Commit Graph

36491 Commits

Author SHA1 Message Date
Campbell Barton
0d0dc37aee tweak to edge slide - use a quads opposite vertex when both edges share a quad, gives nicer results. 2013-01-29 05:30:39 +00:00
Campbell Barton
e9a4dd202e fix for fix, ugh!, vertex slide with concave/convex ngons & normal flipping should now work properly in all cases.
... somehow I managed to make test-cases that worked in previous commits but failed in other cases.
2013-01-29 05:18:30 +00:00
Campbell Barton
69585591d6 Correct fix for r54164, the testcase I was using worked but different edge slide examples didn't.
Edge slide needed to check for concave ngons too.

add BM_loop_is_convex() and expose to python too.
2013-01-29 03:25:47 +00:00
Joshua Leung
cf9e619889 Skeleton Sketching bugfixes/tweaks
* Disabling Skeleton Sketching now refreshes the view properly, so that strokes
don't linger on even after being disabled
* Added the delete operator to the panel
2013-01-29 03:04:24 +00:00
Campbell Barton
c16a4ca84a fix for r54166, the average edge length needs to be maintained. 2013-01-29 02:17:19 +00:00
Joshua Leung
d6b166d1a1 Bugfix [#34012] Skeleton Sketching settings unclear
Although the bug report here wasn't exactly clear about what exactly was wrong,
it soon became apparent that the UI stuff here was in need of some love.

Changes:
* Ported over missing tooltips from 2.49 (i.e. most of them)
* Fixed a few incorrect tooltips (mostly the subdivision length settings)
* Made the autonaming and number/side settings slightly clearer - number/side
are used to replace placeholders in the names of template bones (&N and &S
respectively) when autonaming is disabled. When it is enabled, these values are
determined automatically.
2013-01-29 02:00:33 +00:00
Campbell Barton
3b45518080 minor improvement to edge slide, normalize the edge vectors that accumulate the direction, otherwise longer edges would skew the direction. 2013-01-29 01:37:04 +00:00
Campbell Barton
3fc5002a4a code cleanup: add some comments about to get_next_loop() for edge slide, also name vars better (was using meaningless names). 2013-01-29 01:31:42 +00:00
Campbell Barton
a0bd829637 fix for edge slide bug, when there were no edges to slide along the direction calculated from the face would be wrong half the time (depending on the edge loop direction which is arbitrary). 2013-01-29 01:23:33 +00:00
Joshua Leung
004d0a3a9a Whitespace 2013-01-29 01:23:29 +00:00
Campbell Barton
af70a34bfb code cleanup: just variable naming 2013-01-29 01:02:45 +00:00
Campbell Barton
cf94722380 code cleanup: var rename and add assert, when writing to out of bounds array.
minor edit to recent tip change.
2013-01-29 00:20:04 +00:00
Pablo Vazquez
c08a1c4ced Better tooltips for the Full Screen option on Save Screenshot/Screencast operators. 2013-01-28 23:58:09 +00:00
Joshua Leung
d4366b6f82 Bugfix [#34019] Limit Constraints still affected transforms when turned off
Limit Constraints (i.e. Limit Location/Rotation/Scale/Distance) with 'For
Transform' option enabled would still be applied when transforming objects even
when they were turned off using the eye icon in the constraint panel headers.
The "off" flag was never added to the checks for muted or disabled constraints
to be skipped here.
2013-01-28 23:57:02 +00:00
Bastien Montagne
6fdaa9c99a Fix [#34023] r54146 breaks name-display of default "UI_UL_list"
draw_item *is* optional (it then uses default C function), even though there is not much sense to register a class without it, except for our default UI_UL_list!
2013-01-28 18:46:04 +00:00
Brecht Van Lommel
5ac4b38a20 Cycles: preview rendering support for world/material/lamp.
Patch by Sergey, .blend by Thomas and some further tweaks by me.

Still to solve later: allow external engines to specify own preview .blend, for
now the code here is doing too much magic hacking on the preview scene still.
2013-01-28 17:37:51 +00:00
Lukas Toenne
74e5132d11 Fix for RNA function flag conflict: FUNC_USE_REPORTS was using same bits as FUNC_REGISTER. Previously errors resulting from this could go unnoticed because of broken FUNC_REGISTER test (all functions considered optional). Watch this in future ... 2013-01-28 13:33:40 +00:00
Sergey Sharybin
cc96196f10 Fix #34004: crash when canceling ongoing render with scene strip
Issue was caused by recursive call of RE_BlenderFrame. Solved by
reshuffling image pool init/free in do_render_all_options.

