Commit Graph

2783 Commits

Author SHA1 Message Date
Bastien Montagne
2e9105cc96 Cleanup: BLI_listdir (direntry): get rid of usage of raw malloc/free here.
No reason at all not to use MEM_xxx as everywhere else, especially confusing
when members of direntry **are** MEM_-allocated (relname, etc.)!
2015-02-15 15:07:48 +01:00
Joshua Leung
ec2ede4302 Bugfix: Referencing actions from Action Actuator was not setting a user
This reverts the change made in 8872cba7e9
which was contributing to actions being lost in some cases [1], even when
they were assigned to those actuaters, which needed them to be able to
function. Now there's one less case where users are needed but were missing :)

Note that this still doesn't solve the core issue where nothing is responsible
for associating actions created for a particular datablock (and not currently
being used in its active action slot, or in the NLA stack) with that datablock.
That issue is the cause of most action disappearances as well as for other problems
(such as renaming bones being unable to fix unreferenced/unused actions) where there
are diifferences between users' mental models and the data model. Proper fixes are
coming soon (restoring fake users here isn't a proper fix, as it only masks the
fundamental mismatch/problem here).


[1] http://blenderartists.org/forum/showthread.php?357021-BGE-loses-actions
2015-02-15 00:06:18 +13:00
Sergey Sharybin
46151a6a69 Fix issue with some files having non-unique modifier names
Originally the files are coming from ancient early-2.4x epoch, but in
theory such setups might have been re-saved multiple times already with
more recent blender versions.

So the verisoning code is applied on all the files, including very
recent ones.

Bumped subversion, because this check si not really cheap.
2015-02-13 13:51:10 +05:00
Antony Riakiotakis
5e613198e5 Viewport compositing - first code
This commit introduces a few ready made effects for the 3D viewport
and OpenGL rendering.

Included effects are Depth of Field, accessible from camera view
and screen space ambient occlusion. Those effects can be turned on and
tweaked from the shading panel in the 3D viewport.

Off screen rendering will use the settings of the current camera.

WIP documentation can be found here:

http://wiki.blender.org/index.php/User:Psy-Fi/Framebuffer_Post-processing
2015-02-12 18:54:41 +01:00
Antony Riakiotakis
44f09c93d1 Use line curve for cavity mask instead of sharp as default when no curve
is found during loading
2015-02-11 15:29:24 +01:00
Antony Riakiotakis
f7e131a6ac Cavity masking - add curve control to cavity mask and move relevant
structs to paint struct (might be useful for vertex paint too in the
future)

Cavity masking now has a curve control. The control will set the amount
of masking for positive cavity ("pointness") or negative cavity
("cavity") with x axis being the amount of cavity and 0.0 = full cavity,
1.0 = full pointness, 0.5 = no cavity and the y axis being the amount of
alpha.
2015-02-11 15:07:24 +01:00
Bastien Montagne
9e2abbc9ba FileBrowser: Editable Bookmarks.
Bookmarks are now editable (i.e. you can rename them, and reorder them).
They are also listed in regular UILists, so you can filter/sort them as usual too.

Also, FileBrowser 'T' side area is changed to something similar to 3DView one,
in this case because we need op panel to remain at the bottom, and later because
we'll more than likely need tabs here!

Thanks to Campbell and Sergey for reviews.

Differential Revision: https://developer.blender.org/D1093
2015-02-11 00:09:45 +01:00
Campbell Barton
31e26bb83b Fix T43424: undo changes the active scene
Using different scenes with 2+ windows broke entirely using undo.
Now keep track of the current windows scene in each undo-file,
and ensure the undo-scene is on a visible window when undo is executed,
switching the scene only when its not in a visible window.
2015-02-10 05:51:05 +11:00
Campbell Barton
4cbf2ebdc9 Cleanup: style 2015-02-06 13:55:20 +11:00
Bastien Montagne
138c9dba9b Add Custom Loop Normals.
This is the core code for it, tools (datatransfer and modifier) will come in next commits).
RNA api is already there, though.

