Van Lommel
8ef3c42f80 Fix #35347: constraints with vertex group targets were not using the vertex group
weights, it assumed all weights were 1. This gave very different results with the
new bevel modifier due to slightly different vertex group interpolation.
2013-05-14 16:22:53 +00:00
Campbell Barton
bbea18f8c1 bridge tool: fix for error in recent commit. missed NULL check for example face. 2013-05-14 10:56:18 +00:00
Campbell Barton
cfbf9c324b style cleanup 2013-05-14 06:58:35 +00:00
Sergey Sharybin
d4c6ac9a60 Cleanup and small improvements to libmv
- Added const modifiers where it makes sense and
  helps keep code safe.
- Reshuffled argument to match <inputs>,<outputs>
  convention on parameters.
- Pass values to ApplyRadialDistortionCameraIntrinsics
  by a constant reference.
  This will save lots of CPU ticks passing relatively
  heavy jet objects to this function when running
  bundle adjustment.
2013-05-13 14:39:06 +00:00
Sergey Sharybin
682da3ac98 Apply scale on scene reconstruction when applying scale on camera
This means when you've got reconstructed scene assigned to a
3d camera (via camera solver constraint) and applies scale on
this camera from Ctrl-A menu, scale will be applied on the
reconstructed scene and reset camera size to identity.

This is very useful feature for scene orientation, when you'll
just scale camera by S in the viewport to match bundles
some points in the space, and then you'll easiy make camera
have identity scale (which is needed for nice working moblur
and other things mentioning by Sebastian :) without loosing
scale of bundles themselves.

Behavior of apply scale for cameras without clip assigned
to them does not change at all.
2013-05-13 13:37:05 +00:00