Should be harmless, but doublecheck on this is welcome.
2013-01-28 13:29:10 +00:00
Sergey Sharybin
2a144f0304 Fix for wrong icons buffer initialization happens for cards
without NPOT support. Was wrong stride used for memcpy leading
to wrong memory writes in def_internal_icon.

It's a regression since matcap commit.

Should fix the following reports:
- #33993: Crash on Blender startup (Vista x32)
- #33996: Latest build crashes on win xp
2013-01-28 12:57:56 +00:00
Lukas Toenne
a4548d33a9 Fix for the is_registered_optional property of RNA functions, now only returns true for actually optional functions. 2013-01-28 12:34:18 +00:00
Lukas Toenne
0bf264f7ef Fix for errors caused by fixing RNA function register flags. Default UIList class now has a dummy draw_item callback. Panel draw_header is now optional (most panel classes don't define it). 2013-01-28 12:18:00 +00:00
Lukas Toenne
c8d29c1af8 Fix for RNA FUNC_REGISTER/FUNC_REGISTER_OPTIONAL flags: The test in bpy validation of classes actually always passed for mandatory functions. This only worked since they all use fallback default implementations internally. 2013-01-28 12:17:49 +00:00
Campbell Barton
f44b7868c5 add mathutils function to intersect 2 circles. Converted to C from a python script by Alex Fraser. 2013-01-28 11:52:17 +00:00
Bastien Montagne
9b2c0f03dd Fix for a nasty glicth found by Irie Shinsuke in Freestyle branch.
Headerless panels are not supposed to be closed ever. But if user saves a blend with a stardard panel closed, then dev decides to make this panel headerless, when user open again its blend, the panel is closed and has no more header, so it becomes invisible!

This commit simply checks, at draw time, that a headerless panel is never closed (and repoen it if necessary)!
2013-01-28 08:58:20 +00:00
Campbell Barton
2e822e30b1 add collision masks to copy-game-physics settings. (another GGJ missing feature :) ) 2013-01-28 06:56:47 +00:00
Dalai Felinto
6aece07aaf [BGE Controllers] reverting my own commits #54103 and #54102, no longer necessary after rev/fix #54136 2013-01-28 06:44:06 +00:00
Campbell Barton
7f9b650ced fix for usability issue - navmesh would create the new object on the first layer, rather then the layer of the source object(s). 2013-01-28 06:34:13 +00:00
Campbell Barton
388a364bc9 fix annoyance noticed at the global-game-jam, adding controllers would remember previous name. Would add 'And' controllers and name them 'Python1' for eg. 2013-01-28 06:06:55 +00:00
Campbell Barton
c37bc8fa76 minor optimization - don't do double lookups on vertex mask layer for vert_mask_get(), vert_mask_set().
add an assert because if the mesh is in an invalid state the mask layer can exist but the mask pointer still be NULL (noticed this while looking into a different bug).
2013-01-28 04:10:47 +00:00
Campbell Barton
774ff1c246 style cleanup: also remove unneeded NULL check. 2013-01-28 01:59:59 +00:00
Joshua Leung
d57846e80d visualkey_can_use() now uses proper booleans 2013-01-28 01:41:15 +00:00
Dalai Felinto
3a1ee13278 BGE Profile : visual feedback bars and improvements
You can see a screenshot of the funcionality here:
http://wiki.blender.org/index.php/Doc:2.6/manual/Game_Engine/Performance/Display/Framerate_and_Profile

This patch creates a bar-like graph to quickly allow the game dev to see the performance changes.
Also it changes the font to monospace (too allow ' ' padding) and reduced shadow border to
match the blenderplayer one.

Patch finalized and commited at Global Game Jam Vancouver (last one, time to sleep forever now)
2013-01-28 01:26:36 +00:00
Joshua Leung
f64124cb78 Visual Keyframing now works for rigid body objects too 2013-01-28 01:02:14 +00:00
Antony Riakiotakis
5a0e2b58c8 Activate partial redraw of non-power of two textures. This looks like
it's working as expected out of the box. I hope nothing breaks.
2013-01-27 20:26:18 +00:00
Dalai Felinto
0976a780eb BGE UI: removing "use_occlusion_culling" from the ui
(and marking rna as deprecated)

I talked with Benoit Bolsee and Mitchell Stokes and they both agreed that
the feature should be removed.

In case someone was actually using it the rna is still available. But next
release we remove both the rna, the DNA and the flag in the code.

I did a simple benchmark with tons of cubes, and the DBVT culling (use_occlusion_culling=True)
always perform better than when it's off. Even when no occluder objects are in the scene.
2013-01-27 19:57:47 +00:00
Bastien Montagne
a2e55171fe Bunch of fixes for UI messages.
Also generate rigid body constraint types in py bullet code from RNA enum values (simpler than having to sync the code when something is changed here!).

