Commit Graph

47594 Commits

Author SHA1 Message Date
Campbell Barton
3d4c652041 fix for bug with edge-slide doing UV correction when the faces connected to one of the sliding edges dont have contiguous UV's (or vcols etc).
resolve by using faces adjacent to the ones directly connected to the edge that sliding.

This isnt a prefect solution but it resolves the common case where an edge slides along a UV seam.
2013-04-28 17:44:28 +00:00
Campbell Barton
2286c3ea3e simplify projectEdgeSlideData(), was doing unneeded looping, remove and remove need for visithash also. 2013-04-28 17:34:23 +00:00
Thomas Dinges
674d82d783 Fluid UI:
* Display Simulation threads only, when built with OpenMP.
2013-04-28 16:52:51 +00:00
Campbell Barton
608dc78241 warning cleanup: assignment to unused vars, r56359 changes how brush falloff is used slightly but this isn't so important so just remove falloff adjustment. 2013-04-28 15:37:18 +00:00
Bastien Montagne
428debd9c8 Fix for "new" Cycles handling of textures, UI code assumed all texture users use "texture" as prop name, but at least WeightVG modifiers do not.
Fixed by adding a "texture_user_property" member to spacebuts' context, and using it to get the prop identifier in ui script.

Thanks to Brecht for its advice!
2013-04-28 15:20:52 +00:00
Brecht Van Lommel
fe6c45e36e Fix #34233: bad alpha blending for 3D texture painting. Same changes as the
previous fix for 2D image painting were done, and also:

* For brushes that do masking (keeping the max contribution to a pixel limited),
  the alpha from textures is now part of the mask. In many cases the logic
  worked out the same and where it didn't it used to cause artifacts.

* Color interpolation for smear and soften tools now happens in premultipied
  space, to avoid bleeding of RGB colors from zero alpha areas.

* Fix a few cases where byte <=> float conversion was not doing the proper
  straight <=> premul conversion.

* Replace some float division by constants with multiplications, is faster.

Note: float texture painting seems to have some issues updating the OpenGL
texture, but issue was already there before this commit.
2013-04-28 11:55:41 +00:00
Ton Roosendaal
24a4e195cd Bug fix #35117
Sequencer: Properties region didn't have the general Sequencer keymap, so it didn't
respond to "Nkey" to hide the region.
2013-04-28 09:47:11 +00:00
Ton Roosendaal
628284ccda Bug fix #35124
Outliner was drawing "Animation" category even when no actions/strips/drivers existed.
Would happen after adding Action and unlinking it.
2013-04-28 09:16:10 +00:00
Mitchell Stokes
46dad61e50 BGE: Fix for [#34383] Blender crash Steering actuator 2.66 -> 2.59 -> 2.66. Reported and fixed by HG1. 2013-04-28 06:13:24 +00:00
Campbell Barton
1cc52288d5 fix for crash while drawing editmesh with weights in rare cases when the length was set but array NULL. 2013-04-27 23:42:42 +00:00
Campbell Barton
b7c931416c fix for out of bounds memory read when running wire-frame tool on empty mesh. 2013-04-27 22:10:06 +00:00
Campbell Barton
2810331119 minor changes, BLI_uvproject_from_view was doing matrix multiply for no reason, quiet float/double warning. 2013-04-27 21:56:28 +00:00
Campbell Barton
25e82fe62d BLI_strlen_utf8 was doing size_t / int conversion unnecessarily. 2013-04-27 19:40:23 +00:00
Campbell Barton
4c389127c1 remove unused function: projectf 2013-04-27 19:27:08 +00:00
Campbell Barton
7c27cfc020 add vertex color smooth operator.
Since the bug was fixed that made blur brush _not_ blur all verts, there is no way to blur vertex colors after baking.
While this was hidden it was useful especially for baking vertex colors.
2013-04-27 19:00:26 +00:00
Sergey Sharybin
f5e022a0a0 Solve possible uninitialized variables usage in sequencer draw function 2013-04-27 18:21:16 +00:00
Campbell Barton
1fe4a27305 quiet warning, color blend c file was missing own include, also minor style tweaks. 2013-04-27 17:41:10 +00:00
Sergey Sharybin
f716eb17e2 Some color space issues in sequencer:
Sequencer was always trying to do GLSL color space
conversion, not respecting user settings at all.

This failed a lot when RGB curves a used in color
management settings.

