Commit Graph

49420 Commits

Author SHA1 Message Date
Campbell Barton
357198d885 fix [#35097] only one curve cap is visible while backface culling is enabled - (again)
also replace array copying with memcpy.
2013-04-26 20:04:58 +00:00
Campbell Barton
35ddc47d38 fix for regression where tessface weren't recalculated when running loopcut outside of a macro. 2013-04-26 19:25:56 +00:00
Sergey Sharybin
d87b40d95d Fixes for color management:
- Sequencer preview was clamping float buffers
- ACES color space wasn't correct, was noticeable when
  applying display processor from linear space to display.
- Extended sRGB LUT to sRGBf from nuke-default config.
  Makes sequencer behave much better in sRGB space.
2013-04-26 18:56:15 +00:00
Campbell Barton
61ad024b7e fix for recent commit that allowed incorrectly flushed face selection. 2013-04-26 18:45:05 +00:00
Campbell Barton
2e89f6350d edgeslide fixes/tweaks
* re-executing edgeslide was using initial mouse coords only.
* allow negative smooth
* allow more then 10 cuts in RNA limits.
2013-04-26 18:12:05 +00:00
Campbell Barton
6d83322841 add support for macro redo if all operators in the macro have an exec()
this fixes [#35079]
2013-04-26 17:36:54 +00:00
Campbell Barton
44b9de12b5 add exec() to loopcut so it supports redo. 2013-04-26 17:29:42 +00:00
Sergej Reich
63891a7638 game engine: Use 0.04 as default collision margin
0 is to unstable as a default.
2013-04-26 16:27:20 +00:00
Campbell Barton
dfc406fc2c fix/feature [#35085] Loop cut slide
Loop cut slide now works with multicut.

issue is that since edge slide now supports more configurations, cases where loop-cut-slide silently failed before,
now slide (albeit in an awkward way at times).

Fix this my adjusting the selection of after loopcut so edge slide can properly operate on it.
2013-04-26 15:05:19 +00:00
Brecht Van Lommel
722175e4b9 Fix image painting not adding alpha when 2D painting in the image editor. This
code got lost after the optimizations in revision 55033.
2013-04-26 14:43:38 +00:00
Sergey Sharybin
3b23035282 Fix 35091: Blender internal does not render face texture alpha
Issue was introduced in svn rev54374.

Now made it so image's flag from imagewrap*() argument
is checked instead of using tex->ima, which seems how
this functions were supposed to work.

Doublechecking on this change is really welcome!
2013-04-26 14:32:06 +00:00
Brecht Van Lommel
f0fb5db329 Fix preview render not starting in some cases, now starts the preview rendering
job if no render result is found and no preview render job is already running.
2013-04-26 13:47:57 +00:00
Joshua Leung
eda757d4c8 Bugfix [#34645] NlaStrip Tweak Mode - No automatic action length sync on exit
Originally I was thinking of not restoring this functionality (see report for
further details). However, upon rechecking the code, it seems that there was
actually a define set up for this already, but which wasn't actually hooked up
yet. So, this commit basically exposes this option ("Sync Length") which ensures
that when exiting tweak mode on a NLA Strip, that strip instance (and not other
users of the same action) will be updated to include the newly added keyframes.
This option is not enabled by default, and shouldn't really be needed in most
("intended") workflows.
2013-04-26 13:42:55 +00:00
Campbell Barton
1a3c59baac fix for out of bounds memory access in solidify modifier (hidden by guardedalloc). 2013-04-26 11:31:54 +00:00
Campbell Barton
0d488c5580 add subsurf limits, in RNA, there were none, but subsurf would assert at 29.
Checked and subsurf level 11 gives over 3 million faces from a single triangle. So use this as a limit.
2013-04-26 11:30:16 +00:00
Sergey Sharybin
708622c7f2 Fix #35082: Blender Freeze when change smoke domain setting
Issue was introduced by svn rev56273 and was caused by
both smokeModifier_do and smokeModifier_reset (which is
called from smokeModifier_do) do mutex lock/unlock.
This lead to quite undefined behavior caused by the same
thread released mutex twice.

