Commit Graph

23194 Commits

Author SHA1 Message Date
Campbell Barton
de1bb51b0a another reason to run makesrna needlessly every build is that the makesrna binary is newer then the generated files. 2010-12-19 08:48:15 +00:00
Campbell Barton
c26cc0afa1 bugfix [#25290] Align on text gives a traceback
[#25284] Traceback error on "System Info" script

- Align was only working on mesh objects, now operate on all objects, missing boundbox's are treated as single points.
- obj.bound_box was returning all nan's for object types with no boundbox.
- ENUM_FLAG type enums were showing no text when displayed in operator redo panel.
2010-12-19 07:05:29 +00:00
Joshua Leung
096369e89d [#25278] Ctrl-left click in beizer edit mode with no selection results
in crash.

This commit fixes the crash (missing null check for nu==NULL).

However, there is still a problem here with Curve Ctrl-Click not
behaving the same as Mesh EditMode Ctrl-Click, which adds a new vert
no matter what (i.e. no previous selection required). Then again,
that's a separate "todo" issue, so we can close this report now :)
2010-12-19 01:59:52 +00:00
Guillermo S. Romero
831684fd8f Fix compilation, obvious typo. 2010-12-19 01:55:07 +00:00
Joshua Leung
e47ab723a0 Bugfix [#25221] Jump to Next/Prev keyframe doesn't work with
RotoBeizer

The jump to keyframes operator was being a bit too strict with its
checks for where it should check for keyframes.

In this particular case, RotoBezier keyframes were on Curve AnimData,
so the check for Object AnimData would return false, thus overlooking
this possibility. However, it should be safe enough to just open
things up a bit more.
2010-12-19 01:27:32 +00:00
Joshua Leung
43af26fa41 Bugfix [#25291] Objects that should not have subsurface modifier have
it (eg cameras)

When trying to add a modifier to non-geometry objects, warnings are
now shown instead of just adding some (useless) modifiers that cannot
be removed later.
2010-12-19 01:14:57 +00:00
Janne Karhu
555427765d Pointcache frame markers in timeline look a bit nicer if they are aligned exactly on frames. 2010-12-18 21:19:55 +00:00
Janne Karhu
d920bf5072 Mistake in previous own commit, checking the wrong cache frame. 2010-12-18 21:16:37 +00:00
Ton Roosendaal
e93a7aa849 FILTER="^\[[ 0123456789][ 0123456789][ 0123456789]\%] \|Linking \(C\|CXX\) static library\|Building \(C\|CXX\) object \|Built target "
Bugfix #25280

Image: sequence option was hardcoded to assume "first frame" was always
picture "001". Made it impossible to have a sequence of images starting
with picture like "000"

Note that by allowing to render a first frame as 000 in Blender, things
mess up a bit here. Things work now as follows:

- Start Frame = 1 : Image 001 on frame 1
- Start Frame = 0 : Image 001 on frame 0
- Start Frame =-1 : Image 000 on frame 0 ;)

This is of course the lack of proper control for image sequences.
Definite something to work on; best idea I have now is a new setting
that defines the Image Number to be "first frame". That way you can
map that number on any Blender frame. Or it makes it more confusing? :)

For the doc department: the proper meaning of "Start Frame" now is:

"The blender frame a sequence starts playing, assuming the sequence
starts with image #1"

Tooltop was fixed accordingly

(Also fixed 'remove doubles' to show more precision in toolbar)
2010-12-18 18:56:21 +00:00
Janne Karhu
a73e06775f Bug fix: some file browser buttons didn't return filename even though they were supposed to
* It working before was actually a bug that got fixed by ton in r33663.
* Now the property subtype is correct and things work like they should.
2010-12-18 16:52:17 +00:00
Janne Karhu
b58dbbd51b Extreme makeover of pointcache code:
* Pointcache code was quite ugly looking and complicated, so here are mostly just cosmetic adjustments, but some improved logic also.
* Slight cleanup of pointcache ui too.
* Shouldn't have any functional changes what so ever, so poke me right away if something seems off.
2010-12-18 15:03:31 +00:00
Janne Karhu
a934116298 Fix for [#25282] Crash when weting initial mesh pressets with a smoke simulation 2010-12-18 09:46:52 +00:00
Janne Karhu
ee762ce93f Fix for mistake in own commit
* Was a bit too eager to clean up, so all particles got reset when changing a particle value when animation was playing.
2010-12-18 09:32:27 +00:00
Campbell Barton
7bc0fa99ae workaround for build system dependency hell, fixed for cmake + makefiles (probably other buildsystems too).
makesrna was often generating source every build, but not updating the files because the contents wasn't changed.

this happened because makefiles would check makesrna.c and rna_*.c files were newer then rna_*_gen.c and force a re-generation.

