Commit Graph

49420 Commits

Author SHA1 Message Date
Daniel Salazar
cbe544fb6c Set default for merge mirror to ON 2011-02-10 00:25:00 +00:00
Michael Fox
446299db1c small feature request from zanqdo, merging in the mirror modifier is now optional, simply turning town the merge limit just simply do anything, and merging is off by default as this seems more logical behaviour 2011-02-10 00:05:03 +00:00
Sergey Sharybin
ea50e5f587 Update mesh normals when undoing sculpt stroke to prevent shading
artifacts in some cases (enter edit mode/disabling modifiers after undo)
2011-02-09 15:38:49 +00:00
Campbell Barton
97c57abfa3 fix [#25994] Meshes with no vertices gets NaN location on setting origin to geometry 2011-02-09 15:32:39 +00:00
Campbell Barton
5aa72b8726 BKE_mesh_validate() now corrects invalid meshes (optionally), added access for python so it can correct for bad imported geometry - mesh.validate(). 2011-02-09 15:13:20 +00:00
Janne Karhu
38e5081839 Restoring the old behavior of switching texture context based on active tab:
* Once again switching to texture panel from material, world or lamp data tab sets the texture context automatically to the "parent context".
2011-02-09 11:03:11 +00:00
Campbell Barton
81a00cf2eb use static functions rather then defines for internal matrix__apply_to_copy() and similar.
+ other minor internal changes.
2011-02-09 09:20:17 +00:00
Campbell Barton
0884147698 fix [#25968] Crash on changing merge distance in array modifier with edgesplit modifier in chain 2011-02-09 04:45:53 +00:00
Campbell Barton
f6733d90e5 bugfix [#25523] Face extrude will crash Blender if array and subsurf modifier are added to mesh object
test_index_face() failed to fix indices like (6,0,0,6), making it (0,6,6,0).
2011-02-09 03:49:59 +00:00
Guillermo S. Romero
5e1eb9b4d3 SVN maintenance. 2011-02-09 03:48:40 +00:00
Campbell Barton
3e8ddef8e5 move validation into blender kernel so it can be called by internal modifier funcs more easily. 2011-02-09 02:28:11 +00:00
Joshua Leung
4eb76a1a90 Graph Editor: Added option to turn off AA drawing for performance
gains when using really heavy files
2011-02-09 02:09:25 +00:00
Campbell Barton
fdf60ba4a6 mesh validation function to report errors and help debug bad data generated by modifiers.
detects...
- invalid vertex range for edges/faces
- duplicate indices in edge/face
- duplicate edges/faces in mesh
- missing edges data in faces

At the moment it doesn't correct errors, but eventually it will do this.
2011-02-09 01:27:46 +00:00
Michael Fox
2a67a126e8 Fix for rendering procedual bump maps, mapped in world space, since the new bump map kernel uses direction, this bug became a real issue, with bumps suddenly changing direction
Fix provided due to a long session on IRC with Morten S. Mikkelsen (sparky_)
2011-02-09 01:21:03 +00:00
Joshua Leung
f56d1a5e2c Old animation conversion code cleanups:
- Tidying up some inconsistent formatting
- Names of old IPO blocks are now included in the names used for new
actions. These are included after a "CDA:" prefix, (i.e.  "_C_onverted
_D_ata _A_ction:"), which makes it easier to browse through these
actions later.
2011-02-09 01:16:11 +00:00
Joshua Leung
99c1a9a427 Bugfix [#25987] Duplicated markers naming issue
One-liner fix - a missing "OPERATOR_FINISHED" on the select operator
was causing problems renaming markers and potentially with other
operations too!

To find this bug, I added debug method to dump the list of markers to
console. This has revealed some troublesome things about the way
markers are organised, which IMO need to be addressed.
2011-02-09 01:05:40 +00:00
Joshua Leung
aff23c92cc Bugfix [#25990] backward compatibility with ShapeKey Actions :: 2.49
-> 2.50

Actionified ShapeKey IPO-blocks (i.e. "Shape Key Actions") would have
an action channel with the hardcoded name, "Shape", and this action
would be assigned to Object level (although ShapeKey blocks had their
own IPO-block slot, only Objects could have actions, so actionifying
ShapeKey IPO-blocks would wrap a ShapeKey block's IPO's to an Object-
level action).

