Sergey Sharybin
0b31218c85
Style cleanup: white space
2012-08-08 11:15:36 +00:00
Sergey Sharybin
1cdc39f49b
Code cleanup: mark functions as static, ifdef 0 some unused functions
2012-08-08 11:15:32 +00:00
Campbell Barton
098cbdac62
fix for minor regression in own recent edits: sample line was drawing in newly created curve nodes (Hue correct).
2012-08-08 08:41:10 +00:00
Campbell Barton
206b7a6d1b
skip loading file selector icons when running in background mode.
2012-08-08 08:25:20 +00:00
Sergey Sharybin
9ccb8b8c40
Fix crash in cases when render layers node is muted
2012-08-08 08:15:56 +00:00
Mitchell Stokes
47c7266522
Accidentally did a commit when I wanted to revert... (ignore my last revision)
2012-08-08 01:29:20 +00:00
Mitchell Stokes
843b45cafa
2012-08-08 01:24:48 +00:00
Campbell Barton
e9d73dbba5
use -FLT_MAX where FLT_MIN was misused
2012-08-07 19:49:38 +00:00
Campbell Barton
4005b88b30
minor edits to node view
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- when single (non frame) node selected, dont zoom in, just pan.
- only reset the background when pressing home key
2012-08-07 18:45:24 +00:00
Campbell Barton
c985a40abb
fix for own error confusing FLT_MIN with -FLT_MAX (didnt get into a release, dont include in log)
2012-08-07 18:41:47 +00:00
Campbell Barton
06791ba281
select linked
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- dupligroup now only selects objects with dupligroup enabled.
- selected onjects are skipped, this way and undo push wont happen if no new objects are selected.
also minor edits to node view all/selected
2012-08-07 17:20:21 +00:00
Sergey Sharybin
6cf1a9834b
Made image buffer threaded processor generic function,
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so color management could use the same routines.
Should be no functional changes.
2012-08-07 16:47:46 +00:00
Campbell Barton
258b4a8dad
add view selected for node view
2012-08-07 16:30:34 +00:00
Sergey Sharybin
95465e7a28
Made color balance in sequencer multi-threaded
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Should give some more realtime update, but it's currently not the
biggest issue - changing color balance settings would imply reloading
of file which is slow. Would be investigated further.
This change shouldn't affect on pre-fetching job which is already
multi-threaded and doing threaded color balance would make things
only worse.
2012-08-07 16:09:42 +00:00
Campbell Barton
4f4a468128
use bilinear rather then bicubic scaling because bicubic blurs too much.
2012-08-07 15:01:48 +00:00
Campbell Barton
719aedaf60
mask - draw both sides of the curve when filled option is disabled.
2012-08-07 13:37:16 +00:00
Thomas Dinges
fcc18fe5e3
Code Cleanup:
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* Remove old comment, Internal Player is working again.
2012-08-07 13:22:40 +00:00
Howard Trickey
3e5cbb48f6
Fix knife stack overflow (bug #31907 ).
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The mutual recursion was removed: it was not needed.
2012-08-07 12:54:32 +00:00
Lukas Toenne
9388d04911
Fix for particle influence textures. These now work with "Particle/Strand" input coordinates, mapping the relative particle index into the [-1, 1] Y-coordinate range.
2012-08-07 10:54:50 +00:00
Campbell Barton
b218d90176
fix a crash when python is registering enum properties and the items argument is a generator (some sequence type besides a list/typle), in this case it could free the strings before blender duplicates them.
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this fixes [#32192 ] Import Images as Planes script is broken
2012-08-07 10:03:14 +00:00
Campbell Barton
8ae89f4942
speedup to inpaint node in my tests was about ~30% for an optimized build.
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also replace MIN/MAX2 with inline functions in transform.
2012-08-07 09:20:30 +00:00
Lukas Toenne
cfe7bab080
Fix for drawing arrows on node lines between two reroute nodes. This was a typo in r48762 which inverted the arrow scale.
2012-08-06 20:48:08 +00:00
Campbell Barton
d5b9ae57ca
Switching images in the image space would modify UV coordinates.
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This is an intended feature but works too unreliably.
- This setting was stored in each face and only editable by re-running the unwrap, this is too hidden (only discovered this by reading code).
- This worked with blender internal but not with cycles, such basic options as changing an image shouldn't behave different depending on the render engine selected.
I've ifdef'd out the aspect correction for now, it could be added back as a per scene option and be made to run on both cycles or blender internal but for now I prefer to keep this disabled.
2012-08-06 19:28:22 +00:00
Lukas Toenne
723e52fb85
Tile fix: Use the validity flag in node links directly instead of the indirect node level check for cyclic links to avoid crash in cases of invalid links, which can be created in some situations (reroute nodes). The link flag may have been set by additional constraints. It is much simpler to use and avoids the redundant check.
2012-08-06 19:11:59 +00:00
Lukas Toenne
f961afece0
Fix for incomplete Reroute node updates. Adding reroute nodes by spliting links would often result in unrelated color sockets or otherwise miss updates.
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The reason is that the per-node updates used for Reroute node type inheritance are not supposed to be looking at connected nodes, they are purely for "local" updates. For this sort of "global" update which requires depth-first search, the update function on the node tree level must be used instead.