Now ensure updating the files even if they dont change when makesrna.c or rna_*.c are newer then rna_*_gen.c files.

Another solution for this would be to run makesrna program for each C file for finer grained deps.
or remove file comparison checks but that would mean a change to any rna_*.c file would rebuild all.
2010-12-18 09:27:08 +00:00
Sergey Sharybin
b31b63bd72 - Rename operator "Set Curve Radius" to "Set Curve Weight" to "Set Goal Weight"
as it was in 2.49 (functionality of this operator hasn't changed, but it's
  quite confusing name)
- Documentation for some curve operators
2010-12-18 09:18:39 +00:00
Campbell Barton
77c17d332d fix [#25262] Keyboard shortcut presets can't be made because of wrong folder
New create option when getting a user resource for creating paths.
  bpy.utils.user_resource(type, path, create=False)
2010-12-18 07:22:52 +00:00
Sergey Sharybin
96dfaa215c Fix for moving caret to the line beginning/ending when word-wrapping is enabled 2010-12-17 20:24:13 +00:00
Brecht Van Lommel
8b28c24d16 Fix #25272: shrinkwrap with dependency cycle could lead to eternal
loop and increasing memory usage.

Modifiers should never call mesh_get_derived_final or similar, only
use ob->derivedFinal if it exists, if the dependencies are set correct
and there are no cycles, it will be there.
2010-12-17 20:13:54 +00:00
Sergey Sharybin
4b0c455093 Fix #25263: Text cursor click point is random.
- Fixed some wierd cursor placements when clicking in special text position
  (mostly when line segments had null-terminator at the max allowed position)
- Also subtract top padding, so centering is looks a bit better
2010-12-17 19:58:02 +00:00
Ton Roosendaal
a0ce28d731 Drag & drop feature:
You now can drop a .blend inside blender window to open it.

Implementation notes:
- Added call to extract icon type for files. Code re-used from
  space_file
- External files that get dropped set icon types too.
  Drop box polls can check for this.
- Also enabled setting op-context for drop operators, this was
  needed to prevent filewindow to open.
2010-12-17 19:05:34 +00:00
Campbell Barton
fd90685a48 remove some paranoid NULL checks, since the pointers are used already. 2010-12-17 19:05:10 +00:00
Ton Roosendaal
7bca6bcf1f Bugfix #25259
Compositor: using the icon "render only this layer" now shows
progress in header, allows it to stop, and signals composite in
end.
2010-12-17 17:06:36 +00:00
Campbell Barton
fb977b793e minor warnings removed. 2010-12-17 16:05:40 +00:00
Ton Roosendaal
264f37d6d8 Bugfix #25261
Adding weightgroup in weight-paint now sends notifier, so buttons
update
2010-12-17 16:04:05 +00:00
Campbell Barton
f90a2123ee no functional change: only check against OB_RECALC_ALL but don't use for assignment.
Makes adding new flags give ambiguous results and also makes it less easy to tell whats intended.
In some places it looks like OB_RECALC_TIME should be left out too.
2010-12-17 15:51:42 +00:00
Campbell Barton
902b239aa8 no functional changes: SETLOOPER macro assumed a scene was defined called 'sce' used to loop over, now make this an argument, helps to make it clear what's going on. 2010-12-17 15:37:59 +00:00
Ton Roosendaal
f53e8b78b4 Bug fix:
When compositing without render (Enable composite, no renderlayer nodes)
the option Full Sample AA caused havoc. Added warning for this case
and gracefully stop render.
2010-12-17 15:24:03 +00:00
Campbell Barton
04590d86e7 fix for keymap error with renaming rna. 2010-12-17 14:49:38 +00:00
Ton Roosendaal
e5e039d626 Bugfix #25264
Bad user counting went on, ID users could be set zero whilst
having Fake user set. Also ensured the code using the BKE
calls for increment/decrement.
2010-12-17 14:20:20 +00:00
Janne Karhu
12a93c5b0f Fix for [#25256] Particles with trailcount > 1 does not render if particles system is baked to Disk Cache. 2010-12-17 13:29:40 +00:00
Janne Karhu
48abe2a27f Big fix: particle pointcache was cleared fully on any particle setting change
* Now only the cache after current frame is cleared.
* Probably own fault from my last commit.
2010-12-17 13:13:32 +00:00
Peter Schlaile
0ec7f95245 == Sequencer ==
Sequence effect rendering of color generator did some rather strange 
fall through, because of a missing break statement. (Noone got hurt, but 
better add that break, just in case)
2010-12-17 08:53:49 +00:00
Peter Schlaile
9f3edfecfc This fixes
[#25011] Opacity IPO not refreshing with still images