See the code for details, but basically, we define, for each 'smooth fan'
(which is a set of adjacent loops around a same vertex that are smooth, i.e. have a single same normal),
a 'loop normal space' (or lnor space), using auto-computed normal and relevant edges, and store
custom normal as two angular factors inside that space. This allows to have custom normals
'following' deformations of the geometry, and to only save two shorts per loop in new clnor CDLayer.

Normal manipulation (editing, mixing, interpolating, etc.) shall always happen with plain 3D vectors normals,
and be converted back into storage format at the end.

Clnor computation has also been threaded (at least for Mesh case, not for BMesh), since the process can
be rather heavy with high poly meshes.

Also, bumping subversion, and fix mess in 2.70 versioning code.
2015-02-05 14:32:57 +01:00
Sergey Sharybin
1dddcfbaff Compositor: Implement sampled motion blur for plane track deform node
Quite striaghtforward change, and in theory we can even try supporting motion
blur for the corner pin node (which is tricky because coordinates actually
coming from sockets, but with some black magic should be doable).
2015-02-04 01:17:59 +05:00
Campbell Barton
c69458985c Hook Modifier: add falloff & radius options
- Add falloff types & curves (matching warp-modifier)
- Add uniform scale option,
  important when adding hooks to non-uniform scaled objects,
  especially for use with lattice objects which can't avoid uneven scaling.

  This uses relative transformation set when the hook is assigned,
  when measuring the distances.
2015-02-04 07:16:20 +11:00
Campbell Barton
9e9cd77b8d Compiler warning: double-promotion 2015-02-01 01:17:21 +11:00
Antony Riakiotakis
773d85ab32 Based on Sergey's suggestion, use spinlocks for threaded loading of
waveforms.
2015-01-28 19:45:29 +01:00
Bastien Montagne
fca515838e Cleanup: strcmp/strncmp -> STREQ/STREQLEN (in boolean usage).
Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
2015-01-26 16:59:24 +01:00
Campbell Barton
fcda27cdae Cleanup: style 2015-01-24 17:09:24 +11:00
Campbell Barton
6d78936c43 cleanup: style 2015-01-24 01:59:09 +11:00
Lukas Tönne
9d9dc06014 Made SimDebugData into a single global instance.
This way it doesn't have to be stored as DNA runtime pointers or passed
down as a function argument. Currently there is now no property or
button to enable debugging, this will be added again later.
2015-01-20 18:32:06 +01:00
Lukas Tönne
c8912073e6 Fix for incorrect DNA field name in versioning, causes constant
resetting of clump noise size on reload.

Conflicts:
	source/blender/blenloader/intern/versioning_270.c
2015-01-20 09:30:33 +01:00
Lukas Tönne
8ac20d1dee Use separate flags to enable/disable clump and roughness curves for
child hairs.

This allows disabling the curves temporarily without losing the setup.

Conflicts:
	source/blender/blenkernel/BKE_blender.h
2015-01-20 09:30:32 +01:00
Lukas Tönne
2fe96f3f88 New texture influence option for particle kink amplitude (as opposed to
frequency).
2015-01-20 09:30:11 +01:00
Lukas Tönne
307c4a4df9 Another crappy approach to spirals on hairs, crazy expensive though.
Conflicts:
	source/blender/blenkernel/intern/particle.c
2015-01-20 09:30:10 +01:00
Lukas Tönne
c2306919b7 Optional clumping noise feature for simulating twisted hair strands.
This adds another level of clumping on child hairs. When enabled, child
hairs chose a secondary clumping target using a Voronoi pattern. This
adds visual detail on a smaller scale, which is useful particularly when
the number of parents is relatively small.

