Commit Graph

25767 Commits

Author SHA1 Message Date
Mitchell Stokes
71eda5ca4d BGE Animations: BL_Action::m_action could be garbage, which can lead to odd problems. So, now I make sure it's set to NULL in the constructor. 2011-07-20 06:09:41 +00:00
Joshua Leung
69614a972f Add/Clear Fake Users from Outliner by RMB on ID blocks 2011-07-20 01:12:57 +00:00
Joshua Leung
57fe73b3ac View All/Selected tools for NLA Editor 2011-07-20 00:36:28 +00:00
Sukhitha Prabhath Jayathilake
2fb7dbd60c Material Specular Hardness Animation import (ongoing) 2011-07-18 19:32:51 +00:00
Sukhitha Prabhath Jayathilake
a6e2fba994 Identifying Animation List for Material shininess. 2011-07-18 18:31:01 +00:00
Sukhitha Prabhath Jayathilake
bb49714310 Material Specular Hardness Animation export. 2011-07-18 17:33:03 +00:00
Mitchell Stokes
7e72356b8d BGE Animations: Allow the Copy Transform constraint to work with external targets in the game engine. 2011-07-17 20:06:50 +00:00
Sukhitha Prabhath Jayathilake
44326c9fe9 Material Animation export. (on going) 2011-07-17 18:51:03 +00:00
Sukhitha Prabhath Jayathilake
b96d3fd70a Identify material Animations to export. 2011-07-17 17:30:41 +00:00
Sukhitha Prabhath Jayathilake
6b6c2bd17f Set material Sid addressing. 2011-07-17 16:39:19 +00:00
Joshua Leung
a0b769ce0e Bugfix [#27412] PoseLib bug(maybe also corrupted data)
* Find first unused frame function was failing to correctly detect
conflicts with the lower bound due to the way that markers are not
stored in sorted order. Fixed by performing additional search passes.

* Fixed some update bugs where there were missing notifiers. Most
noticable when the poselib is being viewed in an Action Editor
2011-07-17 12:37:38 +00:00
Joshua Leung
3ce8c9242d Bugfix [#27157] keyframing a constrained bone does not work as before
Visual Keyframing was broken by r.34685, which used another method
which, at the time, appeared to work perfectly fine. Apparently not.

Also, extend/fixed visual keying to work for axis-angle rotations too.
Needs some testing, but should probably work
2011-07-16 06:46:39 +00:00
Mitchell Stokes
c9c51776ee BGE Animations: Some updates to the Python api:
* Adding methods KX_GameObject.stopAction() and KX_GameObject.isPlayingAction().
  * Made all layer arguments optional. This means I had to change setActionFrame(layer, frame) to setActionFrame(frame, layer=0). This seems a little backwards to me, but I guess that's what you get with optional arguments. Also, this will break existing scripts.
  * Made sure to check user supplied layer values on all action methods. Previously this was only done for playAction().
  * Fixed a few newline issues.
2011-07-16 05:25:15 +00:00
Mitchell Stokes
ad08de4c2a BGE Animations: Now animations are only updated based on the set animation speed. This offers a significant performance increase (about 2x fps in my animation stress tests) for cases such as the defaults: 60fps logic and 30fps animations. This means that animations now only have to be updated half the time. I've also added Animations as a profiling category. This is the time spent in Blender's animation code, and not in the BL_ShapeDeformer (the mesh deformation). I'd like the add the deformation too, but right now it's counted in the rasterizer, and I don't see an obviously clean way to have it counted as animation instead. I'll investigate more. 2011-07-14 07:03:33 +00:00
Sukhitha Prabhath Jayathilake
49d01fb30d Fixed Color animation import( support for Maya ) 2011-07-13 16:53:36 +00:00
Joerg Mueller
d9cf985730 Merging trunk up to r38329. 2011-07-12 13:09:22 +00:00
Joshua Leung
9132754dc1 Timeline Drawing - Time cursor draws extra wide in timeline so that
keyframe lines are wrapped up nicely by it

Ideally it could be made so that it only became wide when it is on a
frame with a keyframe, though that could end up causing performance
problems, so this will have to do (if a bit "chunky" looking at
times).
2011-07-12 12:13:23 +00:00
Joshua Leung
7dd6926b22 Bugfix [#27548] Timeline view - 2D drawing issues
* Keyframe lines were being drawn too short when frame number box was
enabled. The code for drawing this was modifying the View2D view-space
to get it's stuff in the right place, but the timeline code was not
accounting for this.