(should be better named: animation of any prefiltering parameters using 
still images didn't work out as expected)

And this issue by private mail by Ton:

"I tried to debug a memory-free error; very simple case:

- add image strip
- click on strip at 2 places
- quit blender"
2010-12-17 08:08:35 +00:00
Campbell Barton
4474782aa3 bugfix [#25260] Solidify function UV mapping problems 2010-12-17 06:02:52 +00:00
Campbell Barton
5c621bd7f5 cmake was complaining when there was no libs skipped. 2010-12-17 04:41:48 +00:00
Dalai Felinto
61a7c8d4ae BGE Font: increasing the limit of the text object to 140 2010-12-17 02:45:17 +00:00
Nicholas Bishop
b51d86d977 Fixed bug reported by Reuben Martin:
Undoing in sculpt mode with drawing mode not set to solid didn't
redraw correctly.

Problem was that the non-PBVH VBOs need to be remade in that case.
2010-12-17 01:40:47 +00:00
Guillermo S. Romero
a140fdcbdb SVN maintenance. 2010-12-16 23:24:25 +00:00
Campbell Barton
eecfc0fbb2 bugfix [#25208] randomize transform doesn't work on objects with keyframes
Surprising this wasnt noticed in a much more obvious case:
 - Key Location, Move, Rotate, Undo-Rotate >> Resets to keyed location as well.

This was happening because DAG_on_load_update() was called on read_undosave(), flagging 'ob->adt->recalc |= ADT_RECALC_ANIM;'

Fix by adding an option to DAG_on_load_update(), not to recalculate time flags.
2010-12-16 19:26:54 +00:00
Guillermo S. Romero
fef0549ea5 SVN maintenance.
Plus some typo fixes in comments.
2010-12-16 19:05:47 +00:00
Ton Roosendaal
fdcfca54e0 Annoyance fix:
Using scrollwheel on properties window halted when it was over
a list-button. Now it disables handling wheel events when you use
scrollwheel outside of lists first.

Implementation note: UI event handlers have priority over other
keymaps. That's OK. In this case it's simple conflict, for which
no design solution exists... wouldn't know how to do this nicer!
Code is nice local and can be improved when we look into other
conflicts...
2010-12-16 18:58:22 +00:00
Ton Roosendaal
e836d2a169 Bugfix, irc report
After using loop-cut with multiple edges, transform widget
disappeared. Reason was a variable being set in function
not being called on cancelled operators. Now it's in Posttrans()
2010-12-16 17:19:24 +00:00
Janne Karhu
f7c60cab96 Fix for [#25202] Blender crashes when opening smoke simulations made with Blender 2.55.1 r33530
* Since r33398 smoke only uses one pointcache, but old versions want two caches so save new files with a fake second pointcache.
2010-12-16 16:09:23 +00:00
Brecht Van Lommel
0a7853478f Workaround #22856: defocus node with OpenMP could crash on Mac, just disabled
OpenMP now in that case, since it's only an optimization.
2010-12-16 14:49:50 +00:00
Ton Roosendaal
919d341321 Bugfix #24976 revisited
Multi-layer images: clicking on the "Source" popup freed all memory
for multilayers, even when choosing the same "File" entry again.
Now it should work :)
2010-12-16 13:43:20 +00:00
Ton Roosendaal
4e26b4ec38 Bugfix #22794
Panorama render is now border-render safe.
2010-12-16 12:49:48 +00:00
Campbell Barton
566bda734a last commit to fix warnings didnt set them at all, not it works as it should.
also made cmakes output a lot quieter, messages can be uncommented for debugging or added back if other devs need this for some reason.
2010-12-16 12:48:30 +00:00
Ton Roosendaal
d3070ad9ac Bugfix #23658
Render: Alpha calculated for ray-traced transparency could overflow beyond 1.0.
Gets clamped now.
2010-12-16 11:31:04 +00:00
Dalai Felinto
0890b80ed9 Patch:[#25163] BGE support for Blender Font objects - unicode support
Problem/Bug:
------------
There were no way to have proper unicode characters (e.g. Japanese) in Blender Game Engine. Now we can :)
You can see a sample here: http://blog.mikepan.com/multi-language-support-in-blender/

