Commit Graph

47594 Commits

Author SHA1 Message Date
Brecht Van Lommel
7950ac791b Fix #27846: time extend / E key not work in sequence editor. 2011-07-05 09:47:09 +00:00
Brecht Van Lommel
962c1606fc Fix #27810: bones drawn blue in 2.49 file, was still checking stride bone
flag for drawing even though that feature is no longer in 2.5.
2011-07-05 09:35:38 +00:00
Brecht Van Lommel
3d5ae95986 Fix #27863: converting curve spline type from python crashes. 2011-07-05 08:57:11 +00:00
Brecht Van Lommel
1ff54f91ff Fix: #27861 bevel angle limit at 90° wasn't working well on cube, tweaked
epsilon value to be a bit smaller.
2011-07-05 08:28:54 +00:00
Campbell Barton
61fc839200 fix [#27862] OpenGL render animation don't respect .png RGB option. 2011-07-05 07:46:25 +00:00
Mitchell Stokes
ceabc6d119 BGE Animations: Various fixes and bits of cleanup to get the action actuator to behave more like it did in trunk. The Pepper version is still more sensitive to pulses than the trunk version, but this is more accurate. I might try to address this, but I'm not sure. 2011-07-05 05:22:02 +00:00
Janne Karhu
db2d737f0e Fix for [#27182] particle/collision kill interacting strangely
* Particle die time wasn't taken correctly into account in certain situations when calculating dynamics.
2011-07-05 02:56:14 +00:00
Janne Karhu
35965308a8 Fix for [#27579] Particles Cache Problem
* Horrors from the ancient world of deprecated code: object animation offset can't really work correctly with particles unless point cache takes full control of particle system timing.
* Disabled the non-working offset control from effecting particles so that for now particles will work consistently and the offset is only applied to the object.
2011-07-05 02:18:55 +00:00
Joshua Leung
afd77d081a Reduce duplicate code 2011-07-05 01:55:03 +00:00
Joshua Leung
a0fa8c3cd2 Bugfix #27856: Transforming Grease Pencil frames in Action Editor
didn't perform updates

* This problem was caused by a typo when adapting old code
* Fixed crash where keyframes-update was being called in Grease Pencil
transforms too

Todo:
Outliner/Datablocks Viewer doesn't update that nicely when these
keyframes get modified. Outside of gdb, I managed to get a few non-
repeatable crashes here; while debugging though, there was only some
lagging oddness if panning before the tree updated.
2011-07-05 01:54:01 +00:00
Janne Karhu
0dcc370f3b Fix for [#27347] Particle x-axis mirror editing not working as expected.
* The x-mirror editing didn't mirror strand lengths.
2011-07-05 01:49:34 +00:00
Mitchell Stokes
e66b778fd6 BGE Animations: Updating some copy+pasted license blocks. 2011-07-04 21:21:49 +00:00
Mitchell Stokes
1b7ebd3857 BGE Animations: Adding preliminary support for blend shape actions on different layers. This, and shape action blending in general still require more work though. 2011-07-04 21:19:11 +00:00
Sukhitha Prabhath Jayathilake
fa6d80c13b 2011-07-04 19:41:33 +00:00
Sukhitha Prabhath Jayathilake
af5d852857 Light(spot) spot_size (fall of angle in COLLADA) animation support completed. 2011-07-04 19:30:58 +00:00
Jeroen Bakker
830fe8af84 Updated the indent, sorry! 2011-07-04 19:22:37 +00:00
Jeroen Bakker
e814f2c71d ====== Proposal: Nodes property windows enhancement ======
===== Situation before this patch =====

in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function.

With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other.

When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself.

===== Situation after this patch  =====

This patch separates the draw functions of the property panel and the node panel.
When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback'

===== Impact =====

==== BKE_node.h ====

add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc.

==== node_buttons.c ====

if the uifuncbut is set, call it. currently calls the uifunc method

==== drawnode.c ====

static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc. 

