Commit Graph

6087 Commits

Author SHA1 Message Date
Ton Roosendaal
d8ae1c93f3 Accidentally committed without log...
This commit removes old preview-image signals for Compositor, this was
obsolete when event-based updates were added, and was still causing
recalculations for example on loading files.
2006-02-02 22:35:23 +00:00
Ton Roosendaal
b43ddb4dec Added better safety in vertex/weight paint, so it survives painting outside
the window edge. Also did a paranoia larger memory allocation... weird
reports I got.
2006-02-02 21:52:35 +00:00
Ton Roosendaal
4249bce1bf Three feats;
- RenderLayers with 'view layers' set, now also take visible lights into
  account. Works just like for scene layer settings.

- On ESC from render, compositing (if set) is being skipped too

- While rendering with multiple RenderLayers it will end with a display
  of the current RenderLayer (as in Scene buttons)
2006-02-02 21:08:39 +00:00
Ton Roosendaal
15eebf614f Duplicator bugfix: particle duplicators were not restoring the matrix for
the duplicated object correctly. This appeared like object disappeared.

Note; to see this fix work on older files, you have to invoke a depsgraph
call, like by grabbing the duplicated object.
2006-02-02 19:54:42 +00:00
Ton Roosendaal
21e7a5f142 Render fix: object-duplicators now give their layer setting to the
duplicates, enabling lighting and layer-render properly.
2006-02-02 19:31:15 +00:00
Ton Roosendaal
2a528b285e If Images have relative path, and come from a library, it uses the library
path as reference for loading the image.
2006-02-02 18:28:01 +00:00
Ton Roosendaal
f493e8ed2e features & fixes:
- Enabled Groups to execute in Compositor. They were ignored still.
  Note; inside of groups nothing is cached, so a change of a group input
  will recalculate it fully. This is needed because groups are linked
  data (instances use same internal nodes).

- Made Composit node "Viewer" display correctly input for images with
  1/2/3/4 channels.

- Added pass rendering, tested now with only regular Materials. For
  Material nodes this is quite more complex... since they cannot be
  easily separated in passes (each Material does a full shade)
  In this commit all pass render is disabled though, will continue work on
  that later.
  Sneak preview: http://www.blender.org/bf/rt.jpg  (temporal image)

- What did remain is the 'Normal' pass output. Normal works very nice for
  relighting effects. Use the "Normal Node" to define where more or less
  light should be. (Use "Value Map" node to tweak influence of the
  Normal node 'dot' output.)

- EVIL bug fix: I've spend almost a day finding it... when combining AO and
  mirror render, the event queue was totally screwing up... two things not
  related at all!
  Found out error was in ray-mirror code, which was using partially
  uninitialized 'ShadeInput' data to pass on to render code.