Functionality Explanation:
--------------------------
This patch converts the Blender Font Objects to a new BGE type: KX_FontObject
This object inherits KX_GameObject.cpp and has the following properties:
- text (the text of the object)
- size (taken from the Blender object, usually is 1.0)
- resolution (1.0 by default, maybe not really needed, but at least for debugging/the time being it's nice to have) 

The way we deal with linked objects is different than Blender. In Blender the text and size are a property of the Text databock. Therefore linked objects necessarily share the same text (and size, although the size of the object datablock affects that too). In BGE they are stored and accessed per object. Without that it would be problematic to have addObject adding texts that don't share the same data.

Known problems/limitations/ToDo:
--------------------------------
1) support for packed font and the <builtin>
2) figure why some fonts are displayed in a different size in 3DView/BGE (BLF)
3) investigate some glitches I see some times
4) support for multiline
5) support for more Blender Font Object options (text aligment, text boxes, ...)

[1] Diego (bdiego) evantually will help on that. For the time being we are using the "default" (ui) font to replace the <builtin>.
[2] but not all of them. I need to cross check who is calculating the size/dpi in/correctly - Blender or BLF. (e.g. fonts that work well - MS Gothic)
[3] I think this may be related to the resolution we are drawing the font
[4] It can't/will not be handled inside BFL. So the way I see it is to implement a mini text library/api that works as a middlelayer between the drawing step and BLF. 
    So instead of:
      BLF_draw(fontid, (char *)text, strlen(text));
    We would do:
      MAGIC_ROUTINE_IM_NOT_BLF_draw(fontir, (char *)text, styleflag, width, height);
[5] don't hold your breath ... but if someone wants to have fun in the holidays the (4) and (5) are part of the same problem.

Code Explanation:
-----------------
The patch should be simple to read. They are three may parts:
1) BL_BlenderDataConversion.cpp:: converts the OB_FONT object into a KX_FontObject.cpp and store it in the KX_Scene->m_fonts
2) KetsjiEngine.cpp::RenderFonts:: loop through the texts and call their internal drawing routine.
3) KX_FontObject.cpp::
  a) constructor: load the font of the object, and store other values.
  b) DrawText: calculate the aspect for the given size (sounds hacky but this is how blf works) and call the render routine in RenderTools
4) KX_BlenderGL.cpp (called from rendertools) ::BL_print_game_line:: Draws the text. Using the BLF API

*) In order to handle visibility of the object added with AddObject I'm adding to the m_scene.m_fonts list only the Fonts in a visible layer - unlike Cameras and Lamps where all the objects are added.

Acknowledgements:
----------------
Thanks Benoit for the review and adjustment suggestions.
Thanks Diego for the BFL expertise, patches and support (Latin community ftw)
Thanks my boss for letting me do part of this patch during work time. Good thing we are starting a project in a partnership with a Japanese Foundation and eventual will need unicode in BGE :) for more details on that - www.nereusprogram.org - let's call it the main sponsor of this "bug feature" ;)
2010-12-16 10:25:41 +00:00
Campbell Barton
ee05792a7b missed this file before (de-duplicating enum). 2010-12-16 09:51:55 +00:00