Commit Graph

49420 Commits

Author SHA1 Message Date
Matt Ebb
47e1f253c5 Fix [#22160] blender 2.5 alpha2 can't open file grass.blend from blenderguru
Textures were being called with multitex_ext with osatex enabled, but NULL derivates.
Fixed this for texture effectors and a couple of other places.
2010-04-26 02:23:13 +00:00
Campbell Barton
4fc4fb9bfb rna/python mathutils module
- return euler rotation values from rna now have correct rotation order.
- mathutils.Euler stored rotation order off by 1. (didnt work at all)
- Euler/Quat/Color sliceing working again.
2010-04-25 23:33:09 +00:00
Campbell Barton
64359c9abc hash function for property-rna. eg. hash(bpy.context.object.modifiers) 2010-04-25 21:13:42 +00:00
Campbell Barton
61eb217294 [#22151] Modifier UI crash
own error when editing context return values. r28401
2010-04-25 19:56:43 +00:00
Campbell Barton
873d4a3f05 py api
- mathutils.Color.hsv attribute. eg. material.diffuse_color.hsv = 0.2, 0.8, 0.4
- Vector/Euler/Quaternion/Color now only take a single seq arg.
- internal function for parsing arrays. (cleanup messy internal list/vector/tuple/seq parsing)
- didnt update rigify yet.
2010-04-25 19:27:59 +00:00
Peter Schlaile
4f6e3dad47 == Sequencer ==
Forgot some changes for multicam support.
2010-04-25 15:39:04 +00:00
Campbell Barton
93f420b666 correct typo's 2010-04-25 15:24:18 +00:00
Campbell Barton
cacd2477c0 bugfix [#22117] Memory Error messages with Spline IK
chainlen was initialized as 0
2010-04-25 13:27:52 +00:00
Peter Schlaile
a92b8b7ff6 == Sequencer ==
This adds MULTICAM-editing support for blender. (Well, the beginning of.)

There is now a new effect track, named MULTICAM, which just selects
one of the lower tracks.

Doesn't sound that exciting, but if you combine this with A/B-Trim (moving
split points of two directly connected tracks around, while magically
resizing both strips, something to be added), you just do:

* add several tracks for your camera angles
* (optionally) sync those tracks
* add one multicam track on top

Use that multicam-track to edit your movie. (Either using fcurves on the
multicam source selector or using knife-tool and A/B-Trim.)

Compare that to:

* add several tracks
* add cross fades between them
* do some python scripting to add several fcurves to make that beast
  somewhat work.
* cry out loud, using it, if you have to move cut points around

Alternatively, even harder:

* just edit the old way and put strip after strip

You might think, that this isn't really helpfull for animators, but
consider using scene-strips (in OpenGL-mode) for input, that are set for
different camera angles and can now be intercut a lot more easily...

Also: small fix on the way: the speed effect can now be used in cascade.
(Don't know, if anyone used it that way, but now it works.)
2010-04-25 12:53:39 +00:00
Brecht Van Lommel
3f12beb4d0 Fix #22123 and #22124: some problems with mutex locks, also tweak to
how removing opengl textures from outside main thread is done so it
happens as part of the main loop.
2010-04-25 10:49:13 +00:00
Brecht Van Lommel
6c3317612e Mesh Deform Modifier: fix problem with saving. 2010-04-25 10:27:45 +00:00
Campbell Barton
708667c6f6 minor mathutils update
- docstring for Euler.rotate
- rotate_eul, use upper case in Py and C. 
- use less verbose repr method.
2010-04-25 03:34:16 +00:00
Campbell Barton
b37ae4a375 re-arrange modifier and blenkernel to overcome some linking problems that stopped modifiers being able to build when using some blender-kernel defined stuff 2010-04-25 01:10:03 +00:00
Campbell Barton
2cec60e2eb fix for a library linking problem where a proxy object linked into a blend would cause the proxy, driver's ID to be directly linked as well.
eg. character.blend -> anim.blend -> comp.blend
... Would link the character.blend directly into comp.blend because on driver ID's.