2012-08-06 18:49:28 +00:00
Lukas Toenne
e276a7c805
Fix for Reroute nodes: Reloading could change socket types without updating the socket data structs, leading to crash. This is caused by the node verification procedure, which resets any socket type to the initial type defined in the socket templates. Adding sockets dynamically without templates solves this (the sockets are then ignored by verification).
2012-08-06 16:25:38 +00:00
Campbell Barton
db6c4ba11e
bring back the play option from 2.4x
2012-08-06 16:07:11 +00:00
Campbell Barton
48b59330fe
missed this when merging inpaint
2012-08-06 15:59:09 +00:00
Sergey Sharybin
a334b5a4b6
Made feather self-intersection check an option.
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Useful in cases when masking stuff like self-intersecting
ropes. This could probably be smarter option, but can't
currently think about robust approach here.
2012-08-06 15:20:14 +00:00
Campbell Barton
fd666b2c78
fix for bge module imports so you can do for eg:
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import bge.render as render
2012-08-06 14:29:25 +00:00
Sergey Sharybin
b282b5275c
Mask feather self-intersection check
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Enable self-intersection check for preview. In own tests average
time for this operation on mango files was ~0.0015sec, and it was
like 20 splines max which still gives pretty smooth performance
on my core quad machine.
Would think let's check how it works for now, if it'll give some
issues here, would just avoid tessellation on every redraw by
storing tessellation in some cache (probably in mask user).
Another change is related on a way which loop to collapse.
Changed length check with AABB size check. A bit slower but
should be a bit more predictable.
2012-08-06 13:53:38 +00:00
Campbell Barton
2b8ac9bc61
inpaint node from tomato branch by Peter Schlaile
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http://en.wikipedia.org/wiki/Inpainting
2012-08-06 13:45:11 +00:00
Daniel Genrich
731c6ebec4
Patch [ #32246 ] (Bugfix): UV editor -> "Proportional edit" together with "constrain to bounds" does not work.
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Patch reviewed by Campbell Barton. Thanks!
2012-08-06 13:40:29 +00:00
Howard Trickey
21a137471d
Fix to knife: would sometimes miss cuts on non-planar faces.
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Also, there was a needless loop through all three loops of
a tesselation triangle, which all share the same original face.
Also, made an early out for case where an edge cut had already
been discovered on a Knife edge.
2012-08-06 13:37:25 +00:00
Howard Trickey
244714d53e
Remove redundant typedef of BLI_Stack
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(caused compilation errors with some compilers)
2012-08-06 13:31:28 +00:00
Campbell Barton
7beb47bd69
fix for freeing NULL pointer.
2012-08-06 13:04:40 +00:00
Campbell Barton
43d855c846
fix for own bug - missing NULL check when the image space starts a render job
2012-08-06 12:14:02 +00:00
Campbell Barton
75a188272e
move pivot point and cursor out of UV rna into image space since both mask and uvedit use them.
2012-08-06 12:12:45 +00:00
Daniel Genrich
4c4973350e
Bugfix: Crash when changing collider type after loading blend file.
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Thanks to MiikaH for pointing out.
2012-08-06 11:55:52 +00:00
Lukas Toenne
54b61401ed
Fix #32271 , Node group/parent crash. The grouping operators need to also look at the non-selected nodes in the edit tree to find nodes whose parent is to be moved but the child is not, and then detach those.
2012-08-06 11:23:09 +00:00
Campbell Barton
2988c81d6b
fix [ #32272 ] crash while rendering and modifying the node setup.
2012-08-06 10:13:49 +00:00
Campbell Barton
4e2fb45576
style cleanup
2012-08-06 10:03:17 +00:00
Campbell Barton
3b743582ec
node transform for frames was broken since the frames locx, locy are used as offsets, now node transform uses node ccenters (works nicer for regular nodes too).
2012-08-06 09:08:24 +00:00
Campbell Barton
df81b50bf2
prevent copy/paste from incompatible types (compo -> material for eg) - would crash instantly.
2012-08-06 08:41:45 +00:00
Campbell Barton
5bb97305a4
fix for node clipboard leak on exit, also use blenders convention for function naming with BKE clipboard funcs.
2012-08-06 08:25:24 +00:00
Campbell Barton
00ea79afa0
fix for building in debug mode.
2012-08-06 08:01:20 +00:00
Mitchell Stokes
583fa7d1ea
Fix for [ #32054 ] "Animation break after resuming scene" reported by Andreas Esau (ndee). The action's timing was getting messed up which resulted in negative local frames, which were being counted as "done."
2012-08-06 00:53:26 +00:00
Nicholas Bishop
a423f55ca9
Avoid recursion in skin modifier's edge matrix calculations
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This is a potential fix for bug [#32263 ] Instant Crash with Skin
modifier.
2012-08-05 23:29:50 +00:00
Nicholas Bishop
b6bc308375
Add an array-based generic stack structure to blenlib
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Very simple stack with homogeneous contents. Provides push, pop, and
is-empty operations.
2012-08-05 23:29:43 +00:00
Mitchell Stokes
958dc02774
Fix for [ #32270 ] "Removing a Character object from the scene causes a crash." reported by me. The character's action wasn't being removed from the dynamics world when the character controller was.
2012-08-05 22:31:55 +00:00