Commit Graph

7606 Commits

Author SHA1 Message Date
Sergey Sharybin
0d61876ed0 Configurable start frame for movie clip datablocks as alternative to automatic start frame number
Number of start frame in opened image sequence used to be distinguished automatically
in a way that file name used on open would be displayed at scene frame #1.

But sometimes it's useful to have it manually configurable (like in cases when you're
processing image sequence and replacing clip's filepath to postprocessed image sequence
and want new clip to show at the same frame range as it was rendered from).

Added Custom Start Frame flag to movie clip (could be accessed from Footage panel in
clip editor) and Start Frame which means number of frame from sequence which would
be displayed at scene frame #1.

For example if you've got clip pointing to file render_00100.png and Start Frame of 100
this file would be displayed at scene frame #1, if Start Frame is 1 then this image
would be displayed at scene frame #100,
2012-06-05 18:38:09 +00:00
Campbell Barton
fe58f668a1 mask point slide now accounts for scaled bezier weights, 2012-06-05 12:51:11 +00:00
Campbell Barton
f72c8565bf change how the weight for feather points are calculated with masking, instead of using absolute weights, multiply by by the weights of the adjacent beziers.
without this - there was no way to animate the overall feather influence of the feather.

will update tools to account for this next.
2012-06-05 12:22:02 +00:00
Campbell Barton
49cc9c7502 code cleanup: mask feather weight - add in checks for u==1 or u==0 2012-06-05 12:09:24 +00:00
Campbell Barton
aca2e6a739 code cleanup: helper functions for masking. 2012-06-05 11:46:55 +00:00
Campbell Barton
dd198685c4 code cleanup: var names in mask code 2012-06-05 11:28:54 +00:00
Campbell Barton
ae8103240d mask editing
- clear feather weights (alt+s)
- fix for glitch where placing the feather would jitter.
2012-06-05 09:37:44 +00:00
Campbell Barton
0c59218a1d mask switch direction now swaps handle direction too 2012-06-05 07:01:43 +00:00
Campbell Barton
a0f5e200cc fix for possible uninitialized pointer use in mask rasterize and remove some dead code. 2012-06-05 06:54:18 +00:00
Nicholas Bishop
4260804c00 Fix NULL free warning in multires. 2012-06-04 23:14:57 +00:00
Campbell Barton
5189356d58 style cleanup 2012-06-04 20:11:09 +00:00
Brecht Van Lommel
4e338e894f Cycles: support for image sequences in image/environment texture node. 2012-06-04 19:38:33 +00:00
Campbell Barton
68a9dd54ec mask mode for clip editor developed by Sergey Sharybin, Pete Larabell and myself.
see:
http://wiki.blender.org/index.php/User:Nazg-gul/MaskEditor


note - mask editing tools need continued development, feather option is not working 100%
2012-06-04 16:42:58 +00:00
Campbell Barton
070d2122b0 mask header from tomato/ 2012-06-04 15:45:04 +00:00
Campbell Barton
8ffeca1f60 copy mask file from tomato branch, sorry dont know how to do multiple of these at a time... 2012-06-04 15:44:42 +00:00
Sergey Sharybin
4b4bf11469 Fix #31172: applying boolean removes uv maps
The issue was caused by CDDM_tessfaces_to_faces not dealing with CD layers.

There was already function BKE_mesh_convert_mfaces_to_mpolys which converted
mfaces to mpolys with converting all CD layers. Made it a bit more general so
it might work with given arrays of faces/polys and re-used it from CDDM module.

Checked with UV and sculpt data from Blender 2.61 and it loaded nice, so
hopefully there's no regressions in loading older files.
2012-06-04 12:10:38 +00:00
Sergey Sharybin
617027fdf3 Fix #31352: Image sequence texture - can't load image after changing image source
Added new flag to Imageuser which indicates whether user frame calculation is needed.
This flag is getting set in BKE_image_signal and handled in actual image usage areas
where both image user and current frame is known.
2012-06-04 10:41:18 +00:00
Sergey Sharybin
1511bd8eb4 Correction to recent changes in paint module -- missed NULL check for active object 2012-06-04 07:44:57 +00:00
Sergey Sharybin
46cd2a6a38 Fix #31093: Brush's "Paint curve presets" in Image paint in UV\Image Editor doesn't work if weight paint mode is active
Some operators like curve presets, color sample and some more were using object's
mode to distinguish in which mode user is currently painting. Such approach fails
in cases when there's paint mode active in 3D viewport and Image Editor.

