Commit Graph

66005 Commits

Author SHA1 Message Date
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
Brecht Van Lommel
309db8032c Fix libmv build with visual studio 2012.
Patch #35158 by Jurgen Herrmann.
2013-05-11 13:10:39 +00:00
Brecht Van Lommel
f35a9328e0 Fix for previous fix, not sure it will cause issues in practice but better be
sure to avoid invalid memory access.
2013-05-11 12:21:33 +00:00
Campbell Barton
a19f7899fb utility functions to reverse and rotate linklists. 2013-05-11 12:18:12 +00:00
Brecht Van Lommel
a919b0e4c3 Fix #35265: on OS X, pressing system shortcuts such as cmd+M or cmd+` would both
insert text in the text editor and do the associated operation like minimizing the
window or switching windows.

The code was always doing both without trying to ensure only one is done. Now we
integrate a bit better with the event handling and pass the event to NSApp, which
then decides to handle the event itself or pass it on to the window, from where
we then send it back to be handled.
2013-05-11 10:15:27 +00:00
Brecht Van Lommel
561cf26c2f Fix #35306: cycles normal mapping not working with flat shading. 2013-05-11 09:31:58 +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
Thomas Dinges
4ae201e105 Cycles / Closures:
* Avoid some unnecessary re-declarations of closure data and simplify *_setup() functions a bit.
2013-05-10 22:41:24 +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
8e13bb3f60 Fix #35273: click in empty space to deselect as used by the Maya keymap gave
a python error when used in pose mode.
2013-05-10 20:49:16 +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
8e9b6daa8e Fix for recent bugfix with anisotropic node crash, could do invalid memory access. 2013-05-10 15:10:54 +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
31e39e9b0e Cycles: add Use Surfaces and Use Hair option to render layers, to disable rendering
of hair and surfaces, similar to blender internal options.
2013-05-10 13:34:49 +00:00
Thomas Dinges
96a11219f6 Code cleanup / Cycles:
* Change some more if / else if conditions to switch / case. 
* Avoid an unneeded variable casting in phong_ramp closure.
2013-05-10 12:51:30 +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
Brecht Van Lommel
34d7392297 Fix #35282: cycles color ramp set to constant interpolation did not work well. 2013-05-10 11:44:24 +00:00
Brecht Van Lommel
e46551246c Fix #35272: cycles GPU crash with anisotropic shader in group node.
Problem was that due to group proxy node the anisotropic node did not detect
early enough that it needs generated texture coordinate data to generate the
tangent. Now the proxy nodes are removed earlier.
2013-05-10 11:31:57 +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
a961b683fc Small fix for node add operators: use the UNDO option so they get registered in undo stack properly. 2013-05-10 09:54:25 +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
Sergey Sharybin
2cf1f1f4d6 Left extra logging print by accident. 2013-05-10 07:26:55 +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
Sergey Sharybin
4648ec3e82 Remove check for zero focal length in BA cost functor
This check is actually redundant, because empty intrinsics
will have focal length of 1.0, which means original comment
about BundleIntrinsics was not truth.

It is possible that external user will send focal length of
zero to be refined, but blender prevents this from happening.
2013-05-10 06:48:47 +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
Sergey Sharybin
3a309a8313 Synchronize changes between bunded libmv and own libmv branch. 2013-05-10 06:26:01 +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
Bastien Montagne
fffab3993d Bit flag enum props are always expanded, no need to specify it explicitely! 2013-05-09 19:30:09 +00:00
Sergey Sharybin
ed131e67c4 Add check for points behind camera in euclidan BA cost functor
In cases keyframes are no so good, algebraic two frames construction
could produce result, for which more aggressive Ceres-based BA code
will fall to a solution for which points goes behind the camera,
which is not so nice.

Seems in newer Ceres returning false from cost functor wouldn't
abort solution, but will restrict solver from moving points behind
the camera.

Works fine in own tests, but requires more tests.
2013-05-09 16:38:58 +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