===== Final note =====

! PS. this is not limited to the compositor it also works for Materials and Textures !
! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function !
2011-07-04 18:48:36 +00:00
Jeroen Bakker
c4491f558b Current situation
A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done.

In blender movies this feature is known to be implemented, but until now it never got integrated into trunk.
Proposal

With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index.

In the compositor the ID Mask node can be used to extract the information out of the Render pass.
Impact
User interface

On the properties-space the next changes will be done

    Scene⇒Render layer⇒Passes⇒Material index will be added
    Material⇒Options⇒Pass index will be added

DNA

    Material struct will get an new field called “index”. this will be a short-type.
    Material struct the field pad will be removed.
    A new Render-layer pass will be added (bit 1«18)

RNA

    Material RNA is updated (based on “pass index” from object)
    Render layer RNA is updated (based on IndexOB)

Blender internal renderer

The Blender internal renderer will process the render pass as a copy of the Object index.
Blender compositor

The render layer input will get a new output socket called “IndexMA”
Usage

An example on how to use material index can be found at:

https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend

This is also example of a commit message longer than the commit itself :)
2011-07-04 18:14:41 +00:00
Sukhitha Prabhath Jayathilake
ab369227fb light SpotLight blend and size parameters animation export. on going. 2011-07-04 15:33:39 +00:00
Campbell Barton
7c15143449 bind marker camera now uses active object rather then scene camera (was requested a few times) 2011-07-04 15:09:02 +00:00
Brecht Van Lommel
796c6a9467 Fix #27849: 3D manipulator widget lost on mesh in edge mode.
The manipulator was always using vertex selection flags, but those are only
valid in vertex mode, as selection flag flushing only happens in the direction
vertex -> edge -> face. Now use edge/face selection flags when needed.
2011-07-04 13:48:18 +00:00
Brecht Van Lommel
7e36a75b45 Paths: remove some temporary code that was only needed for 2.57. 2011-07-04 13:33:47 +00:00
Brecht Van Lommel
398807e235 Fix #27785: blenderplayer + eltopo linking error. 2011-07-04 13:03:41 +00:00
Ton Roosendaal
5918521959 Bug report (IRC)
Knife cut with long mouse trails failed, increased max amount of input points
4 fold (1024).
2011-07-04 11:28:39 +00:00
Brecht Van Lommel
ca2c319649 Fix #27850: keyboards with a comma instead of a dot on the numpad now get
converted to a dot when typing into number buttons, for easier number entry.
2011-07-04 10:56:59 +00:00
Nathan Letwory
cf43e48fc7 Apply patch 4636051. COLLADA: Export selection.
Original patch by Jan Diederich, adapted by Pelle Johnsen. Review assistance by Daniel Tavares.

This patch adds an option to export only the selection.
2011-07-04 08:59:28 +00:00
Campbell Barton
aa1668c6f8 fix for own error in intersect_line_sphere_2d(), using 3d function on 2d vectors 2011-07-04 08:13:27 +00:00
Campbell Barton
0e0eba9f79 fix for crash when setting layers or saving when there is no active scene - only really happens when running python scripts on startup. 2011-07-04 05:23:36 +00:00
Joshua Leung
de1c4fafc7 First stages of easier "expressions" creation...
It is now possible to create "scripted expression" drivers by simply
clicking on some property, and typing some short Python expression
prefixed with a '#'. This will result in a scripted expression driver,
with the typed-in text being created.

For example, you can click on X-Location of the default cube, and
type:
#sin(frame)
and a new driver will be created for the x-location of the cube. This
will use the current frame value, and modulate this with a sine wave.

Do note though, that the current frame is a special case here. In the
current implementation, a special "frame" driver variable, which
references the current scene frame is created automatically, so that
this simple and (assumed) common case will work straight out of the
box.