Natural fibres behave in a similar way when they become sticky and
intertwined. Hairs close to each other form a first twisted strand, then
combine into larger strands. Similar features can be found in ropes:
http://en.wikipedia.org/wiki/Hair_twists
http://en.wikipedia.org/wiki/Rope

Conflicts:
	source/blender/blenloader/intern/versioning_270.c
2015-01-20 09:30:10 +01:00
Lukas Tönne
d1246969ed Curve-based control for "roughness" (noise displacement) of child hair. 2015-01-20 09:30:09 +01:00
Lukas Tönne
c86d55d5e7 Curve-based control for child path tapering.
This is an alternative method to the current fixed function with a
clump factor and "shape" parameter. This function is quite limited and
does not give the desired result in many cases (e.g. long, parallel
rasta strands are problematic). So rather than trying to add more
parameters there is now a fully user-defined optional curve for setting
the tapering shape.
2015-01-20 09:30:09 +01:00
Lukas Tönne
d031831a05 Randomness factor for hair bending stiffness.
This helps to create some variation in a hair system, which can
otherwise become very uniform and boring. It's yet another confusing
setting in a system that should have been nodified, but only option for
now (broken windows ...)

Conflicts:
	source/blender/blenkernel/intern/particle_system.c
	source/blender/physics/intern/BPH_mass_spring.cpp
2015-01-20 09:30:08 +01:00
Lukas Tönne
046510fcf9 Merge branch 'hair_immediate_fixes' into gooseberry
Conflicts:
	source/blender/physics/intern/BPH_mass_spring.cpp
2015-01-20 09:30:07 +01:00
Lukas Tönne
c01ed4875b New hair editing feature "Shape Cut", for cutting hair based on a mesh
shape instead of a brush tool.

The brush cutting tool for hair, while useful, is not very accurate and
often requires rotating the model constantly to get the right trimming
on every side. This makes adjustments to a hair shape a very tedious
process.

On the other hand, making proxy meshes for hair shapes is a common
workflow. The new operator allows using such rough meshes as boundaries
for hair. All hairs that are outside the shape mesh are removed, while
those cutting it at some length are shortened accordingly.

The operator can be accessed in the particle edit mode toolbar via the
"Shape Cut" button. The "Shape Object" must be set first and stays
selected as a tool setting for repeatedly applying the shape.
2015-01-20 09:30:04 +01:00
Lukas Tönne
48e67c49a5 Added separate damping for bending springs.
The bend damping factor was hardcoded to the same value as the stiffness.
Now it has its own factor in the settings and button in hair dynamics.
2015-01-20 09:30:03 +01:00
Lukas Tönne
e44187cd5f Fix for missing initialization of local cloth modifier inside particle
systems.
2015-01-20 09:30:02 +01:00
Lukas Tönne
491e7493c7 Basic solver result feedback from the mass-spring (cloth/hair) solver.
This returns a general status (success/no-convergence/other) along with
basic statistics (min/max/average) for the error value and the number
of iterations. It allows some general estimation of the simulation
quality and detection of critical settings that could become a problem.
Better visualization and extended feedback can follow later.
2015-01-20 09:30:02 +01:00
Lukas Tönne
bbae8f88b8 Made the voxel grid size for hair interaction configurable and increased
the default to 32.

Conflicts:
	source/blender/blenloader/intern/versioning_270.c
2015-01-20 09:30:01 +01:00
Lukas Tönne
d115bdb505 Added new data in the cloth modifier for hair root information.
This will allow us to implement moving reference frames for hair and
make "fictitious" forces optional, aiding in creating stable and
controllable hair systems.

Adding data in this place is a nasty hack, but it's too difficult to
encode as a DM data layer and the whole cloth modifier/DM intermediate
data copying for hair should be removed anyway.
2015-01-20 09:29:59 +01:00
Lukas Tönne
f757364fc0 Clear debug_data pointer in local cloth modifier data of the particle
systems on blend file load.
2015-01-20 09:29:56 +01:00
Lukas Tönne
1ed88bb24e Partial response force for hair collisions.
This implements a penalty force as well as a repulsion force to avoid
further penetration, as suggested in
"Simulating Complex Hair with Robust Collision Handling"
(http://graphics.snu.ac.kr/publications/2005-choe-HairSim/Choe_2005_SCA.pdf)

Friction forces are still missing. More problematic is handling of
moving colliders, when face swap places with the hair vertex and a
collision is missed, putting the vertex inside the mesh volume. Larger
margins might help, but ultimately using Bullet collision detection is
probably more reliable and failsafe.
2015-01-20 09:29:56 +01:00
Lukas Tönne
d8cf12fe5a Debug drawing for simulations, to aid in visualizing abstract data such
as forces, velocities, contact points etc.