Now sequencer will fallback if GLSL can not be used
and will also respect user settings (however, draw
pixels are not supported, sequencer always uses 2D
textures).
2013-04-27 15:01:17 +00:00
Ton Roosendaal
8069d1ad1a "Bug" & usability fix, own collection.
Color Pickers in Blender support precision editing with holding Shift key.
Unfortunately, on first click the picker cursor moves to the mouse position,
making the precision dragging quite useless.

Now, if you hold Shift, the picker editing will only apply the delta motion
of your mouse drags, making it much nicer for fine tuning of color grades
in Sequencer or Compositor.
2013-04-27 12:54:45 +00:00
Brecht Van Lommel
4c2c24aac3 Fix #35113: solidify modifier not preserving clamp option on duplicating the
object or modifier.
2013-04-27 12:54:31 +00:00
Brecht Van Lommel
8f9150871c Fix part of #34233: bad alpha blending for 2D image painting. This is a very
old issue, the formulas here were never quite right, should all work ok now
with byte and float images.

Some differences:

* Colors with zero alpha from the background will never have an influence, so
  you don't get alpha fringes when painting over such areas. This does give
  hard edges when looking at the RGB channels alone, but there's no way to
  avoid that and fringes at the same time, same behavior as other painting apps.

* Add/Subtract/Multiply/Lighten/Darken now leave the alpha channel unchanged
  and work only the RGB channels, again same behavior as many other apps.

* Erase/Add alpha now compensates for premultiplied float images to keep the
  straight RGB colors the same.

Next: fix projection painting.
2013-04-27 12:51:23 +00:00
Mitchell Stokes
a580677801 BGE: Small fix to allow clip alpha to work with alpha shadows. 2013-04-27 08:37:41 +00:00
Campbell Barton
2b640a2519 fix for own commit r56204, wasnt checking edges exist before adding. 2013-04-27 01:16:38 +00:00
Campbell Barton
5018ea5e29 real fix for [#35097], (curve cap flipping).
previous commit was incorrect, the face flipping depended on the orientation of the curve.

fix by passing the bevel direction to the fill function so we can have a reliable front/back.

This also gives some speedup for all curve filling since we can avoid calculating the normal since its already known.
2013-04-26 21:04:12 +00:00
Campbell Barton
357198d885 fix [#35097] only one curve cap is visible while backface culling is enabled - (again)
also replace array copying with memcpy.
2013-04-26 20:04:58 +00:00
Campbell Barton
35ddc47d38 fix for regression where tessface weren't recalculated when running loopcut outside of a macro. 2013-04-26 19:25:56 +00:00
Sergey Sharybin
d87b40d95d Fixes for color management:
- Sequencer preview was clamping float buffers
- ACES color space wasn't correct, was noticeable when
  applying display processor from linear space to display.
- Extended sRGB LUT to sRGBf from nuke-default config.
  Makes sequencer behave much better in sRGB space.
2013-04-26 18:56:15 +00:00
Campbell Barton
61ad024b7e fix for recent commit that allowed incorrectly flushed face selection. 2013-04-26 18:45:05 +00:00
Campbell Barton
2e89f6350d edgeslide fixes/tweaks
* re-executing edgeslide was using initial mouse coords only.
* allow negative smooth
* allow more then 10 cuts in RNA limits.
2013-04-26 18:12:05 +00:00
Campbell Barton
6d83322841 add support for macro redo if all operators in the macro have an exec()
this fixes [#35079]
2013-04-26 17:36:54 +00:00
Campbell Barton
44b9de12b5 add exec() to loopcut so it supports redo. 2013-04-26 17:29:42 +00:00
Sergej Reich
63891a7638 game engine: Use 0.04 as default collision margin
0 is to unstable as a default.
2013-04-26 16:27:20 +00:00
Campbell Barton
dfc406fc2c fix/feature [#35085] Loop cut slide
Loop cut slide now works with multicut.

issue is that since edge slide now supports more configurations, cases where loop-cut-slide silently failed before,
now slide (albeit in an awkward way at times).

Fix this my adjusting the selection of after loopcut so edge slide can properly operate on it.
2013-04-26 15:05:19 +00:00
Brecht Van Lommel
722175e4b9 Fix image painting not adding alpha when 2D painting in the image editor. This
code got lost after the optimizations in revision 55033.
2013-04-26 14:43:38 +00:00
Sergey Sharybin
3b23035282 Fix 35091: Blender internal does not render face texture alpha
Issue was introduced in svn rev54374.