In this case id_lib_extern doenst need to be called because the object its linked from is a library.
2010-04-25 00:19:10 +00:00
Guillermo S. Romero
d0328d6702 Remove duplicated "modifiers". 2010-04-24 22:34:18 +00:00
Campbell Barton
265d76a533 fix for crash reading console history. 2010-04-24 21:14:05 +00:00
Campbell Barton
4bd3163ea6 py api: fix for context returning None for an empty list such as 'context.selected_objects', now returns [] 2010-04-24 19:26:05 +00:00
Martin Poirier
b31e9b764e [#21218] Strange Extrude bug...
Hide Extrude Type property (it's not supposed to be changed manually).
2010-04-24 18:11:28 +00:00
Joerg Mueller
5b4e62a977 Fix for #22135, loading ffmpeg now before .B25.blend is loaded. 2010-04-24 16:35:16 +00:00
Ton Roosendaal
87d30fdd24 Makefile fix: new modifiers directory had to be compiled too. 2010-04-24 12:37:17 +00:00
Campbell Barton
ace1c998c4 warning cleanup, also made voxel.c and volumetric.c use BM_INLINE define rather then having their own ifdefs in each file. 2010-04-24 10:08:07 +00:00
Campbell Barton
39c0e690d3 sub_v3_v3v3 --> sub_v3_v3 (where possible) 2010-04-23 23:57:00 +00:00
Campbell Barton
394537715d string number decoding didnt check for win32 slash & minor adjustments to some other path funcs (no functional change). 2010-04-23 23:01:50 +00:00
Dalai Felinto
edc56fae18 BGE Fix: [#19951] mouse over sensor is broken with letterboxing framing
Tested with GameLogic.mouse.position and mouse over sensor.
It should be working with other mouse sensor as well. If not, please help to test and report a bug.
(couldn't test blenderplayer but it should be working there as well).

(Benoit, this is the same patch that I sent you. I hope it's OOP enough. Looking forward to hear from you on that)

I believe that this was the last "mouse" related bug we had reported. MouseLoook scripts should be working 100% in Blender/BGE 2.50 now \o/
2010-04-23 22:48:26 +00:00
Campbell Barton
62c0ac2dc9 unix style outliner name wildcards *.*, Any.???, etc (using fnmatch), also removed last beos reference :) 2010-04-23 22:08:11 +00:00
Tom Musgrove
28e8c04795 patch by by xat "Partial fix for bug #22142" 2010-04-23 20:05:16 +00:00
Brecht Van Lommel
23ad9588ad Some fixes from the render branch:
* Take border render into account when drawing grid before for render
  result becomes visible.
* Use antialiasing for rendering icon previews.
* Fix Full Sample not drawing render result while rendering.
* Mesh Deform Modifier: also forgot to commit this file.
2010-04-23 18:02:50 +00:00
Joshua Leung
877e855ca5 Quick fix, just in case the mesh has no vertex groups, there won't be a crash! 2010-04-23 12:15:50 +00:00
Joshua Leung
6a56b0d844 Bugfix #22101: Envelopes dont respect armature modifier vertex group mask
Changed the point where the vertex groups are retrieved. Hopefully this commit doesn't break any cases I haven't thought of...
2010-04-23 12:11:56 +00:00
Campbell Barton
4a51b140cd always print reports immediately when running in background mode. 2010-04-23 11:48:17 +00:00
Brecht Van Lommel
08775e8f14 Mesh Deform Modifier: compress static binding weights better, threshold
is still set very low so in many cases it could be even smaller, but being
a bit conservative here to try to avoid breaking rigs.

This is not forward-compatible, i.e. loading new files in older blender
versions will loose the binding.
2010-04-23 11:19:06 +00:00
Campbell Barton
d43bef938f svn merge https://svn.blender.org/svnroot/bf-blender/branches/render25 -r28371:28372
console history save/load from joe
2010-04-23 09:24:22 +00:00
Campbell Barton
0429707e6c fix for camera switching, broke 28359 2010-04-23 08:39:10 +00:00
Matt Ebb
320408ff12 Tweaks to Render Layers panel
'Mask layers' should be visible always, they still work to mask out objects on 
layers when zmask isn't on (zmask is slightly different.. a bit confusing)

Icon tweaks too
2010-04-23 06:33:30 +00:00
Joshua Leung
ce9d5c43e2 Spline IK - Influence Control
Made the 'Influence' slider work for Spline IK too, and made that setting visible now that it works. 

Note that there is still some popping that can occur when going to/from influence = 0.0. I'm not sure exactly what's causing this yet, but hopefully it won't be too noticeable in practice.
2010-04-23 05:14:00 +00:00
Joshua Leung
967c2d55f7 Improved the Outliner live-search so that in the default scene, doing a simple search for "cu" (to show the default cube only) will show the matching item.
Previously, because the 'Scene' item is encountered first, all sub-items like this would be ignored. Now, when a non-matching item is encountered, it's subtree is checked as per normal, as long as the item was expanded (so that its subtree is still visible).
2010-04-23 04:16:08 +00:00
Joshua Leung
eba8672f12 Outliner Live-Search Bugfixes:
Ton's commits missed the RNA changes needed to make this work (i.e. the search field was un-defined). This has now been added, and the search field has the 'search eyeglass' icon to make its purpose clearer.