This uses a hash table to store debug elements (dots, lines, vectors at
this point). The hash table allows continuous display of elements that
are generated only in certain time steps, e.g. contact points, while
avoiding massive memory allocation. In any case, this system is really
a development feature, but very helpful in finding issues with the
internal solver data.
2015-01-20 09:29:56 +01:00
Campbell Barton
18ae259cc4 Cleanup: unused Global flags. 2015-01-20 01:07:12 +11:00
Campbell Barton
09c83d6fea Viewport: Add adjustable safe areas, 3d-view & VSE
Also adds safe-area presets.

D325 by Diego Gangl with own edits.
2015-01-19 16:47:57 +11:00
Sergey Sharybin
a0fd7ab28d Revert "Make version_update() callback being invoked when linking/appending datablocks"
This reverts commit fbc2909cef.

The reason for revert is that the commit made it so bpy.data is not set to any
of the new main (on both file open and file link/append) which basically totally
broke versioning code.

Needs some smarter solution there.
2015-01-15 14:22:28 +05:00
Sergey Sharybin
fbc2909cef Make version_update() callback being invoked when linking/appending datablocks
This way addons and render engines which needs to do versioning code on files will properly
do it when something is being linked or appended to the scene. Previously that callback was
only called for the local main only, making it impossible to do tweaks on linking.
2015-01-13 18:24:53 +05:00
Sergey Sharybin
3f05797333 Followup to fe3e000: no need to exit pose mode on operator redo
This is to be backported to the release branch.
2015-01-07 15:38:32 +05:00
Campbell Barton
848c00f7e7 cleanup: de-duplicate code 2015-01-07 12:08:54 +11:00
Campbell Barton
aab4f2b762 cleanup: redundant casts & const cast correctness 2015-01-01 23:42:28 +11:00
Sergey Sharybin
016bbc8793 Fix T42780: Object linking allows to have linked armatures in pose mode
This isn't so bad for until one goes re-posing the armature and then uses undo.

It is the same issue as with edit mode which was solved back in the days.
2014-12-30 21:33:15 +05:00
Antony Riakiotakis
b6aa936a8b Fix typo in angle commit, noticed by Kevin Dietrich, thanks! 2014-12-27 00:10:53 +01:00
Antony Riakiotakis
eb2e4577f4 Only add a fill brush to default .blend if there isn't one already. For
some reason this happened twice here.

Likely candidate for 2.73 final
2014-12-27 00:08:58 +01:00
Antony Riakiotakis
c7c10e5e28 Brush Texture Angle Goodies:
This commit includes a few things:

* It moves the Rake and Random flags from the brush to the MTex.
* The first change allows mask textures to have independent rake
support.
* Random rotation now has an angle value that controls the width of the
effect from the rake or default angle
* Rake and Random are now supported together.
2014-12-26 23:51:27 +01:00
Bastien Montagne
dc2617130b Fix: Never write previews for undo steps.
This may eat quite q bit of mem in the end (though nothing critical),
and icons (material ones e.g.) often ended up out of sync after undo.
2014-12-17 10:23:34 +01:00
Severin
e81d077c85 Input Method Editor (IME) support for text buttons
Original patch by @random (D765) with some minor work done by @campbell
and me.

