Commit Graph

27395 Commits

Author SHA1 Message Date
Tamito Kajiyama
79547351fe Fix for a bug in the Distance from Object modifiers.
The bug was reported by Jonathan Hudson, thanks!
2010-12-04 09:58:58 +00:00
Tamito Kajiyama
a9e50bde82 A few attempts to reduce the amount of memory consumption in Freestyle.
* Made changes to the Controller so that dynamically allocated
memory areas (e.g. imported mesh data, winged edges, and a view map)
are released soon after they become unnecessary.

* Added a new feature edge selection criterion based on image border.

When the "Selection by Image Border" option is enabled, feature edges
are selected only if they are within the border of the image being
rendered.  The border is defined either by the frame size or a border
region (specified by the Shift-B key in a 3D View window).  When large
scenes are rendered, this clipping by the image border leads to less
memory consumption.

* Enabled the "Silhouette", "Border", and "Crease" edge types of
the Selection by Edge Types option by default.

When no edge types are specified, all feature edges including "Ridge",
"Valley" and "Suggestive Contour" are detected at the cost of extra
memory consumption.  Disabling these three edge types and enabling
some other edge type leads to less memory consumption.  This change
is intended to help new Freestyle users by providing a typical, low
memory consumption default setting.

* Slightly rearranged the UI controls for feature edge selection.
2010-12-03 23:17:49 +00:00
Tamito Kajiyama
1bfcba31d2 New feature edge selection criterion based on object groups.
The Freestyle tab in the Render buttons has a couple of new
options "Group" and "Group Negation".  The Group option specifies
a group of objects (defined through the Groups tab in the Object
buttons), while the Group Negation value is either INCLUSIVE or
EXCLUSIVE.  If INCLUSIVE, feature edges belonging to some object
in the group are selected.  Otherwise, those feature edges not
belonging to any object in the group are selected.
2010-12-02 23:50:10 +00:00
Tamito Kajiyama
5eb840f910 Fix for a wrong call of RNA_def_struct_sdna(). 2010-11-29 21:32:47 +00:00
Tamito Kajiyama
2f52fa7820 Fix for properly unlinking target object pointers when objects are deleted
from scenes.
2010-11-29 21:24:55 +00:00
Tamito Kajiyama
7f2829d30e Fix for a compilation issue with MinGW32. The problem was reported
by Dazzle through the BA Freestyle thread, thanks!
2010-11-28 02:48:37 +00:00
Tamito Kajiyama
a04603d2a0 Merged changes in the trunk up to revision 33348. 2010-11-27 12:48:35 +00:00
Tamito Kajiyama
5c26fd6c4c New option for taking account of face smoothness in view map calculation.
With this option disabled, the smoothness of faces is ignored and
jagged feature edges (when seen from a three-dimensional viewpoint)
are generated.  If the new option is enabled, face smoothness is taken
into account during the view map calculation, resulting in smooth
feature edges in 3D.  This generally leads to more stable strokes, and
also permits more stylization possibilities relying on the feature
edge smoothness in 3D.  The downside of smooth feature edges is that
the visibility is mathematically not well-defined and may cause some
artefact in rendering results.  The new option is thus intended to
allow users to try both jagged and smooth feature edges and see which
ones would fit individual application needs.  This option is disabled
by default.
2010-11-27 11:23:11 +00:00
Campbell Barton
02cc80691d python access to driver namespace, rather then have a textblock defined for drivers allow scripts to add functions directly.
- bpy.app.driver_namespace, read-only dictionary, edit in-place.
- reset on file load and new file.
- on errors the namespace used to be reset, this should not be needed.

simple example.

  def driverFunc(val):
    return val * val
  bpy.app.driver_namespace['driverFunc'] = driverFunc

... now all drivers can access this function.
2010-11-27 02:39:51 +00:00
Campbell Barton
4a804855b2 console text underscore would draw outside the view for larger font sizes. 2010-11-27 00:56:18 +00:00
Campbell Barton
5e6c0bcded fix for fix r33330, bug [#23118].
combing hair the view matrix wasn't updated so depth comparison was incorrect.
2010-11-27 00:23:06 +00:00
Campbell Barton
dbf01ba68c Particle draw was calling glColorMaterial(...) after glEnable(GL_COLOR_MATERIAL), this is documented to be incorrect.
On my system it set the ambient color value to 1.0.
2010-11-26 23:38:23 +00:00
Michael Fox
d47a519cbb added option to turn off Text anti-aliasing in the UI
(userpref->system), with a great help from brecht (its been way too long
for me).