Hence, the path conversions code would wrongly interpret this action
channel as referring to a Pose Channel instead, thus creating some
invalid paths with a 'pose.bones["Shape"]' prefix wrongly getting
tacked on. To ensure that the converted animation can work out of the
box, a 'data.shape_keys' prefix is now used instead so that these
actions can still be Object-rooted while still being able to correctly
control the Shape Keys. This is because there's no easy way to
identify and then shift such action from Object-level to ShapeKey-
level within the conversion code. The consequence though is that such
converted ShapeKey actions CAN ONLY BE USED THROUGH OBJECT LEVEL (i.e.
via Action NOT ShapeKey editor).

Secondly, the Action/ShapeKey editor version patching code has been
modified so that if a ShapeKey editor view was active when loading an
old 2.4x file, the action gets cleared from the view. This is because
of this didn't make semantic sense: the ShapeKey editor is for
ShapeKey-rooted actions, while the Action Editor is for Object-rooted
actions. The converted files though let Object-level actions be shown
in either one.
2011-02-09 00:51:30 +00:00
Campbell Barton
711ba795f7 ignore __pycache__ dir for scons and cmake installation (py3.2 caches modules here). 2011-02-09 00:45:16 +00:00
M.G. Kishalmi
496a78a593 bugfix [#25969] GLSL missing an update on texture slot change
what did I learn from this?
"if at first you don't succeed..
   you're not kaito." ;)
2011-02-08 14:33:08 +00:00
Janne Karhu
811a1b910c Texture context selector for texture panel:
* Texture context was previously determined by going to the appropriate panel, for example "world panel -> texture panel" to access world textures. Additionally there was a separate button to access brush textures.
* Now the texture context can be selected directly through an expanded icon menu, which shows the available context options.
* This context selector is now at the top of the texture panel, but this could later be perhaps integrated to the context path somehow to be more intuitive.
2011-02-08 14:29:48 +00:00
Ton Roosendaal
9e73ac2b9f Bugfix #25957
RMB click in InfoWindow "console log" was missing call to set subwindow,
needed because it uses opengl picking to find active lines.
Result was that entire UI was glCleared, for some buffer swap methods.
2011-02-08 13:48:06 +00:00
M.G. Kishalmi
1bfd780456 fix: latest shader wasn't working on itel gfx-cards
couldn't use 
a = ( float_function() < 0 )? b: c;
for whatever reason.
2011-02-08 13:40:54 +00:00
Lukas Toenne
24db3d17aa Per-type node labels and customizable names. The label displayed in the node header is now by default the node type string. A custom label callback can be implemented to display more detailed information. This is currently used by group nodes, which display their internal tree name, and math, vector math, mix and filter nodes, which use their internal operation sub-type. Also the node tree selection/naming box for groups is now displayed only on open groups, to make it clearer that this is the internal type of the group and get a cleaner main tree. 2011-02-08 12:54:32 +00:00
Campbell Barton
e511f9fac4 add back options for loading a renderlayer to offset the image when copying the buffer to a smaller renderlayer.
This was reverted by Brecht r22541 because its inefficient but there is no way to work around this with povray at the moment so adding it back as optional args.
2011-02-08 10:31:47 +00:00
Joshua Leung
71ec3f03fb Text Editor Bugfixes:
The poll() callbacks used in the Text Editor for scrolling and text-
block unlinking operators were too restrictive when the text block was
lib-data.