* In order to make the time ticks more visible outside the frame
range, I've moved the start/end frame drawing stuff in timeline to
occur after the grid drawing, and to draw semi-transparent, just like
the preview range curtains in the other animation editors
2011-07-12 12:04:27 +00:00
Joshua Leung
8d78e10b69 NLA Drawing - More prominent communication of the "solo" feature
* When a track is being solo'd, all other channels for that block are
drawn darker
* Strips in non-solo tracks are drawn flat shaded instead of with
shading
* Mute toggles are hidden (they wouldn't affect the result)
2011-07-12 11:27:35 +00:00
Mitchell Stokes
0a8d4d1e10 CMake fixes for r38303 (splitting up the outliner code). 2011-07-12 10:09:14 +00:00
Brecht Van Lommel
d0e4fb393b RNA: fix some text datablock property UI names. 2011-07-12 09:30:40 +00:00
Joshua Leung
1ab2e0d40e NLA Drawing Tweak - New icons for "solo" toggles
Added some new star icons for the "solo" toggles in NLA editor.
Unfortunately they look a tad scruffy alongside some of the other
icons, although they should hopefully turn out to be more descriptive
(especially when combined with some drawing tweaks I've got in the
pipeline...)
2011-07-12 07:03:25 +00:00
Joshua Leung
d585ad2e3f Bugfix [#27650] graph editor -> drivers -> Delete Channels (X) deletes
wrong entries if obdata selected

In this case, the problem was that there were some lingering F-Curves
that were unselected by still had "active" flags set (a problem caused
by the old filtering channel visible vs list visible bug). Now,
"active" flag is treated separately from "selected" flag (bringing
this back into line with bones), leaving no confusion.
2011-07-12 03:59:06 +00:00
Joshua Leung
2fd3ae7539 Bugfix #27881: Motion paths don't correctly update with pose sliding
tools
2011-07-12 03:02:53 +00:00
Joshua Leung
de69b6819d Further Outliner code cleanup - Split out tree building stuff for ID
blocks and Objects from add_element

These two chunks were significantly large that they really needed to
be placed into their own functions to allow for easier source
navigation.
2011-07-11 13:36:38 +00:00
Joshua Leung
3e8712bf63 == The great Outliner code split up ==
As per my proposal (http://lists.blender.org/pipermail/bf-
committers/2011-July/032553.html), I've split outliner.c into several
new files based on the purpose of the relevant code.

* outliner_tree.c - building outliner structure
* outliner_draw.c - outliner drawing (including toggle buttons and
their handling)
* outliner_edit.c - all operators for toggling stuff, and/or hotkey
accessed operators. Also KeyingSet and Driver operators go here
* outliner_tools.c - all operators and callbacks used for handling RMB
click on items
* outliner_select.c - stuff for selecting rows, and handling the
active/selected toggling stuff