However as brecht pointed out that the non-AA text is slightly lareger
then AA'ed Text :S, i did not do anything about this as this commit was
just the option not the text drawing.

this commit also makes it possible to do all kinds of UI textrender options
2010-11-26 22:12:46 +00:00
Sergey Sharybin
8f4d8ad5bc Fix #24914: 3D text glitch and crash
Crash was caused by invalid utf8 sequence pasteing from the clipboard.
Prevent memory corruption by giving utf8slen() the same rules of bytes checking
as utf8towchar() does.
2010-11-26 18:13:27 +00:00
Campbell Barton
16feaf02af remove support for rna resolving paths with collection['name'], only support collection["name"],
added r31826.

This is valid python syntax but I rather be strict with data path format else it becomes harder to parse them if we try to support this.
it means checks like fcurve.data_path.startswith('pose.bones["SomeBone"]') isn't ensured to work, since blender uses "" quotes everywhere for keyframe paths I dont think its an advantage to allow users to do it differently.
2010-11-26 17:25:06 +00:00
Thomas Dinges
d6a90a6bff Rigid Body Joint Constraint:
* RNA fix for my last commit, we want the last 3 items of the array, not the first 3, added get/set functions.
2010-11-26 17:11:16 +00:00
Sergey Sharybin
fb42188c18 Update nurb keyindex data when subdividing -- shape key data wouldn't be lost anyway 2010-11-26 17:08:22 +00:00
Campbell Barton
cfd3b11630 fix building blenderplayer and a divide by zero bug with the console view. 2010-11-26 17:07:31 +00:00
Campbell Barton
cf0820d628 change monospace font to be an extern, not good final design but better then loading the same font 3 times.
need to load twice still because render may use the font in a thread.
2010-11-26 16:33:42 +00:00
Janne Karhu
782d7b312f "Fix" for [#24934] Particle single user crash
* Changing anything related to particle settings shouldn't be allowed when in particle mode, so disabled the buttons in ui.
2010-11-26 15:37:08 +00:00
Janne Karhu
4efffc90f9 Bug fix: voxeldata texture extension didn't work.
* Code was using tex->extend instead of vd->extend.
2010-11-26 14:33:44 +00:00
Campbell Barton
f2c9eff803 lasso select wasn't comparing the depth with particle selection, where border and circle select do. 2010-11-26 13:40:47 +00:00
Campbell Barton
a44acdf348 bugfix [#23118] Blender freezes when combing hair - OS X path changes related?
- glReadPixels() was running to get the depth on each pixel, this works fine one some cards but was locking up on OSX.
- Replace glReadPixels() call with a single call to view3d_update_depths() right after view3d_validate_backbuf(), so the depths are only read once.
- Unrelated to the changes above, but should improve performance: view3d_validate_backbuf() was being called on every redraw while combing, now only call once when combing starts.
2010-11-26 12:57:35 +00:00
Campbell Barton
c2cd9ab039 remove calls to update the depth buffer while in particle editmode, this calls glReadPixels() for the viewport which is slow on some systems and the depths are currently not used. 2010-11-26 12:38:42 +00:00
Lukas Steiblys
d3ec9753c4 freeing all free GPU buffers every frame could be a performance issue and is not necessary 2010-11-26 11:20:03 +00:00
Dalai Felinto
b8572527df follow up of "Bugfix #23576" (Logic UI) - replacing hardcoded values by RNA_struct_is_a + making rna_sensor future proof 2010-11-26 03:58:31 +00:00
Brecht Van Lommel
ca6cc30368 Fix #24855: disabling shadows didn't disable AO/env with ray transparency
and AO multiply mode.
2010-11-26 03:50:14 +00:00
Dalai Felinto
9d9a88348e BGE Bugfix: [#24926] Sensor 'Radar' les axes X+ et Y+ ont été inversé. (oui, a french bug report :)
we were using SENSOR_RAY for the radar sensor axis. However the Ray axis is inverted (God knows why) so I created a set of defines only for radar sensor.