- Scrolling lib-linked texts is useful for just checking out parts of
the linked-in file that aren't visible on screen already. For example,
checking the specific rig that some UI panels script will work on, or
reading a "README.txt" linked in with notes on which layers various
controls are on. It should be fine that this temporarily modifies the
linked text-block (but for view-settings which will can be reset
later/on file load without any real consequences).
- Unlink operator should be able to be run, otherwise it would be very
difficult to remove linked files from a file (?)
2011-02-08 09:57:51 +00:00
Lukas Toenne
37f55ec194 Group node type info is now also initialized with helper functions. 2011-02-08 09:14:18 +00:00
Lukas Toenne
803c7fb4d4 Finished the node type definition cleanup started in r34682. All static node types should now use the node_type_* definition helpers to initialize their bNodeType structs. 2011-02-08 09:02:16 +00:00
Campbell Barton
914e2ee01f problem with blender and python 3.2
- python 3.2 does 'import site' on startup which now tries to parse pyconfig.h which isn't copied. so for now just run without importing 'site', alternative would be to copy the header file for posix systems.
- cache PYTHON_VERSION variable so it can be set to 3.2, needed for copying python installation's other then 3.1.
2011-02-08 06:22:06 +00:00
Joshua Leung
9d6f9e74d4 Bugfix [#25814] ChildOf constraint: double transformation in object
mode with drivers

ChildOf constraints added using the PoseBone.constraints.new() method
via Python scripts instead of using the operator (this latter method
is still the preferred/recommended method) were not getting some
critical flags set, causing errors arising from space conversions
being performed more than once.
2011-02-08 05:51:20 +00:00
Campbell Barton
53afd19808 fix [#25975] Quaternion/Vector.negated() isn't available
theres no need for value.negated(), better use -vec / -quat. however -quat didn't exist.
2011-02-08 03:37:49 +00:00
Campbell Barton
0242a96f3b Change in behavior to shrinkwrap modifier's offset value with negative enabled.
- negative ray casts would invert the offset direction.
  this meant if positive and negative were enabled at once and the mesh was slightly inside & outside the object it wrapped,
  the offset would be applied in opposite directions.
  This way the offset is always along the vertex normal.

- allow negative offset from RNA, could be useful and no benefit to disable.
2011-02-08 02:09:59 +00:00
Campbell Barton
98268ba40f fix [#25801] Shrinkwrap Offset problems with Project mode.
The positive result from the previous ray-cast is used again, inadvertently negating the offset from the first hit (acts as if no offset is applied).
2011-02-08 01:43:16 +00:00
Campbell Barton
1befe8ba4a un-initialized flag used with commit r34695. 2011-02-08 00:18:00 +00:00
Campbell Barton
33265983da fix own error in recent commit [#25970] cannot create scale matrix after mathutils updates 2011-02-08 00:10:30 +00:00
Joshua Leung
d454d6c6bc Bugfix: Constraint target validation code was broken
While testing Apply Visual transforms last night, I noticed that
setting a constraint to use its owner as its target was allowed and
didn't trigger any warnings. This clearly doesn't do any good and is
different from the old behaviour.
2011-02-07 23:21:28 +00:00
Campbell Barton
0d8416acc7 minor edits, no functional changes.
- BGE was getting MCol array and not using it.
- use list lookup functions for getting constraint from pose bone.
- use const char * in more places.
2011-02-07 22:48:23 +00:00
M.G. Kishalmi
16160f5fcc GLSL shader part
bump-mapping update to properly support
multiple textures in different bump-spaces.
2011-02-07 21:57:40 +00:00
M.G. Kishalmi
a6baee5298 bump-mapping update to properly support
multiple textures in different bump-spaces.

kudos to M.L.Mikkelsen (sparky) for helping with the math! :)
2011-02-07 21:55:54 +00:00
Dalai Felinto
462b5823f4 Logic UI: Game Actuator options renaming
After talking with Ton Roosendaal we agreed on making those changes.
I wonder if we should go for "Start Game" instead of "From File". But Space is not a constraint here so be it.
2011-02-07 18:42:07 +00:00
Dalai Felinto
0a55958196 Logic UI: Armature Actuator + general Captalizing 1st letter of UI text
- Armature Actuator now only shows the "Secondary Target" option when the Bone Constraint supports it (IK only now).
-- that may be overkill I don't know. It shouldn't slow down the UI considerably, so it should be fine. Easy to revert if needed though.