Future improvements:
- Explore possibilities of semi-automated extraction of variables from
such expressions, resulting in automated variable extraction. (Doing
away with variables completely is definitely 100% off the agenda
though)
- Look into some ways of defining some shorthands for referencing
local data (possibly related to variable extraction?)
2011-07-04 03:12:28 +00:00
Campbell Barton
d29d3a89e4 fix for building WITH_PYTHON_MODULE 2011-07-03 19:15:46 +00:00
Ton Roosendaal
d40b9e2e1c As per discussion: allow bone transforms again for proxy'ed bones. 2011-07-03 18:21:37 +00:00
Sukhitha Prabhath Jayathilake
1f4fca3654 Light Color Animation Import Complete. 2011-07-03 17:26:02 +00:00
Andrea Weikert
25ffeed8bf fixing compile errors with VisualStudio 2008.
* macro ABS has no effect with uintptr_t anyway and was throwing warning (promoted to error) -> commented out and marked with TODO
* removed two unused variables trhowing warning also promoted to error when compiling.
2011-07-03 17:07:07 +00:00
Miika Hamalainen
901f24716b Dynamic Paint:
* Some ui and rna tweaking.
* Effects ui panel is no longer visible for non-paint surfaces.
2011-07-03 14:01:57 +00:00
Campbell Barton
613e9b9926 changed the max decimal points to show from 7 to 6, since with float precision problems the median point of a selection could be 0.0000003 2011-07-03 13:20:21 +00:00
Sukhitha Prabhath Jayathilake
aa295bb551 AnimationType flag. AnimationType Enum update. 2011-07-03 13:01:52 +00:00
Sukhitha Prabhath Jayathilake
9f99e5cc1e AnimationType Enum. 2011-07-03 12:33:52 +00:00
Joshua Leung
b6c1490359 Experimental depsgraph tweak:
Objects with drivers are now treated as needing updates when the
current frame changes. This assumption has been documented in the
code, and should at least mean that users who try to use drivers for
creating simple time-based expressions that this should work.

Note:
- It is still recommended to create a "cfra" driver variable instead
of actually inlining bpy.context.scene.frame_current into the
expressions. Not only does the latter look rather nasty to type/have
in the expression, but it is also less future-proof for when I get
around to actually working on a beefed-up depsgraph (nothing official
on that front yet...)
2011-07-03 11:56:24 +00:00
Sukhitha Prabhath Jayathilake
c922b41374 find_frames() calls removed. 2011-07-03 11:28:40 +00:00
Sukhitha Prabhath Jayathilake
a632091176 Light Animation Identification. 2011-07-03 11:07:34 +00:00
Campbell Barton
fe62b62cb0 fix 2 bugs in project from view from a camera object
- panorama mode was scaled 2x too high.
- scaled camera objects would incorrectly effect the result.
2011-07-03 10:48:18 +00:00
Campbell Barton
78c43d18fc fix [#27839] UV 'Project from view' ignores camera lens shift 2011-07-03 07:37:33 +00:00
Mitchell Stokes
46d12b480e BGE Animations: Making the action actuator's loop end play mode work better. 2011-07-03 02:57:50 +00:00
Mitchell Stokes
5d7921691b BGE Animations: Reimplementing support for the "Flipper" play mode of the action actuator. 2011-07-03 02:51:14 +00:00
Mitchell Stokes
5f4f75c51a BGE Animations: Adding in layer weights to allow for layer blending. 2011-07-03 01:59:17 +00:00
Miika Hamalainen
fdc59b8a40 Merge with trunk r38042 2011-07-02 18:15:55 +00:00
Miika Hamalainen
9ae663154f * Added a new surface type "Waves" that simulates simple 2D wave motion.
* Optimized adjacency point searching for vertex surfaces.
* Separated adjacency code from effect system.
* Overall code cleaning and tweaking.
2011-07-02 18:06:39 +00:00
Campbell Barton
3ee2cb9cdb fix for error in cmake files 2011-07-02 07:55:06 +00:00
Sukhitha Prabhath Jayathilake
87030e6a32 Light Sid addressing edited. 2011-07-02 05:05:03 +00:00
Xiao Xiangquan
9b8538c69c 3D view, graph editor, etc. done 2011-07-02 03:17:09 +00:00