- Another fix; made sure that while thread render, the threads don't get
  events, only the main program will do. Might fix issues reported by
  people on linux/windows.
2006-02-02 17:54:22 +00:00
Ton Roosendaal
ccbc32abed Curve tool was not threadsafe... it was storing premultiplied curves in
a function (static vars) itself, causing mixups of curve data on usage.
2006-02-02 14:37:25 +00:00
Matt Ebb
b38145ff51 * This should have come along with the cursors commit before, to make the standard cursor show when over a window header. *blush* 2006-02-02 12:16:23 +00:00
Alexander Ewering
6cede56718 Bug #3854: Extruded/Bevelled text objects didn't get the right materials
for front/back faces. This should also fix and enable overlapping extruded/
bevelled characters.
2006-02-02 12:13:08 +00:00
Toni Alatalo
afb5a2acf5 yet another temporary strange but straightforward hack for a script at orange to work! that is: while Joseph is working on the actual Constraint API for bones etc., this allows our armature script to set influences with a simple call: armatureobject.setConstraintInfluenceForBone(bonename, constraintname, influence); fails silently at failure ('cause the c calls used do and no retvals are checked) and is in the strange place (as the current api is largely not object level) but works for us for now (e.g. next few weeks). 2006-02-01 22:21:46 +00:00
Chris Want
dc2cab13bd Strangely, the BLI_timestr() function returns nonsense on linux for
ia64. It appears that if I get rid of the fmod expression, and
use integer math I get the right values. Hopefully this isn't a
problem for anybody.
2006-02-01 20:16:50 +00:00
Stephen Swaney
76ba34768e bugfix: Object.Get() throws ValueError rather than AttributeError. 2006-02-01 15:21:05 +00:00
Campbell Barton
88e0f089be 3ds importer distributed with Blender 2.41 is broken in 2 places so bugfixed and updated...
Version 0.93
- Tested with 400 3ds files from turbosquid, model cd's and net samples.
- Tactfully ignore faces that used the same verts twice.
- Rollback to 0.83 sloppy un-reorganized code, new code broke UV coord loading.
- Converted from NMesh to Mesh. First importer to use Mesh.
- Faster and cleaner new names.
- Use external comprehensive image loader.
- Re intergrated 0.92 and 0.9 changes
- Fixes for 2.41 compat.
- Non textured faces do not use a texture flag.
2006-02-01 10:52:54 +00:00
Campbell Barton
c8ff92d965 Added a function for importers to use, comprehensive image loader takes an imagepath and a file path- and imports the image, if it exists it uses the one alredy loaded or does a realy good job of finding the right image case insensitite if the normal path is not found. looks in all the logical places for the image- If teh image isnt found then a new dummy image is returned.
The nice thing about this is you can request an image and  you know youll get an image back- without doing your own error handeling.
2006-02-01 10:31:49 +00:00
Joilnen Leite
bee859fe17 fix for bug of long group long name, bug found and fixed for bmx007
.
2006-02-01 10:08:42 +00:00
Jens Ole Wund
93de82c3d9 removing dead experimental code 2006-02-01 09:46:34 +00:00
Ton Roosendaal
17fdca3372 Made preview render only use non-threaded tile processor, got reports
of crashes, and noticed here theres something not well functioning
with ghost & threads, probably. Will test that tomorrow more.
2006-01-31 23:25:53 +00:00
Jens Ole Wund
a9077e3582 WIP
-- fast softbody collision /* caching colliding objects & some global bounding boxes */
-- to compare .. set rt to 666
2006-01-31 22:48:41 +00:00
Ken Hughes
1b0ad97f46 ==Python API===
Minor typo fixes for Object API.
2006-01-31 22:18:07 +00:00
Ton Roosendaal
5e3170fafd Three features;
- Live scanline updates while rendering
Using a timer system, each second now the tiles that are being processed
are checked if they could use display.
To make this work pretty, I had to use the threaded 'tile processor' for
a single thread too, but that's now proven to be stable.

Also note that these updates draw per layer, including ztransp progress
separately from solid render.

- Recode of ztransp OSA
Until now (since blender 1.0) the ztransp part was fully rendered and
added on top of the solid part with alpha-over. This adding was done before
the solid part applied sub-pixel sample filtering, causing the ztransp
layer to be always too blurry.

Now the ztransp layer uses same sub=pixel filter, resulting in the same
AA level (and filter results) as the solid part. Quite noticable with hair
renders.

- Vector buffer support & preliminary vector-blur Node
Using the "Render Layer" panel "Vector" pass button, the motion vectors
per pixel are calculated and stored. Accessible via the Compositor.

