Commit Graph

49420 Commits

Author SHA1 Message Date
Campbell Barton
c490baceed minor change in logic for adding a new hook, ignore zero weight verts in a vgroup. 2011-06-30 02:52:13 +00:00
Campbell Barton
acc69b87d7 fix/workaround [#27807] bake malloc loop if Deep Shadow && strand && children
render strands use the window matrix and window size which were both zero while baking, this caused divides by 0 and eternal malloc loop.
So set unit window matrix and dummy view size.
This is more a workaround then a fix but avoids crashing.
2011-06-30 02:02:16 +00:00
Campbell Barton
bad785cce4 minor edits, no functional change. 2011-06-30 01:40:20 +00:00
Joshua Leung
97e4681217 Some tweaks to naming of channels in animation editors - thanks Matt
* F-Curves no longer show the name of the datablock of the property
they affect if this is an ID-block. For example, transform curves for
a cube won't get the "... (Cube)" suffix anymore. In these cases, it's
relatively clear that these belong to the parent datablock, so doing
this should be fine (and reduces clutter).

However, for non-id data (i.e. subsurf modifier settings) or bones,
this info still gets shown. In these cases, there is some ambiguity.

* "ActiveAct: <...>" is no longer shown for NLA action channels (i.e.
just the name of the action gets shown). This should make it easier to
see at a glance what action is being used.
2011-06-30 01:07:03 +00:00
Brecht Van Lommel
b1637e3201 Cycles: svn merge -r37904:37957 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-06-29 19:14:37 +00:00
Jason Hays
2ecf22fff6 Made multi-paint change the weight values based on the artist's suggestion.
+ fixed a huge problem with reseting the weights while using multi-paint.
2011-06-29 18:20:39 +00:00
Campbell Barton
8f89e7a309 incorrectly had CMake storing directory names as filepaths
also correct compiler warning for collada and remove print from own last commit.
2011-06-29 13:16:11 +00:00
Joshua Leung
2710c567b9 Animation Editors - Small Visual Tweaks for Usability
== Datablock filters in the headers are now hidden by default ==
This has been done because users were generally not frequently
toggling these, so quick access vs screen-estate cost wasn't really
worth it to have these always showing and taking up space on the
header.

Usage notes:
- To show these again, click on the "Filter more..." toggle.
- The "Filter more..." button DOES NOT affect whether those filters
apply.

Design notes:
- I tried many other button/icon combinations, but those were either
too space-hogging, vague, or had wrong button order.
- I also tried putting a box around these, but there was too much
padding.
- The ordering of the filters has also been modified a bit so that the
group/fcurve-name filters occur earlier in the list, given that
they're used more frequently

== Graph Editor - Use Fancy Drawing ==
Renamed this option to "Use High Quality Drawing" as suggested by
Matt. "Fancy" isn't really descriptive enough.

== Icons for Mode Dropdowns ==
The mode dropdowns in the DopeSheet and Graph Editors now have icons.
- These were important enough (compared to the auto-snap mode) that
some visual decoration was perhaps warranted.
- It makes it easier to see at a glance what mode the view is in

Icon choices:
- In some cases, the icons seem like quite a natural fit IMO (i.e.
outliner<->dopesheet, key<->shapekey editor, grease pencil, fcurve
editor)
- Action Editor uses an "object" icon to indicate that this is object-
level only for now (though I hope to find a way to address this
soon/later). This will be kept like this until then.
- There isn't any icon for drivers, so after trying a few
alternatives, I settled on area-link icon, since it ties together two
entities using some link.
2011-06-29 13:00:19 +00:00
Campbell Barton
e0e9c81c94 fix [#27800] Tooltips for shading mode options the wrong way round. 2011-06-29 06:14:15 +00:00
Joshua Leung
2f10ded896 Compiler warning fixes 2011-06-29 05:07:12 +00:00
Joshua Leung
2f60a5030f Actions can now be made single-user from the Outliner
* Use the same method as from unlinking actions to do this.
* Split off the make single-user code used for the ID-browser into a
function in blenkernel which can be used elsewhere. Getting materials
to also work using this method proved to be a bit too tricky (due to
the whole messy ob vs obdata situation), so I haven't done that.
2011-06-29 04:34:20 +00:00
Mitchell Stokes
b85e0c3e85 BGE Animations: Moving the BL_Action::IsDone() implementation from the header file to the source file. 2011-06-29 02:45:08 +00:00
Mitchell Stokes
3afe0e9c88 BGE Animations: Beginning work on layer blending. Blending armature actions works, but needs more testing. Also, currently the mode is forced to ADD and the weight to 1. 2011-06-29 02:42:46 +00:00
Mitchell Stokes
d122f24c1a BGE Animations: Fixing a bug with priority and non continuous animations. 2011-06-29 01:53:17 +00:00
Mitchell Stokes
de3c95a09c BGE Animations: Adding blendin for Shape Actions. 2011-06-29 01:05:12 +00:00
Thomas Dinges
40a15a04be 2.5 Image Buttons Template:
* Added missing greying out for "fields_per_frame" Property, reported by lmg on IRC. Thanks!
2011-06-28 20:05:18 +00:00
Sukhitha Prabhath Jayathilake
caef67eb92 Set Edit bone roll on Armature Import.
+ Light->Color Sid for testing.
2011-06-28 19:30:00 +00:00
Brecht Van Lommel
8ddd2db648 RenderEngine API: add self.report() error reporting function for render engines,
works the same as for operators. Also includes some refactoring of render error
reporting code to use ReportList.
2011-06-28 16:25:07 +00:00
Mike Erwin
4178b662cc enabled pan/zoom in rotation-locked 3D views + small cleanup 2011-06-28 15:59:46 +00:00
Brecht Van Lommel
5e2c5eaa5d Cycles: fix startup.blend not merge problem. 2011-06-28 15:09:09 +00:00
Brecht Van Lommel
d18d37d25f Cycles: svn merge -r37694:37904 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-06-28 15:00:42 +00:00
Brecht Van Lommel
27a99869aa Cycles: fix alt+Z shortcut not working in 3d view. 2011-06-28 13:43:18 +00:00
Campbell Barton
3c43e8e50a fix [#27782] Tileable displacement map issue in Blender 2.58
this bug was introduced in 2.58 (r37342), when adding filtering support to imagewrap(), the problem is boxsample was getting float values which were not wrapped as int values are.
2011-06-28 12:48:39 +00:00
Brecht Van Lommel
f79dcb2af7 Cycles: fix build with game engine enabled. 2011-06-28 12:21:58 +00:00
Brecht Van Lommel
919ea1c43c Cycles: uv editor and texture paint now also use active texture node. 2011-06-28 12:18:17 +00:00
Joshua Leung
0b41c479e4 Action-Management from Outliner - Unlinking Actions
It is now possible to use the Outliner for managing the active action
of an ID-block (provided that it appears in the Outliner), which
should be a bit better than having to go through the NLA Editor.