Changed logic here to use some context's state like active space which helps
distinguishing current paint mode more accurate.

Ported all areas which uses paint_get_active() to new paint_get_active_from_context().
There're still some calls to paint_get_active(), but that shouldn't be harmful due
to that places indeed have object's mode as priority when getting paint mode.
2012-06-04 07:29:45 +00:00
Campbell Barton
1aa27e240c code cleanup: replace some non utf8 chars 2012-06-03 11:16:13 +00:00
Joshua Leung
f69cec4596 Compile fix - "spf" was undefined 2012-06-02 22:47:33 +00:00
Daniel Genrich
76af5fb50d Cloth collisions: Revert 47335. 2012-06-02 22:01:04 +00:00
Bastien Montagne
4fa34b5cf7 Commenting out unused var, prevents my debug Blender to build... ;) 2012-06-01 17:47:05 +00:00
Daniel Genrich
9efc294d45 Followup fix Bugfix [#31629]: Cloth simulation collisions used still too high repulsions. 2012-06-01 16:50:12 +00:00
Daniel Genrich
3ea554e0a2 Smoke Bugfix: Velocity of moving objects was too high after scaling patch.
Spoted by MiikaH.
2012-06-01 15:49:39 +00:00
Joshua Leung
1ced356009 Action Group Colors for Bones (Part 2)
Colors used by Bone Groups are now copied/assigned to Action Groups too when
they're created now. This completes the work started in r.46960 to restore this
functionality from 2.48.

Currently, there is no control over when/whether these colors are copied over
(although it is possible to disable the display of these colors for relevant
animation editors if desired). Originally I was going to make this a more
generic Keying Sets feature, though that turned out to be a bit too complex to
manage.

Other notes:
* Split out the code for copying colors to a common library function
2012-06-01 13:54:44 +00:00
Lukas Toenne
17935168c0 Reroute nodes, by Jeroen Bakker (patch #28443).
By holding shift and "cutting" a node link a new reroute helper node can be inserted. This consists of a single socket that can be used to insert additional connection points into a link. This can be used to keep a connection point in the tree when  deleting a node, or to control the path of long connections for layout cleanup.
2012-06-01 12:38:03 +00:00
Campbell Barton
02b927b8c4 style cleanup 2012-05-31 18:40:06 +00:00
Jason Hays
9547b76c2e This fixes a precision issue in multi-paint so that near zero values do not cause flickering as you paint.
It also changes multi-paint's "zero weight color" to black again--it was unintentionally changed to red some time late last year when an aspect of the colors were changed.
2012-05-31 17:22:52 +00:00
Daniel Genrich
be21080cb6 Provide ray hit/nearest information on which side of the quad the ray hit.
Patch by MiikaH.
2012-05-30 12:53:13 +00:00
Benoit Bolsee
58bc424b3c BGE #30734: add support for physics linear and angular thresholds and deactivation time from python and GUI.
========================
The linear and angular thresholds set the speed limit (in m/s) and rotation limit (in rad/s)
under which a rigid body will go to sleep (stop moving) if it stays below the limits for a 
time equal or longer than the deactivation time (sleeping is disabled is deactivation time is 
set to 0).
These settings help reducing the processing spent on Physics during the game.

Previously they were only accessible from python but not working because of a bug. 
Now the python functions are working and the settings are available in the Physics panel
of the World settings when using the Blender Game render engine.

Python API:
  import PhysicsConstraints
  PhysicsConstraints.setDeactivationLinearTreshold(float)
  PhysicsConstraints.setDeactivationAngularTreshold(float)
2012-05-29 20:30:33 +00:00
Daniel Genrich
3495479b4f Bugfix [#31629] Cloth simulation results are much different from older ones
This is only a partial bugfix, reducing the repulse to 1/3.