Solved by not locking mutex from inside routines calling
from smokeModifier_process -- mutex is locked in parent
function anyway.
2013-04-26 08:30:55 +00:00
Brecht Van Lommel
e77729f5dd Fix a few more cases where an operator should not show in the search menu. 2013-04-26 02:44:21 +00:00
Sergej Reich
b0d6c93ab6 game engine: Use bullet's default contact processing theshold
Blender's old default of 1 was too small here.
Now we don't override the default.
If it's really needed to use a smaller value here, the property should
be first exposed in the ui, but don't think this is necessary.

Fixes [#35076] Dynamic objects have periodic glitch in velocity when on an incline
2013-04-25 19:50:54 +00:00
Bastien Montagne
e22c52af16 Fix [#34545] Render layer name is unwantedly translated in composite node editor
Some enums' items actually are generated from data (like the render layers of compo nodes), so they should not be translated. Added a PROP_ENUM_NO_TRANSLATE new RNA flag to tag those enums (only found those for nodes, but may be more of them around).

Also fix similar issue in main list of render layers (Py UI code! :P ).
2013-04-25 17:40:08 +00:00
Campbell Barton
ed68497700 style cleanup 2013-04-25 16:35:57 +00:00
Sv. Lockal
8df319f5e6 minor fixes for freestyle
- update copying code for linestyles to copy gaps
- update copying code for freestyle line modifiers to copy mapping flags and seeds
- fix drawing code for Material modifiers after a recent refactoring
2013-04-25 16:23:23 +00:00
Campbell Barton
faeeb4b3aa individual inset was missing relative option. 2013-04-25 16:14:04 +00:00
Brecht Van Lommel
656213e6b2 Fix freestyle crash due to freed memory access. The render data needs to be
freed first, and then the scene that it used.
2013-04-25 15:59:15 +00:00
Brecht Van Lommel
4a6de485c3 Fix part of #34640: vertex color blur brush would average face corner colors
at vertices for the entire mesh, which meant that discontinuous face colors
would be lost for unrelated parts of the mesh too. Now only vertices within
the brush radius will be affected.
2013-04-25 14:29:19 +00:00
Brecht Van Lommel
c2d5c72245 Fix part of #34640: colors darkening when using the vertex paint blur tool.
The problem was that vertex colors only have 8 bits of precision, and integer
division always rounds down, so after some color blending iterations everything
gets darker. Instead use integer division that behaves like round() instead of
floor() for blending operations.
2013-04-25 14:16:22 +00:00
Gaia Clary
631f2b94ef fix:#35073 face normals calculation used wrong mloop index 2013-04-25 13:28:32 +00:00
Sergey Sharybin
d0b74452ad Fix #35074: Image editor shows color banding on rendered images (even with dither set to 2.0)
Mistake in one of changes to GLSL display function,
missed fallback mode in case dither is non-zero,
2013-04-25 12:02:56 +00:00
Campbell Barton
f4d37847af ruler tweak: don't, snap to edit-object, because it didnt work well when modifiers are applied in editmode. 2013-04-25 11:46:07 +00:00
Campbell Barton
b106681da2 ruler snapping
- draw snap circle to make it more obvious when snapping succeeds.
- when not in wire-view, snap to the surface when adding new rulers.
2013-04-25 10:14:19 +00:00
Campbell Barton
a25703eb36 ruler snap adjustments
- when in wireframe mode: don't snap to faces, instead snap to the closest edge/vertex.
- when not in wireframe mode: snap to the front-most element (was a problem that it could snap to an edge/vert behind the face)
- reduce the distance for selecting ruler points, was too easy to accidentally drag a ruler.
2013-04-25 09:39:03 +00:00
Campbell Barton
16f61b8b0b fix [#35072] View name of 3Dview is clamped in Japanese
just increase size of string to allow for utf8 chars.
2013-04-25 08:13:46 +00:00
Brecht Van Lommel
d22e9657a5 Fix build error with scons + msvc, needs pthread include. 2013-04-25 00:06:43 +00:00
Brecht Van Lommel
2516497ca2 Fix two more high DPI / retina draw issues with running jobs in info header and
the node tree name in the node editor.
2013-04-24 23:09:29 +00:00
Brecht Van Lommel
2043d801e8 Fix #34806: rigid body world settings were not copied with a full scene copy.
Now copying a scene will also duplicate groups that consist entirely of objects
that are duplicated with the scene. The rigid body world will then also pointers
to these new groups.
2013-04-24 23:09:25 +00:00
Brecht Van Lommel
11c6abe53b Fix crash going to a scene with no camera, with an inactive 3D viewport space.
The regions of the space are stored in a different place depending if it is
active or if another space is in use. The code here was iterating over both
but it should be only one because the other might contain regions of another
space.
2013-04-24 23:09:22 +00:00
Brecht Van Lommel
08a48b8b96 Fix rigid body world Solver Iterations not showing in UI and throwing python error. 2013-04-24 23:09:19 +00:00
Campbell Barton
27d19aaaf4 minor fixes
- build with netbsd works again.
- select uv more/less was crashing when called outside image space.
- node RNA property update was crashing when not called in node space.
2013-04-24 20:19:01 +00:00
Brecht Van Lommel
a0e03a6c77 Fix cycles build error, RNA C++ API did not properly handle output parameters. 2013-04-24 19:21:18 +00:00
Brecht Van Lommel
ee6932aa89 Fix flickering black tiles in preview render, after viewport render commit, it's
nicer when the new preview draws over the old one.