I've also taken this opportunity to restore the search matching flags (i.e. case sensitivity and complete vs partial matches), making these separate toggle options instead. The old searching operator stuff can probably be removed now?
2010-04-23 03:53:05 +00:00
Matt Ebb
8f286a80d0 Fix [#21582] Adjusting material color (color picker) crashes
Thanks to the testers for helping diagnose this!
2010-04-23 01:41:01 +00:00
Campbell Barton
341d82657f rename scene.visible_layers -> layers, since layers are used for editing, export, rendering & anim evaluation. 2010-04-22 20:00:19 +00:00
Campbell Barton
230eec9917 chaning the camera from the scene buttons didnt update the views. moved some scene/view functions from view3d_view.c into BKE_screen since they need to be accessed when changing cameras from outside the view. 2010-04-22 19:57:18 +00:00
Campbell Barton
5b666c95ce skip instancing objects/groups when linking in a scene, the scene has references to the objects/groups its self. 2010-04-22 18:19:21 +00:00
Ton Roosendaal
7a4a0d8082 - Added search filter in outliner header. Only activates filter on enter,
should make it do 'live' search while types.
- Connecting Viewer nodes sometimes didn't recalculate, depsgraph needed
  remade
2010-04-22 18:16:56 +00:00
Campbell Barton
749f027e1d rna rename start/end --> frame_start/end 2010-04-22 17:35:00 +00:00
Campbell Barton
33acae1a15 only override start and end frames with particle's if the partices are emitters. Was very confusing for hair baking. 2010-04-22 16:23:44 +00:00
Diego Borghetti
3c4339ccf7 Remove unused var from blenfont. 2010-04-22 12:05:19 +00:00
Matt Ebb
9957e926f9 warning cleanup 2010-04-22 11:35:36 +00:00
Matt Ebb
3df0db98d3 Fix [#22088] Object's material changes (links) to other when moving an object
to an other layer

WM_operator_props_popup() and subsequent block handle function redo_cb()
was popping an operator undo, without having pushed one previously - 
this would undo one too many times when using the properties invoke popup.

Fixed by adding an undo push to WM_operator_props_popup()
2010-04-22 11:35:11 +00:00
Diego Borghetti
a56b72fd82 BugFix:
[#20854] PROPERTIES STAMP: Rendering stamp flickers in output renders

Blenfont was not thread safe, that is why one thread can change
the font properties (size, dpi, color, etc) at the same time
that the stamp draw on the image, and then the problem.

To make blenfont thread safe I have to change two important things:

1) Every BLF_* function take one argument, the font id.
2) We have two new function to make font "thread safe":
	BLF_load_unique
	BLF_load_mem_unique

This two function are for case like stamp, that need and own font
that don't share the glyph cache, so can draw without problem
in a different thread.

Why the BLF_*_unique function ?

Because blenfont keep only one copy of a font and keep a list of
"glyph cache". Every glyph cache have size and dpi, so if two
different thread access the same font at the same time, they can
change value and finish with something like the stamp problem.

Why don't remove the glyph cache ?

Because if we do that, we finish with a font object for every size
and dpi, and the stamp is really a special case that happen in
the rendering process, so I really thing is better keep the
glyph cache and make this two new function to handle this
special case.

(When I say "font object" I mean have the same freetype font multiple
times just to have differents size and dpi)

As Matt point we still can have one case that two thread access
the BLF_*_unique function at the same time, but I am looking to
fix this with some class of thread lock.

For now I test and work fine, so if some one found problem, please
let me know.

Campbell I have to change the python api (python/generic/blf_api.c)
to the new syntax, so maybe you can take a look at this.
2010-04-22 10:56:45 +00:00
Campbell Barton
c8c22d2cf6 rna: added lib.parent access and made filename editable. 2010-04-22 08:25:05 +00:00
Matt Ebb
a2b6abeee1 Fix [#22097] missing panels in texture tab
Made texture/texture slot context a bit less flaky when dealing with active material and 
texture nodes inside a node material in the node editor. Now if the active material has 
nodes enabled, and there are no active material/texture nodes inside it, nothing will be 
shown in the texture properties (similar to 2.49).
2010-04-22 06:59:41 +00:00