Commit Graph

25399 Commits

Author SHA1 Message Date
Ton Roosendaal
5ef551c97e Small todo item: outliner display actions were sending undo pushes, not needed
for UI stuff.
2011-06-16 17:14:38 +00:00
Campbell Barton
dce577ad85 use directory selector for properties defined as PROP_DIRPATH, user preferences 'File' buttons for eg. 2011-06-16 15:28:39 +00:00
Campbell Barton
fd24c99b5d directory only filesel for operators which don't have a filepath or filename property. 2011-06-16 15:01:22 +00:00
Campbell Barton
216ba20942 fix [#27671] Transforming sequencer effects strips crashes 2011-06-16 12:48:25 +00:00
Campbell Barton
f227c4a064 fix [#27675] Bones shift out of place when leaving edit mode
- float precision issue, details commented in the source.
2011-06-16 07:59:22 +00:00
Campbell Barton
4a5a9dc71c fix for own error in r37542 2011-06-16 07:02:33 +00:00
Campbell Barton
0a998decb6 fix [#27673] Value sliders >1 do not represent numerical ratios right
the soft limits for array buttons not take into account the min/max of all array elements
2011-06-16 06:47:54 +00:00
Campbell Barton
051dedeeec minor speedup for UI draw code, noticed ui_get_but_val() could be called 3-5 times per button draw,
for RNA buttons this gets the entire array for each call so its not great to call many times.
2011-06-16 06:00:02 +00:00
Mitchell Stokes
1c0a6c6468 Blenderplayer: Setting G.main to NULL after it's freed to avoid issues later with GPU_free_images() 2011-06-15 23:43:02 +00:00
Mitchell Stokes
a3e296fc40 Committing patch #25676 Anisotropic filtering in viewport and BGE by me.
This patch adds anisotropic filtering of textures in the viewport and the BGE. The quality of the filtering is adjustable in the user preferences under System. For more information on anisotropic filtering:
http://en.wikipedia.org/wiki/Anisotropic_filtering

One current limitation of this setup (having the option a user preference) is it makes runtimes more troublesome. Runtimes don't have user preferences set, so for now the blender player defaults to 2x AF. Options will be added later to change this value (probably a command line option).
2011-06-15 18:59:22 +00:00
Campbell Barton
08c155845d remove unused arguments 2011-06-15 14:06:25 +00:00
Campbell Barton
4f3936083a replace own inline cmake include search logic for a typical FindXXX.cmake module. 2011-06-15 12:09:02 +00:00
Campbell Barton
2164847928 fix for openexr include path, for both cmake and scons a custom openexr install wouldn't work since it expected BF_OPENEXR/include and BF_OPENEXR/include/OpenEXR to be in the search path. 2011-06-15 11:50:45 +00:00
Brecht Van Lommel
39443dcb53 Code cleanup: remove reference to workob global that no longer exists. 2011-06-15 10:19:35 +00:00
Brecht Van Lommel
aaf7dae5f1 Code cleanup: remove unused shaded draw mode code. 2011-06-15 10:17:06 +00:00
Brecht Van Lommel
5e41807135 Fix #27654: vertex parenting not working with constructive modifiers.
Vertex parents were not requesting the original index layer, now do this as
part of depsgraph building, and make constraints with vertex groups use the
same system. Fix is based on patch by Campbell, but with some changes.
2011-06-15 09:45:26 +00:00
Campbell Barton
1669ab6648 correction for own commit r37492 2011-06-15 02:17:39 +00:00
Campbell Barton
b89924f5dd de-duplicate multires image filter function. (no functional change) 2011-06-15 02:14:38 +00:00
Campbell Barton
1d41694e69 fix [#27662] Storing png/tga images ignore Alpha settings
- don't clear alpha when baking RGB images
- when baking results in partial alpha. set the depth to 32.
2011-06-15 01:56:49 +00:00
Ton Roosendaal
3fe26d7093 RGB curve widget follows user preference DPI now too. 2011-06-14 17:48:42 +00:00
Ton Roosendaal
cc2c511207 Nodes display now follow 'DPI' user pref too 2011-06-14 15:55:46 +00:00
Campbell Barton
23e2bfed23 fix [#25423] Mirror clipping is ignored with single vertex extrusion when using Face Snapping. 2011-06-14 11:18:00 +00:00
Ton Roosendaal
113d653edb Bugfix #27573
Sculpt and Paint undo steps kept hanging in the sculpt/paint modes.
Now undo will switch back to global undo, and redo enter the mode 
again. Just like weight/vertex paint.
2011-06-14 09:55:38 +00:00
Campbell Barton
ce914e51ab fix [#27659] Segfault when adding None to a group 2011-06-14 09:41:29 +00:00
Sergey Sharybin
5fd9bd8bc9 Fixed weird assignment inside condition statement. 2011-06-14 07:33:25 +00:00
Campbell Barton
f4452b2ee7 revert own fix for [#27648], looks like this needs to work differently to be fixed. 2011-06-14 05:19:16 +00:00
Campbell Barton
991634c147 own mistake in recent mask commit. 2011-06-14 04:19:00 +00:00
Campbell Barton
c0dc197257 edit DAG defines to make it easier to add more & modify. 2011-06-14 04:05:58 +00:00
Campbell Barton
d3dbd2f5b4 mask modifier: replace bone hash lookup with a boolean array to quickly check selection state.
simple test gives ~28% speedup in building the vertex hash. (no functional change)
2011-06-14 02:26:43 +00:00
Campbell Barton
dd3b729d62 mask modifier was taking into account zero weighted verts. 2011-06-14 01:54:03 +00:00
Campbell Barton
e6b0a77956 fix [#27648] Weird shading behind grayed out negate checkbox 2011-06-14 01:04:11 +00:00
Thomas Dinges
975a78bb4f 2.5 Camera:
* Increase "Ortho_scale" maximum from 1k to 4k, Request by francoisgfx.
2011-06-13 20:21:48 +00:00
Dalai Felinto
a2dda7c74d BGE Patch: [#27425] Allow to change the damping of the camera actuator
##########
original name: "Allow to change the strenght of the "go behind" constraint of the camera actuator"

The camera actuator is an actuator that drive the camera to follow an object, with a set of constraint.
Currently, when the object followed rotate on himself (like a person, or an helicopter), the camera is really slow to go behind (at least 10 seconds).