The code was changed so that the render result is freed all the time because
freestyle manipulates render layers. Now it only does it when freestyle is
enabled so cycles and regular blender internal can still avoid it.
2013-04-24 19:21:16 +00:00
Brecht Van Lommel
04c8d8b919 Fix blender internal preview rendering continuously restarting after recent
viewport render changes.

Actually was an older issue that would cause unnecessary preview render restarts
if the render result was not allocated before it was drawn. Now the render result
is being reallocated each time for freestyle which made the issue worse.
2013-04-24 19:21:14 +00:00
Campbell Barton
00d04e1924 rna api function scene.ray_cast now returns the object and its matrix (incase its a dupli). 2013-04-24 17:49:13 +00:00
Brecht Van Lommel
dbeec2be86 Fix #34783: smoke simulation crash when changing frame while preview rendering.
Added a mutex lock for smoke data access. The render was already working with a
copy of the volume data, so it's just a short lock to copy things and should not
block the UI much.
2013-04-24 17:31:09 +00:00
Brecht Van Lommel
64e28b21ba Fix #35068: bpy.ops.node.output_file_add_socket() now works on the active node
if there is no "node" in the context, for scripting convenience.
2013-04-24 16:59:56 +00:00
Lukas Toenne
6cdc12dc74 Fix for #34739 and #35060, avoid ambiguity in compositor viewer nodes.
The design changes coming with pynodes for the node editor allow editing multiple node groups or pinning. This is great for working on different node groups without switching between them all the time, but it causes a problem for viewer nodes: these nodes all write to the same Image data by design, causing access conflicts and in some cases memory corruption. This was not a problem before pynodes because the editor would only allow 1 edited node group at any time. With the new flexibility of node editors this restriction is gone.

In order to avoid concurrent write access to the viewer image buffer and resolve the ambiguity this patch adds an "active viewer key" to the scene->nodetree (added in bNodeTree instead of Scene due to otherwise circular DNA includes). This key identifies a specific node tree/group instance, which enables the compositor to selectively enable only 1 viewer node.

The active viewer key is switched when opening/closing node groups (push/pop on the snode->treepath stack) or when selecting a viewer node. This way only the "last edited" viewer will be active.

Eventually it would be nicer if each viewer had its own buffer per node space so one could actually compare viewers without switching. But that is a major redesign of viewer nodes and images, not a quick fix for bcon4 ...
2013-04-24 16:36:50 +00:00
Brecht Van Lommel
48b3dab64a Fix #35008: compositing nodes viewer border (ctrl + B) not working correct inside node groups. 2013-04-24 15:39:19 +00:00
Campbell Barton
9697493c77 allow to scale and rotate from edge/vertex slide. 2013-04-24 15:15:01 +00:00
Campbell Barton
f3518d9d76 fix for crash changing transform modes rotate/edge-slide/grab. setCustomPoints() assumed allocated member was big enough which wasnt the case when switching from rotate. 2013-04-24 15:06:42 +00:00
Brecht Van Lommel
f9592e9a6e Fix #35063: GLSL texture node Value output was not outputting alpha. 2013-04-24 15:05:43 +00:00
Brecht Van Lommel
a4f40416f5 Fix material node editor not working when Blender Game is selected as render engine. 2013-04-24 15:05:40 +00:00
Campbell Barton
b18ef3b8fb use more rna-constant name for bevel clamping. 2013-04-24 14:14:54 +00:00