The vector-blur node is horrible btw! It just uses the length of the
vector to apply a filter like with current (z)blur. I'm committing it anyway,
I'll experiment with it further, and who knows some surprise code shows up!
2006-01-31 21:49:05 +00:00
Jens Ole Wund
397ee6768d -some knitpicking on low scale brushes
-- should do 'alpha' right now ..  down to brushes of 2 pixel size
-making AUX1/2 real air brushes .. must have been lost by brechts 'cleaning'
2006-01-31 21:43:59 +00:00
Toni Alatalo
e377e5407f returned a revised result output, style "Copied UV from object Cube to object(s) ['Cube.004', 'Cube.003', 'Cube.002', 'Cube.001']." 2006-01-31 21:01:50 +00:00
Toni Alatalo
30313539dd little sanifying: now copies UV coords from the active object to (other) selected object(s), and rises exceptions for the cases where does not work. documentation to be improved .. and perhaps the API shows RuntimeErrors with messages for the users nicely in popups or something in the phuture. 2006-01-31 20:57:05 +00:00
Toni Alatalo
436d682406 an initial version of a simple UV copy script, gotta decide and implement the UI integration still, is .. eh suboptimal here, but is noted with XXX in comments with suggestions :) .. thanks for theeth and others on Elysiun who made this, and for Unnamed on irc for digging up .. seems that NMesh -> Mesh conversion was not necessary, but might be a nice excercise. 2006-01-31 19:47:52 +00:00
Campbell Barton
e53bb5b342 In some PC's (not mine) forced grid casued an infinate loop. - commenting until more is discovered. 2006-01-31 12:13:53 +00:00
Matt Ebb
3a22871f41 * Fix to adaptively grow and shrink the width of the Ipo channel list based on the width of the names.
Now we can actually distinguish our shape ipo channels!
2006-01-30 23:25:42 +00:00
Campbell Barton
1622f9e569 Removed gradients- too intense, just forced all hoz gridlines for now. 2006-01-30 22:31:01 +00:00
Kent Mein
1f691ae3cd Added KX_VehicleWrapper.cpp
(Let me know if this doesn't fix it, no time to test it.)

Kent
2006-01-30 21:51:11 +00:00
Erwin Coumans
22c7c71d03 added more game-engine physics vehicle infrastructure. 2006-01-30 20:49:41 +00:00
Erwin Coumans
18857a6225 prepared physics/game engine infrastructure for vehicle support.
fixed a python related bug with physics contraints
fixed some line-ending problem with blenderbuttons.c

makefile/scons/projectfiles need to add source/gameengine/Ketsji/KX_VehicleWrapper.cpp
2006-01-30 20:33:59 +00:00
Kent Mein
8e9222ec21 More simple fixes to cleanup warnings and what not:
extern/bullet/BulletDynamics/ConstraintSolver/SimpleConstraintSolver.h
        added newline at end of file.
 intern/boolop/intern/BOP_Face2Face.cpp
        fixed indentation and had nested declarations of a varible i used
                for multiple for loops, changed it to just one declaration.
 source/blender/blenkernel/bad_level_call_stubs/stubs.c
        added prototypes and a couple other fixes.
 source/blender/include/BDR_drawobject.h
 source/blender/include/BSE_node.h
 source/blender/include/butspace.h
 source/blender/render/extern/include/RE_shader_ext.h
        added struct definitions
 source/blender/src/editmesh_mods.c
 source/gameengine/Ketsji/KX_BlenderMaterial.cpp
 source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
 source/gameengine/Ketsji/KX_RaySensor.cpp
        removed unused variables;
 source/gameengine/GameLogic/Joystick/SCA_Joystick.cpp
        changed format of case statements to avoid warnings in gcc.

Kent
2006-01-30 19:59:33 +00:00
Ton Roosendaal
ed81ff405f Fix: buttons previewrender was re-rendering on scrolling a lot, this due
to rounding noise when trying to detect if previewsize changed. Made it
use a threshold now.