Cloth collision will still behave different because it is now catching more collisions.
2012-05-29 19:12:49 +00:00
Campbell Barton
0b7593a3dc finish cleanup for plugins 2012-05-29 10:31:42 +00:00
Thomas Dinges
16117143d8 Massive Code cleanup:
* Remove all code for Texture and Sequencer plugin system, this never worked in 2.5x / 2.6x and is therefore not needed anymore.

* DNA structures are kept, all read/writefile code is gone.
2012-05-29 10:21:07 +00:00
Campbell Barton
0c7fa76e59 remove some more pynode references in the code 2012-05-29 09:42:11 +00:00
Campbell Barton
d8d3a6455f remove pynodes, were not working in 2.5, not ported to py3.x 2012-05-29 09:37:23 +00:00
Benoit Bolsee
dfc19a1ff7 BGE patch #28476: Character object physics type
===============================================
This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision.

"Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used.

See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9
for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object.

Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
2012-05-28 21:36:29 +00:00
Campbell Barton
4e0492e3bc fix compiler error 2012-05-28 21:25:17 +00:00
Nicholas Bishop
3d98da9b0f Fix for bug [#31613] Cycles 3d viewport material display mode + skin modifier related crash
When in material display mode, mesh_calc_modifiers() calculates the
orco DerivedMesh, which uses a different CustomDataMask. In
particular, it does not necessarily include the current modifier's
requiredDataMask, so those layers might get set to NO_COPY. For the
skin modifier, this resulted in a crash when the modifier internally
copies the DerivedMesh and the output does not contain the expected
MVertSkin layer.

Fixed by adding the requiredDataMask to the orco DM's CustomDataMask.

Also added a debugging function to customdata.c:
customData_mask_layers__print(CustomDataMask mask);

This will print out the names of all the CD layer types in the mask.
2012-05-28 21:02:44 +00:00
Lukas Toenne
c2be2fd408 Fix 2 #29846. Effector point ave variable can be NULL. 2012-05-28 19:10:57 +00:00
Lukas Toenne
666667bd83 Fix #29846, Dynamic rotation of particles not affected by forcefields 2.61 64 bit. Patch by Arno Mayrhofer (azrael3000).
Minor fix by me to initialize the effector point angular velocity vector correctly.
2012-05-28 16:58:12 +00:00
Daniel Genrich
ee854f581a Smoke: Fix messed up shadow display with OpenMP. This needs fixing. For now disable openmp for that function. Shadow calculation would be better raytraced on GPU or using shaders for the future.
Part of my Blender Smoke Development Phase III.

(accidently commited this to smoke2 branch first)
2012-05-28 14:31:08 +00:00
Sergey Sharybin
9ed75681b6 Sequencer: replace clamp+round of multiplied color value with FTOCHAR macro,
Should solve issues with building blender in release environment, should be
no functional changes.
2012-05-28 10:39:22 +00:00
Peter Schlaile
4474a90d8b == Sequencer / Color balance ==
Make the color balance inner working more accurate in the byte -> byte
case, probably also fixing (can't check I'm on 32bit) the bug mentioned 
on yellow's blog:

http://blendervse.wordpress.com/2012/04/02/waiving-the-fullrange-flag/
2012-05-27 20:57:24 +00:00
Campbell Barton
032d83ecc4 style cleanup: defines with braces 2012-05-27 20:13:59 +00:00
Campbell Barton
b33f0ef0e3 style cleanup 2012-05-27 19:40:36 +00:00
Daniel Genrich
1e13168183 Smoke:
a) Another boundary fix. Resulted in smoke getting "sucked" back into the domain
b) Disabling substeps (internal thing). Fixes arbitrary explosions/instabilities.

Part of my Blender Smoke Development.
2012-05-27 18:45:16 +00:00
Sergey Sharybin
a1091fbfa6 Fix #26876: Soft Body ignores Goal on Lattice
Patch by Arno Mayrhofer (aka azrael3000) with only slight code style modifications, thanks!
2012-05-27 13:33:09 +00:00
Campbell Barton
2ab62ce126 code cleanup: defines with braces - end with '(void)0' so callers must end with ';' like normal function.
... without this some editors dont parse the source so well.
2012-05-27 12:21:13 +00:00
Campbell Barton
857dedbc58 style cleanup 2012-05-27 00:36:50 +00:00