At this place, I'd like call out a number of people who were involved and
deserve a big "Thank you!":
* At the first place @randon who developed and submitted the patch
* The Blendercn community which helped a lot with testing - espacially
* @yuzukyo, @leon_cheung and @kjym3
* @campbellbarton, @mont29 and @sergey for their help and advises during
* review
* @ton who realized the importance of this early on and asked me for
* reviewing

We are still not finished, as this is only the first part of the
implementaion, but there's more to come!
2014-12-07 00:58:17 +01:00
Joshua Leung
14b951747f Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch)
This merge-commit brings in a number of new features and workflow/UI improvements for
working with Grease Pencil. While these were originally targetted at improving
the workflow for creating 3D storyboards in Blender using the Grease Pencil,
many of these changes should also prove useful in other workflows too.

The main highlights here are:
1) It is now possible to edit Grease Pencil strokes
   - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions
     to enter "Stroke Edit Mode". In this mode, many common editing tools will
     operate on Grease Pencil stroke points instead.
   - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less,
     Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete.
   - Proportional Editing works when using the transform tools

2) Grease Pencil stroke settings can now be animated
   NOTE: Currently drivers don't work, but if time allows, this may still be
         added before the release.

3) Strokes can be drawn with "filled" interiors, using a separate set of
   colour/opacity settings to the ones used for the lines themselves.

   This makes use of OpenGL filled polys, which has the limitation of only
   being able to fill convex shapes. Some artifacts may be visible on concave
   shapes (e.g. pacman's mouth will be overdrawn)

4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing
   has been added which draws strokes as a series of screen-aligned discs.

   While this was originally a partial experimental technique at getting better
   quality 3D lines, the effects possible using this technique were interesting
   enough to warrant making this a dedicated feature. Best results when partial
   opacity and large stroke widths are used.

5) Improved Onion Skinning Support
   - Different colours can be selected for the before/after ghosts. To do so,
     enable the "colour wheel" toggle beside the Onion Skinning toggle, and set
     the colours accordingly.
   - Different numbers of ghosts can be shown before/after the current frame

6) Grease Pencil datablocks are now attached to the scene by default instead of
   the active object.
   - For a long time, the object-attachment has proved to be quite problematic
     for users to keep track of. Now that this is done at scene level, it is
     easier for most users to use.
   - An exception for old files (and for any addons which may benefit from object
     attachment instead), is that if the active object has a Grease Pencil datablock,
     that will be used instead.
   - It is not currently possible to choose object-attachment from the UI, but
     it is simple to do this from the console instead, by doing:
     context.active_object.grease_pencil = bpy.data.grease_pencil["blah"]

7) Various UI Cleanups
   - The layers UI has been cleaned up to use a list instead of the nested-panels
     design. Apart from saving space, this is also much nicer to look at now.

   - The UI code is now all defined in Python. To support this, it has been necessary
     to add some new context properties to make it easier to access these settings.
     e.g. "gpencil_data" for the datablock
          "active_gpencil_layer" and "active_gpencil_frame" for active data,
          "editable_gpencil_strokes" for the strokes that can be edited

   - The "stroke placement/alignment" settings (previously "Drawing Settings" at the
     bottom of the Grease Pencil panel in the Properties Region) is now located in
     the toolbar. These were more toolsettings than properties for how GPencil got drawn.

   - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a
     suggestion for an earlier discussion on developer.blender.org

   - By default, the painting operator will wait for a mouse button to be pressed
     before it starts creating the stroke. This is to make it easier to include
     this operator in various toolbars/menus/etc.   To get it immediately starting
     (as when you hold down DKEy to draw), set "wait_for_input" to False.

   - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor

   - Toolbar panels have been added to all the other editors which support these.

8) Pie menus for quick-access to tools
   A set of experimental pie menus has been included for quick access to many
   tools and settings. It is not necessary to use these to get things done,
   but they have been designed to help make certain common tasks easier.

   - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and
              spatially stable manner.
   - D Q    = "Quick Settings" pie. This allows quick access to the active
              layer's settings. Notably, colours, thickness, and turning
              onion skinning on/off.
2014-12-01 01:52:06 +13:00