This patch gives the UI to tweak the strenght of the 'go behind'[named damping] constraint.
###########

epydocs (rst) updated too
2011-06-13 17:08:33 +00:00
Nathan Letwory
0af94b45e4 Fix [#27463] COLLADA light quadratic attenuation exported wrong?
Reported by Pelle Johnsen
Fix falloff import. Point light and Spot light always were set to inverse quad, instead of choosing the proper one based on imported values.

The
2011-06-13 15:07:36 +00:00
Brecht Van Lommel
4ca197ba59 Fix #27540: bug with bump mapping + reflection texture coordinates + nodes. 2011-06-13 14:56:47 +00:00
Brecht Van Lommel
aff9f8ce81 Fix #27570: apply button for modifiers required the modifier to be enabled, we
now just enable the modifier before apply.

Patch Bastien Montagne (with some tweaks), thanks!
2011-06-13 14:11:29 +00:00
Brecht Van Lommel
97b966f2d6 Fix #27594: non-active object in weight paint mode doesn't free memory.
Also removed some commented out 2.4x code that is already replaced.
2011-06-13 12:03:13 +00:00
Ton Roosendaal
a6b23a00a4 Bugfix #27537
Using texture properties, the material nodes now re-render previews too.
2011-06-13 12:03:05 +00:00
Brecht Van Lommel
e8eefbf757 Fix #27635: GLSL filter uniform variable not set for group instance.
The problem was that SCA_2DFilterActuator was defining and using a
variable called "m_gameObj", when it should be using "m_gameobj" as
defined by SCA_ILogicBrick. The way it was, reparenting did only half
the work required to duplicate the actuator.

Patch by Alex Fraser, thanks!
2011-06-13 11:36:25 +00:00
Daniel Genrich
ef1824cdcb Elbeem / Fluidsim:
a) Also fixed an "upcomming" bug in regard of gravx,y,z now converted into an array.
b) Little typo fix
2011-06-13 00:02:23 +00:00
Daniel Genrich
5745f99dee Elbeem / Fluidsim update:
a) Enable the possibility to remove the "air bubble" around submerged collision object. This feature is enabled as standard for new files. The code was found in elbeem by nudelZ, coded and provided by Nils Thürey (thanks!)
b) Old baked files gets deleted if a new bake gets started (were overwritten before and resulted in weird old bake + new bake mixture) (idea by nudelZ)
2011-06-12 23:51:30 +00:00
Ton Roosendaal
f6de4fecfa Bugfix #27519
Full Sample AA (FSA) was failing in cases. Bug report was an empty
scene (with compo nodes) linking in another .blend scene (with render).

That case gave warning "FSA not supported with rendering". That now is
allowed.

Then I noticed FSA was giving corrupt sample buffers or crashes in cases, 
especially on first buffer, this appeared to be a missing compo tag on 
first sample buffer.

Lastly, to make FSA render a tiny bit less frustrating: added render window
statistic to show which of the FSA steps is being done.
2011-06-12 13:35:17 +00:00
Janne Karhu
09492d9072 Bug fix: keyed physics didn't work properly if the first key wasn't the keyed particle system itself
* Also some nicer rotation handling for the explode modifier
2011-06-12 11:09:39 +00:00
Thomas Dinges
982eb9942c 2.5 Image Buttons:
* Code cleanup, removed some unnecessary code.
2011-06-12 11:03:21 +00:00
Thomas Dinges
1d40ca4860 2.5 Image Buttons:
* Fixed an alignment issue, left column had unnecessary row declaration.
2011-06-12 10:24:47 +00:00
Dalai Felinto
6c15d28db2 Logic: clear "Script" when setting Script Controller mode to "Module"
The text datablock was linked to the controller. So even if the script was set to 'module' and saved, once linked/appended the object the script would come together.
If someone wants to implement this "clear" only once the file is saved, please go ahead. But I believe it's ok to  loose the script if you change it for module (and with the new datablock lookup it's straightforward/quick to reassign a textblock)

-- bug not reported anywhere, from my own list
2011-06-12 08:34:53 +00:00
Campbell Barton
9095612b85 remove some warning for unused struct members 2011-06-11 17:05:20 +00:00
Campbell Barton
3d7dc49e3e warning fix for gcc 2011-06-11 15:37:16 +00:00
Lukas Toenne
fbd5b4eb53 Fix for edge mesh BVH: The edge distance callback for leaf nodes was calculating actual sqrt'ed distance, while needing squared distance to be compatible with bounding box checks. This also solves previous concerns about performance when using sqrt in the comparison callback. 2011-06-11 14:08:46 +00:00
Ton Roosendaal
e0dee9b41d Bugfix #27105
Node editor: collapsed node didn't allow to size it using the
right hand side grab thingemabobs.
2011-06-11 13:12:57 +00:00