In a few cases, the split hasn't been totally clear-cut due to cross-
dependencies and other spaghetti. However, in a few cases, I have
managed to remove the need for some of the prototypes that were needed
in the past by judicious reshuffling of functions, which also makes it
easier to actually find what you're looking for.
2011-07-11 10:59:53 +00:00
Brecht Van Lommel
e645068aa0 Fix #27928: avi raw writing failure, after earlier bugfix for big file sizes. 2011-07-11 09:47:13 +00:00
Brecht Van Lommel
9fb2e5dde7 Fix #27930: many modifiers crashed when used on a lattice with a vertex group. 2011-07-11 09:15:20 +00:00
Brecht Van Lommel
7dfe34864e Fix #27912: crash after mesh.materials.pop(). 2011-07-11 09:08:08 +00:00
Brecht Van Lommel
8ca556a32a Fix #27921: optimal display with 2 subsurf modifiers fails. 2011-07-11 09:05:10 +00:00
Janne Karhu
897cbe4b42 Fix for [#27398] Particle systems with animated groups render incorrectly in viewport
* Hmph.. depsgraph and group duplication == illogical.
2011-07-10 23:49:59 +00:00
Janne Karhu
2ebc5cbe75 Fix for [#27293] Group Instance of particle system is rendered wrong
* Silly mul_m4_v3 had turned into a mul_m4_v4 at some point!
2011-07-10 23:24:15 +00:00
Campbell Barton
80eb1eae42 run WM_exit(C) when blender as a python module exits 2011-07-10 18:54:02 +00:00
Brecht Van Lommel
1f6a79ecb5 Fix #27926: autokey not working with auto IK, broke this with an earlier bugfix. 2011-07-10 18:21:40 +00:00
Janne Karhu
2fb4a37baa Fix for [#27289] Hair: Render Option - Object does not point objects to end of "hair path"
* Objects are now always rotated in the directions of the hair paths
* Secondary fix: particle size wasn't updated for hair particles, so dupliobject size couldn't be change after the hair was edited
2011-07-10 17:30:31 +00:00
Janne Karhu
de7592b489 Fix for [#26873] Animated displacement modifier on an object doesn't work with hair particle objects
* Noise is now considered an animated texture as it changes with every frame
* Converted a few places in particles code to use the particle system's own random table instead of BLI_frand.
2011-07-10 17:04:56 +00:00
Sukhitha Prabhath Jayathilake
6160bc596f 2011-07-10 07:34:11 +00:00
Sukhitha Prabhath Jayathilake
a5b37a8a0c Bug Fix. 2011-07-10 06:21:39 +00:00
Campbell Barton
7370ba1839 fix for NULL pointer usages 2011-07-09 19:59:32 +00:00
Sukhitha Prabhath Jayathilake
daddbc62df 2011-07-09 19:33:02 +00:00
Campbell Barton
65d1e27ff5 fix for using uninitialized value in gpu_shader_material 2011-07-09 19:16:32 +00:00
Campbell Barton
d5984b2d50 fix [#27683] Blender hangs when baking a particle system when a driver is present 2011-07-09 17:41:39 +00:00
Ton Roosendaal
2bb08ee48e Wrong tooltip for OBJECT_OT_make_links_scene() operator. 2011-07-09 17:09:28 +00:00
Ton Roosendaal
de10ffab75 Bugfix #27761
Material nodes: when no output node was active, it sets one.
Not common to happen anymore, only for deleting output nodes
without clicking on nodes.
2011-07-09 17:03:35 +00:00
Sukhitha Prabhath Jayathilake
eb452225ce Improvements to import system. Ability to include more parameters. 2011-07-09 15:15:17 +00:00
Sergey Sharybin
c314ac8ce3 Fix #27888: Render artifacts in 2.58.1
It was a regression introduced in rev36301. Average normal calcilation
used to fail due to triangular faces which are too slight.

Do not use triangles with too small area for average normal calculation.
2011-07-09 15:10:12 +00:00
Campbell Barton
905d04ef9d fix [#27915] Relax Pose crashes blender on bone with ChildOf constraint in linked rig 2011-07-09 14:33:28 +00:00
Sergey Sharybin
5506d18fa8 Fox #27866: Curve handle snaps/locks when it shouldnt
It was a precision error in calchandleNurb. Do not align handles
along handle which si too short.
2011-07-09 14:22:52 +00:00
Joshua Leung
767c7f24dd Ctrl-R sets rotation mode for Pose Bones 2011-07-09 01:14:07 +00:00
Joshua Leung
d044ecea10 Compiler warning fix 2011-07-09 01:11:09 +00:00