Side note: RNA API about icons still needs to expose icons for enum values, and conversion funcs between icon_name and icon_value!
2013-01-27 18:14:24 +00:00
Ton Roosendaal
2545e832e2 Pack UI:
Oops! So there was an Unpack button, hidden in the Nkey properties of Image window.
This was drawn next to greyed-out buttons, didn't notice it well.

I also now found the unpack() menu in editors/util, and there's an Image unpack op.
Also the RNA api has an unpack!

Will remove the generic unpack op, and add a sound and vfont unpack instead.
2013-01-27 17:20:08 +00:00
Brecht Van Lommel
6cadd2bee3 Fix drivers and shape keys not handling subframes / frame mapping properly.
Change Scene.frame_set so that it ensures subframe in range [0,1[ as Blender
expects, otherwise some things like physics point cache lookups don't get
evaluated properly.
2013-01-27 16:45:00 +00:00
Ton Roosendaal
1a97efb1ba Very old todo: Packed file UI
- The "ID" buttons (for browse images, for example) now show a Pack icon, for packed
  Images. Using this button allows unpack.

- Pack and unpack operations now give a Info report on what happened.

- Not restored yet: option to set "AutoPack".
2013-01-27 14:28:45 +00:00
Campbell Barton
f0339c642d remove redundant temp pointer assignment in AVI_write_frame. 2013-01-27 12:03:20 +00:00
Dalai Felinto
236bc27484 Operators name "cleanup"
The operator names all show up in the Search button. As such is nicer if they
can all have the main words capitalized.

e.g. "Snap strips" should be "Snap Strips"
     "Copy to clipboard" should be "Copy to Clipboard"

This was done with a mix of bash tools, regex, and manual work because I'm too rushed into regex :)

+ fix bge stereo eye separation tooltip
2013-01-27 07:23:58 +00:00
Dalai Felinto
4d8104917d BGE bugfix: Material initial object color working in the game
The object color option in the materials always worked, however the initial color of the object
was never passed to the game.

We are now passing it only, only when the object's mesh has a material that has ((shade_flags & OB_COLOR)).
There reason to not always set the object color is probably due to performance (the m_bUseObjectColor
flag in KX_GameObject). This patch still respect that.

Bug report from Mike Pan, as part of our book nitty-gritties review work.
Bugfix during Vancouver Global Game Jam :)
2013-01-26 23:52:55 +00:00
Sergej Reich
c84383301c Fix [#34005] blender will close immediately in debug mode on deleting objects
Was silly mistake from rigidbody merge, base was used after it's been
freed.

Now don't free base in BKE_scene_base_remove() and rename it to
BKE_scene_base_unlink().
2013-01-26 17:38:45 +00:00
Nicholas Bishop
7e49a39acd Check for deletion before moving vert in dyntopo collapse edge
Fixes [#33964] Dyntopo crash with edge collapse + undo
projects.blender.org/tracker/?func=detail&aid=33964&group_id=9&atid=498
2013-01-26 17:19:21 +00:00
Sergej Reich
4245a107cf Revert r54058, caused crash when adding paritcles in particle edit mode
MEM_recallocN() doesn't allocate memory when used on a null pointer.

Just revert commit since there is no real benefit to using
MEM_recallocN() in this case.
2013-01-26 12:30:44 +00:00
Joshua Leung
44060daacf Porting over hotkeys for adding rigidbody objects (from original branch)
* Ctrl-R          = Add Active
* Ctrl-Shift-R = Add Passive
* Ctrl-Alt-R    = Remove
2013-01-26 05:34:06 +00:00
Joshua Leung
4f565d48fb Motion Path calculations for objects now takes rigidbodies sim effects into
account
2013-01-26 05:28:58 +00:00
Dalai Felinto
27eeb89bd9 real fix for Logic Bricks UI smart controller (#33746)
previous commit (54102) actually reintroduces an old bug where Blender sigfaults when
the sensor and controllers are not from the active object.

The real fix for report #33746 is to clear the "object" property after the operator ran.
I'm not sure why when I call the operator from command line the property is cleared, but not
when I called it from C. Either way all should be working now.
2013-01-26 03:30:21 +00:00
Dalai Felinto
a8644deeef bugfix for 33746 Unable to add Controller to objects correctly
(live from the global game jam Vancouver ;)
2013-01-26 02:46:07 +00:00
Bastien Montagne
f2a1a795cf Fix [#33997] Units Scale in Metric mode displays wrong face area.
Also now display nice "area" units (maybe using "length" units was a perf matter, but anyway, you can't have more than a few tens of values displayed at a time, after that they become unreadable). Easy to undo anyway if we really want to keep ugly "10m" as area display!
2013-01-25 21:21:38 +00:00