- renaming things such as "Start frame" to "Start Frame"
2011-02-07 18:24:15 +00:00
Ton Roosendaal
c8be8a7c6d Bugfix 25965
New "auto render" now prevents calling anim-updates, that's
not needed (and popped back transformed keyed objects).
2011-02-07 18:09:27 +00:00
Ton Roosendaal
5c421c328e Todo/feature request
When using masks or other simple 3D elements in composites, doing
a layer re-rendering on a node is a bit clumsy all the time.

This commit does two things to help:
- new hotkey "Z" in node editor automatically finds render layer
  that changed and re-renders it + composites
- option "Auto Render" does same, but then after every transform
  edit in 3D window

The latter is experimental; real & proper system for this requires
full threaded render support (like previews). But it works!

Demo file:
http://download.blender.org/demo/test/auto_composite.blend

Important fix:
After any render, all the render layers were tagged "changed", which
caused any edit to first totally recomposte everthing. Now it only
composites changes.

Implementation notes

- DAG scene flush now sets 'changed' flags in render layer nodes
- Added notifier for 'transform finished' to trigger the update,
  this is temporarily.
2011-02-07 16:41:57 +00:00
Campbell Barton
bd023c443b remove mat_nr from MVert struct, saves 4 bytes per vertex.
used to be used for halo's
2011-02-07 13:02:44 +00:00
Joshua Leung
3fab280c61 Argh! This code is haunted... (line 666) compiler here isn't barfing
on these errors tonight :/
2011-02-07 12:37:14 +00:00
Joshua Leung
926f168e44 AnimSys Todo: Scene/CompoNode Driver Hacks
Drivers for Scene, World, and Compositing Nodes now "work" (well,
sort-of)! Previously they were strictly restricted to object-
accessible data only; now they can function across the board (give or
take some weak spots).

Although there is still no depsgraph support so that these properties
update properly when their source controls are changed (this will
probably require a lot more work), they can still update under other
circumstances (i.e. frame change and/or manual refresh flushing via
mouse movement, etc.)

As the depsgraph tagging support is lacking, these just get always
executed for now, which might potentially be quite sluggish, though it
is hoped that there are so few of these top-level datablocks with
drivers hooked up that this is barely an issue in practice. At least I
haven't noticed any substantial slowdowns for animation playback, so
it should probably be fine.
2011-02-07 12:28:04 +00:00
Campbell Barton
7710d82007 fix [#25926] lattice + projection on surface snap issue 2011-02-07 12:07:26 +00:00
Janne Karhu
ea012a3340 Bug fix: adding force fields from the add menu didn't sort the depsgaph, so hair didn't update straight away to force field settings changes. 2011-02-07 11:55:24 +00:00
Joshua Leung
a399e8c7bb Compiling commit for previous commit... 2011-02-07 11:51:28 +00:00
Janne Karhu
44fb6bd1fa Hair ui simplification:
* There were a lot of settings in the particle panels that made no sense for simple hair and only cluttered up the ui.
* Now these settings are hidden by default unless "advanced" hair options are shown.
* Without advanced options the particle velocity controls are replaced by a simple "hair length" value, which actually corresponds to the grown hair length in blender units.
* Some hair effector options that are actually very useful were not shown in ui. These are now found in the "field weights" panel.
2011-02-07 11:43:33 +00:00
Joshua Leung
fd422e58a8 Visual Keying Code Tweaks:
Moving this code to the same method as is used for Apply Visual
Transform (for bones case), which uses standardised decomposition
methods instead of the improvised ones used here before. This was in
an attempt to get IK chains Visual Keyed correctly, though this
doesn't seem to have improved the situation much.

Also, the decompositon for objects here now takes care of euler
rotation modes.
TODO: other rotation modes should get included here too...
2011-02-07 11:38:57 +00:00