Also I thought it was a good idea to replace some hardcoded values in Radar and Ray codes by their defines in DNA_sensor_types.h (similar to what Benoit did for Armature Sensor, so I see no problem on that).
2010-11-26 03:37:08 +00:00
Brecht Van Lommel
886e7a7f45 Fix #24923: tweak falloff strength tooltip to apply both to AO and indirect. 2010-11-26 03:31:12 +00:00
Brecht Van Lommel
9a6fee750a Fix #24775: boolean modifier crash in rendering on Mac. Problem was that this
ran out of stack memory, now it passes some arguments by reference instead of
by value to use less stack space.
2010-11-26 03:26:57 +00:00
Campbell Barton
a7cce73fd0 fix [#24900] Texture paint mode broken
own commit r33070 broke this.
2010-11-26 00:52:37 +00:00
Janne Karhu
b0df3a29f2 ATI X1xxx gfx cards (R500 chipset) lack full support for npot textures although they report the GLEW_ARB_texture_non_power_of_two extension. 2010-11-25 22:15:04 +00:00
Janne Karhu
5d0b3a5230 Smoke domain resolutions were calculated wrong for non-cube domains in some cases. 2010-11-25 22:13:40 +00:00
Campbell Barton
2b4cf2ac8d bugfix while looking into [#24900], color wasn't being set for face-mask mode. 2010-11-25 21:59:12 +00:00
Campbell Barton
6f1077ed2c bone roll recalculate, option to use active bones Z axis. 2010-11-25 20:50:50 +00:00
Campbell Barton
95d8cfc25d bugfix [#24907] bone roll z up broken and python script showing correct method to roll bones
from Josh Wedlake (joshwedlake), who provided a reference script used to apply changes in ED_rollBoneToVector().

- Obvious bug fixed where Z-Up didnt work right.
- More align axis options to Recalculate Roll operator: X/Y/Z/View Axis & Negate.
- Axis Only option, ignore the axis direction, use shortest rotation to align bones.


ED_rollBoneToVector() changes:
- would give bad roll when the axis wasn't normalized or perpendicular to the bone.
  some callers accounted for this but not all.
- option to align to the axis but not the direction.
2010-11-25 19:49:07 +00:00
Sergey Sharybin
d2a2cab975 Fixed bug with Text menu in font edit mode 2010-11-25 18:22:59 +00:00
Lukas Steiblys
b9b9ac75bc fix for https://projects.blender.org/tracker/index.php?func=detail&aid=24442&group_id=9&atid=498
[#24442] GLSL + VBOs
2010-11-25 17:36:03 +00:00
Campbell Barton
dd8a55b23f new vectors that were the result of functions or operators were not using the same subclass as the vectors they were derived from. 2010-11-25 16:00:06 +00:00
Campbell Barton
c8fb984ee6 bugfix [#24916] Blender Crash after inappropriate Merge-Command 2010-11-25 15:03:36 +00:00
Sergey Sharybin
2d0a1f4de2 Redraw 3d view when new object was added (NC_OBJECT|NA_ADDED notifier)
This fixes one issue from #24914: 3D text glitch and crash ("delayed" 3d view refresh)
2010-11-25 14:56:02 +00:00
Luca Bonavita
56f8ced34f == console ==
- banner formatting

== sphinx doc ==

- bpy.data: put the example below the documentation itself
2010-11-25 14:55:03 +00:00
Campbell Barton
e3fa2d8be8 found some errors while looking into bug #24909, in exceptional cases where the PNG could not be saved it could leak memory and not close the file. 2010-11-25 14:00:11 +00:00
Janne Karhu
22b3f2228f Possible fix for the issue that came up in [#24890] Vector Blur node is Buggy
* Apparently some compilers don't respect proper operator precedence, so added some parentheses around to make inline conditionals unambiguous.
2010-11-25 11:38:55 +00:00
Martin Poirier
728ad84c66 Fix polling order for ui panels in netrender.
Was broken by r33071 but order wasn't optimal even before. Should be snappier now (at least only check if correct render engine is selected).
2010-11-25 01:25:47 +00:00
Joshua Leung
9f18e066fc Spline IK Bugfix:
Binding code had off-by-1 error, which meant that when "Even Divisions" was disabled the length of the wrong bone would get used. 

This error was most noticeable when the lengths of the bones were quite different - for example, a chain with 3 bones of increasing length. Thanks to "Julius" on BlenderArtists for catching this. Cheers!

---

Also, simplified the binding code loop a bit to prevent this sort of error in future.
2010-11-24 23:36:36 +00:00
Damien Plisson
49f63589ab OSX: Patch associated with Python update to 3.1.2.
Thanks to Jens Verwiebe for making the build and the patch to make the Game Engine build again with it.
2010-11-24 21:39:07 +00:00
Campbell Barton
9371a800b7 drivers could reference invalid index values outside the bounds of the array. 2010-11-24 21:33:07 +00:00
Campbell Barton
77e3d5dfb4 define UNUSED() locally for mmap_win 2010-11-24 20:56:25 +00:00
Campbell Barton
c5f7207948 fix for crash introduced r33257, also tag some vars as unused. 2010-11-24 20:13:37 +00:00