So far, this only allowing unlinking actions, using some existing
operators. To use:
1) Navigate through the Outliner tree to find the
Object/Material/Lamp/etc. that the animation belongs to. (NOTE: this
doesn't work in Datablocks mode, but should in the normal "All Scenes"
and related modes)
2) Expand the "Animation" entry below this
3) Right-click on the Action entry below this, and select "Unlink"
from the RMB menu

In the process, I've fixed problems with some data-blocks not showing
their animation data in Outliner.
2011-06-28 11:21:12 +00:00
Campbell Barton
57f4844c43 make drawing faces in the UV editor an image space option, re-using the mesh option was lazy and doesn't make much sense. 2011-06-28 09:42:17 +00:00
Joshua Leung
c4e28f999b Outliner Bugfixes:
* Mesh Animation-Data was not shown. Other data types would get this
shown.

* Added attempted fix for the problem where when you try to expand the
last item in a RNA list or so, you often end up expanding the first
item (and then have to close and try again, at which point the expand
works as you expected the first time round). More testing needed, but
seems to work better already
2011-06-28 05:17:17 +00:00
Joshua Leung
661c55b78a Refactoring code for filtering actions
- This is still quite convoluted unfortunately...
- I can't quite figure out what a bug note I left in the code was
about anymore. Removed.
2011-06-28 05:02:00 +00:00
Nicholas Bishop
cf90b9497f VBO:
Fix for bug found by psy-fi.

* gpu_buffers.c was using GL_ARB_vertex_buffer_object to check for VBO
  support, should be using GLEW_ARB_vertex_buffer_object.
2011-06-28 00:40:39 +00:00
Mike Erwin
798f59fe68 Mac ndof using blender view coordinates + small but important typo fixed 2011-06-27 20:44:23 +00:00
Mike Erwin
edd5980436 now using blender view coordinates for ndof input -- core and Linux in place 2011-06-27 20:12:10 +00:00
Jason Hays
84ea89e25f Merged from trunk with revision range 36835-37865,
(No conflicts had to be manually resolved)
Gave weight paint a basic ability to draw edges and vertices with an option
 (with colors for selected/unselected),
but I didn't make any vertex selection functions available in weight paint mode yet
(tested with edit mode for now).
2011-06-27 17:21:08 +00:00
Brecht Van Lommel
1cf0af703d Cycles: working towards texture workflow design
http://wiki.blender.org/index.php/Dev:2.5/Source/Render/TextureWorkflow

* Added "active texture node" in shading node trees.
* Texture draw mode draw active texture node now, and new Material draw
  mode shows GLSL material.
* GLSL materials now match solid draw mode lighting better.
* Texture properties can now texture nodes from material/world/lamp.
2011-06-27 17:10:50 +00:00
Brecht Van Lommel
8e90ba3b20 Fix last part of #26850: OS X game player did not react to quit event. 2011-06-27 14:34:58 +00:00
Brecht Van Lommel
49f84ef9ed Fix part of #26850: OS X game player was showing _NSAutoreleaseNoPool()
error messages on start. These were coming from initializing the SDL video
subsystem as part of Joystick init. We do not need this, as video stuff is
covered by GHOST, most likely this was conflicting.
2011-06-27 14:06:11 +00:00
Joshua Leung
26b7d513f1 Small bug fixes:
* Removing the last of the owner/ownertype stuff. The bulk of this
stuff was removed in Part3 of the refactor, but it seems I forgot to
actually remove these struct members at the end of that.
* Texture datablocks without animdata aren't skipped immediately
anymore. This could lead to texture nodetrees on animdata-less
textures getting skipped.
2011-06-27 13:04:21 +00:00
Ton Roosendaal
f10f3d3651 Bugfix #27768
On clicking in a non-active Blender window (when you activated others),
the mouse position of the first click was still the old position.