Fix: SHIFT+P in editmode is still push/pull, outside editmode it'll do
the preview render. (Note; editmode changes are not updated anyway!)
2006-01-30 19:39:05 +00:00
Matt Ebb
1c3ece9915 * Allow the Sequence editor to scale in Y axis too. Why was this never enabled? 2006-01-30 16:34:18 +00:00
Ton Roosendaal
6b7c992920 Bugfix: missing faces on edge of image
Yesterdays commit slightly extended clipping area for window, to ensure
no empty borders get rendered. Unfortunately it reveiled a case in code
that was never handled; clipping code was throwing away good faces. Old
bug... but apparently never showed up?
2006-01-30 16:23:14 +00:00
Campbell Barton
416329c477 small fix for wave drawing. Made trackview draw gradiants as background. Grid does not necessarly represent tracklines at the moment and this is a nice way to show tracks. 2006-01-30 12:41:33 +00:00
Ton Roosendaal
ba83c7ffeb The patch to pre-emptify the queues for 'clever numbuts' didn't check for
non-existant windows, causing crash for example in Action window for shapes
2006-01-30 11:30:37 +00:00
Ton Roosendaal
e193648595 Created threadsafe MEM_malloc versions in BLI_threads.h, now in use
for compositing code.

Officially malloc/calloc/free is threadsafe, but our secure malloc system
requires all memory blocks to be stored in a single list, so when two
threads write in this list you get conflicts.
2006-01-30 11:09:50 +00:00
Erwin Coumans
18ab7c468f P back to Play Game :)
<shift>P = preview toggle.
Don't know what the previous <shift>P did, something like 'Transform'. Ton, can you look into this?
2006-01-30 05:43:07 +00:00
Jean-Luc Peurière
b9ce28fc37 revert to sane defaults in sconstruct for darwin
game engine and openal were disabled
2006-01-30 00:45:44 +00:00
Ton Roosendaal
b01b574656 When using Duplicated Objects (like vertex dupli) the original isn't
rendered anymore, to prevent overlapping situations. This worked before.

Note; group dupli stuff will test later. :)
2006-01-29 23:45:11 +00:00
Jean-Luc Peurière
38cafa3009 adding needed entries to stubs.c after orange branch commit
so that player compiles.
2006-01-29 23:41:15 +00:00
Campbell Barton
07cde494c1 reduced dithering on sequence wave redraw. 2006-01-29 23:28:50 +00:00
Ton Roosendaal
6dd3fd2a26 Two issues solved in render recode;
- the sub-pixel masks for applying correct filters (gauss and friends)
  accidentally were y-flipped, causing bad looking results.

- zbuffer was clipping extremely narrow, causing border pixels to miss
  samples, and reveiling alpha that way (was in old render a prob too)
2006-01-29 23:01:33 +00:00
Tom Musgrove
130c1dcb31 ==SConscript fix for cygwin==
cygwin build environ was missing the path for libtiff
2006-01-29 22:58:58 +00:00
Matt Ebb
aa3aaaa9b6 == interface ==
Two new mouse cursors (paintbrush and text I-bar) made by basse (he even made the patch!), inspired by Bart's page.

I also changed screenmain() ever so slightly, so that the standard cursor is always used when the mouse is over a window header.
2006-01-29 22:25:53 +00:00
Brecht Van Lommel
24446906bc Use ALsizei/GLsizei to fix compile errors on mac / gcc 4.x. 2006-01-29 21:29:14 +00:00
Willian Padovani Germano
48fc07716a Scripts:
Small typo (or so it seems) in bevel center, preventing it from working.
2006-01-29 21:04:30 +00:00
Martin Poirier
c23aadd1e4 Bug #3837
A commented if in toets.c for flipping the render buffer prevented the propagation of the keypress to handler in space.c

Ton: I added a temporary check for no qualifier but it's missing a test for an opened render window.
2006-01-29 19:38:52 +00:00
Willian Padovani Germano
4b01aa7aa5 Scripts:
The orange -> HEAD merge reverted some scripts to older versions. This only
affected the ones that already existed before the orange branch.
Minor issue, easy to fix.

All in all, kudos to kaito, Hos and others for all the hard work in
bringing (coding, merging) all these changes to the main branch.
2006-01-29 19:17:53 +00:00