Now made it so image's flag from imagewrap*() argument
is checked instead of using tex->ima, which seems how
this functions were supposed to work.

Doublechecking on this change is really welcome!
2013-04-26 14:32:06 +00:00
Brecht Van Lommel
f0fb5db329 Fix preview render not starting in some cases, now starts the preview rendering
job if no render result is found and no preview render job is already running.
2013-04-26 13:47:57 +00:00
Joshua Leung
eda757d4c8 Bugfix [#34645] NlaStrip Tweak Mode - No automatic action length sync on exit
Originally I was thinking of not restoring this functionality (see report for
further details). However, upon rechecking the code, it seems that there was
actually a define set up for this already, but which wasn't actually hooked up
yet. So, this commit basically exposes this option ("Sync Length") which ensures
that when exiting tweak mode on a NLA Strip, that strip instance (and not other
users of the same action) will be updated to include the newly added keyframes.
This option is not enabled by default, and shouldn't really be needed in most
("intended") workflows.
2013-04-26 13:42:55 +00:00
Campbell Barton
1a3c59baac fix for out of bounds memory access in solidify modifier (hidden by guardedalloc). 2013-04-26 11:31:54 +00:00
Campbell Barton
0d488c5580 add subsurf limits, in RNA, there were none, but subsurf would assert at 29.
Checked and subsurf level 11 gives over 3 million faces from a single triangle. So use this as a limit.
2013-04-26 11:30:16 +00:00
Sergey Sharybin
708622c7f2 Fix #35082: Blender Freeze when change smoke domain setting
Issue was introduced by svn rev56273 and was caused by
both smokeModifier_do and smokeModifier_reset (which is
called from smokeModifier_do) do mutex lock/unlock.
This lead to quite undefined behavior caused by the same
thread released mutex twice.

Solved by not locking mutex from inside routines calling
from smokeModifier_process -- mutex is locked in parent
function anyway.
2013-04-26 08:30:55 +00:00
Brecht Van Lommel
e77729f5dd Fix a few more cases where an operator should not show in the search menu. 2013-04-26 02:44:21 +00:00
Sergej Reich
b0d6c93ab6 game engine: Use bullet's default contact processing theshold
Blender's old default of 1 was too small here.
Now we don't override the default.
If it's really needed to use a smaller value here, the property should
be first exposed in the ui, but don't think this is necessary.

Fixes [#35076] Dynamic objects have periodic glitch in velocity when on an incline
2013-04-25 19:50:54 +00:00
Bastien Montagne
e22c52af16 Fix [#34545] Render layer name is unwantedly translated in composite node editor
Some enums' items actually are generated from data (like the render layers of compo nodes), so they should not be translated. Added a PROP_ENUM_NO_TRANSLATE new RNA flag to tag those enums (only found those for nodes, but may be more of them around).

Also fix similar issue in main list of render layers (Py UI code! :P ).
2013-04-25 17:40:08 +00:00
Campbell Barton
ed68497700 style cleanup 2013-04-25 16:35:57 +00:00
Sv. Lockal
8df319f5e6 minor fixes for freestyle
- update copying code for linestyles to copy gaps
- update copying code for freestyle line modifiers to copy mapping flags and seeds
- fix drawing code for Material modifiers after a recent refactoring
2013-04-25 16:23:23 +00:00
Campbell Barton
faeeb4b3aa individual inset was missing relative option. 2013-04-25 16:14:04 +00:00
Brecht Van Lommel
656213e6b2 Fix freestyle crash due to freed memory access. The render data needs to be
freed first, and then the scene that it used.
2013-04-25 15:59:15 +00:00
Brecht Van Lommel
4a6de485c3 Fix part of #34640: vertex color blur brush would average face corner colors
at vertices for the entire mesh, which meant that discontinuous face colors
would be lost for unrelated parts of the mesh too. Now only vertices within
the brush radius will be affected.
2013-04-25 14:29:19 +00:00
Brecht Van Lommel
c2d5c72245 Fix part of #34640: colors darkening when using the vertex paint blur tool.
The problem was that vertex colors only have 8 bits of precision, and integer
division always rounds down, so after some color blending iterations everything
gets darker. Instead use integer division that behaves like round() instead of
floor() for blending operations.
2013-04-25 14:16:22 +00:00
Gaia Clary
631f2b94ef fix:#35073 face normals calculation used wrong mloop index 2013-04-25 13:28:32 +00:00