Problem is in GHOST; it sends out the 'activate window' event after the
mouseclick event itself. Code now checks for this case and reads the
correct mouse position.
2011-06-27 11:21:25 +00:00
Miika Hamalainen
c896fcae79 Merge with trunk r37849 2011-06-27 08:11:05 +00:00
Campbell Barton
a1abdf1c1c fix [#27778] Set Bone Flags - No Scale - Toggle seems not to work.
Toggling options on the selection is better done as a generic operator.
Replace ARMATURE_OT_flags_set and POSE_OT_flags_set with WM_OT_context_collection_boolean_set and use menus to access it with specific settings.

This way its easy make a key shortcut which toggles any boolean on any collection - sequences, metaballs, objects, bones etc.
2011-06-27 07:51:52 +00:00
Miika Hamalainen
cb12648656 Dynamic Paint:
* Fixed memory leak when baking image sequences.
* Fixed sub-steps when brush was controlled by a parent object.
* Added option to select active outputs for paint surfaces.
* Improved color mixing algorithm.
* Improved memory allocation behavior.
* Memory is now freed even in case of errors.
* Removed "initial color" setting, as it's better to adjust color from material.

* "Paint effects" system:
** Converted to use new data structures.
** Works now with any number of surrounding points.
** Re-implemented support for UV-image surfaces.
** Added support for vertex surfaces too.
** Improved color handling.
** Improved movement stability.
** "Drip" effect uses now Blender's force fields instead of just z-directional gravity like before. Now each surface point can have different force influence.
2011-06-27 07:30:58 +00:00
Campbell Barton
ae49f6deb0 fix for a leak in sound_read_sound_buffer(), used when drawing the sequencer waveform. 2011-06-27 05:03:58 +00:00
Geoffrey Bantle
d88ea6ab91 Turned select vertex path back on and added
back in selection history for bmesh->mesh
and mesh->bmesh conversions:
----------------------------------------------
Select Vertex Path had wrong invoke callback
(shouldn't have any?). 

Also selection history was not converted when 
doing bmesh->mesh or mesh->bmesh conversions. 
This meant that tabbing in and out of editmode
would make your selection history dissapear.
Undo pop would also not preserve selection 
history so any operators that relied on it
would not work when you adjusted their settings.
2011-06-27 04:54:58 +00:00
Joshua Leung
489ca86b59 Texture Nodes AnimEdit support 2011-06-27 04:46:03 +00:00
Joshua Leung
fd3c5bef7e Bugfix: Selecting nodes now updates animation editors
Noticed while testing the material nodes commit
2011-06-27 04:24:59 +00:00
Campbell Barton
308cd73d8b scenes now adjust brush usercounts on copying and freeing, pointed out by Jason Wilkins 2011-06-27 04:05:19 +00:00
Joshua Leung
b6bc47eb09 AnimChannelFiltering - Material Nodes support
Animation for Material nodes is now shown in Animation Editors :)
2011-06-27 03:54:33 +00:00
Nicholas Bishop
d7cea716c5 == Multires ==
Fix for bug #27710, 'Multires lost from 2.49 file in 2.5x'
Reported by Gaia Clary.

Problem was that the old multires data didn't flush changes to
vertices out to the Multires structure on filesave. So, recent bits of
sculpting could be lost if the multires level wasn't changed before
filesave.

We already had code to deal with missing multires vertex data, which
simply copies the Mesh vertex data into the multires vertex data if it
matches the number of vertices in the highest level. Moved this code
up a bit so that we always make this copy if the numbers match up.

Was able to reproduce the bug fresh in 2.49b, and confirmed that the
fix works. However, this does not help if changes were sculpted on a
multires level other than the highest level and saved without a
subsequent level change.
2011-06-27 03:54:22 +00:00
Campbell Barton
33e554799b Minor warning cleanup & fix
- comment/remove assignments from values to themselves.
- add case break statements (no functional change but some source code checkers notice).
- fix python errors when the sculpt brush is None.
2011-06-27 03:36:14 +00:00
Geoffrey Bantle
102c228ef8 Brought back select by number of vertices
and select loose verts/edges:
----------------------------------------------
Split select by number of vertices and select
loose verts/edges into seperate functions.

Previously select by number of vertices was
also accessed through two different UI items,
"Select Quads" and "Select Triangles". Now
it is one function with a integer property
for selecting the size of the face you want
selected.

Also added an option to modify the behavior
of the selection. Can now select whether you
want to select faces that have vertices
equal to, less than or greater than the number
of vertices in operator property.
2011-06-26 20:23:27 +00:00