Commit Graph

1359 Commits

Author SHA1 Message Date
Nicholas Bishop
6b64ccdca1 Sculptmode now works properly with shape keys (Merry Christmas.) Fixes bug #5499, Sculpt mode don't works correctly with Shape Key. 2006-12-25 19:11:20 +00:00
Chris Want
66643dbf1f I think this might be a safer way of dealing with the non-OpenEXR
compilation of image.c -- Ton: please check.
2006-12-24 20:19:56 +00:00
Chris Want
1e6c007497 Some more duct tape to make sure that blender[player] still builds
when compiled without OpenEXR.
2006-12-24 16:03:31 +00:00
Campbell Barton
c5de881413 added CustomData_add_layer_named, same as CustomData_add_layer but accepts a name. saves Mesh.c having to look up the data after adding (just to rename it) 2006-12-24 11:15:54 +00:00
Campbell Barton
1c6f41a27a Added CustomData_get_named_layer_index to customdata to get a layer index by name, only used in Mesh.c at the moment.
cleanup Mesh.c, updated the epydocs
2006-12-23 23:33:03 +00:00
Campbell Barton
bef18061ec Select Grouped editdata- minor fix in the menu.
Updated Python Mesh API to support UV and Color layers with names.
Similar to vertex group's

renamed a function in customdata.c CustomData_free_layers -> CustomData_free_layers_active and made CustomData_free_layers accept an index, this is needed so python could free layers that arnt active.
2006-12-23 17:07:02 +00:00
Ton Roosendaal
397b09e477 Bugfix #5476
Lattice deforming a Particle system only supported regular parent relation-
ship, not modifiers.
2006-12-23 11:56:22 +00:00
Joshua Leung
fcd3ea7875 == Snap Bones To Location in PoseMode ==
Now the Snap To Location (Shift S) tools for bones in pose-mode
work correctly. Previously, only one of these tools was implemented,
but it only worked in some cases.


This fixes item #4874 in Todo Tracker. Was patch #5012.
2006-12-22 09:05:37 +00:00
Brecht Van Lommel
058ceb0b94 Added Vertex Color material node, making render engine support for multiple
vertex color layers actually useful.
2006-12-22 08:10:29 +00:00
Brecht Van Lommel
d892aac06b Fix: active face was lost switching between faceselect mode and editmode. 2006-12-22 07:45:01 +00:00
Brecht Van Lommel
d11b6949d8 Made multiple UV layers work with fastshade. 2006-12-22 07:41:29 +00:00
Campbell Barton
79fd2a2ae4 filename was being copied into a string only the length of the max file. 2006-12-21 22:30:30 +00:00
Ton Roosendaal
120ac48728 Another Image recode fix: the Composite backdrop option didn't work when
no viewer images was generated before.
2006-12-21 20:03:25 +00:00
Ton Roosendaal
67769dc080 Made new Defocus node compile happily in MSVC 2006-12-21 18:23:30 +00:00
Ton Roosendaal
e61dec0767 Defocus Composite Node, by Alfredo de Greef
Log:
http://www.blender3d.org/cms/Composite__Defocus.836.0.html

An incredible quality composite effect, might be slow but worth waiting
for!
2006-12-21 18:11:07 +00:00
Ton Roosendaal
af60771eca Fix for threads usage. This solves the hanging 'render baking', cauused
by yesterdays commit.

Now a designater LOCK_IMAGE is used for all image write/read.
2006-12-21 15:44:46 +00:00
Ton Roosendaal
e4663acd76 UnPack data fix:
Now uses original filename for unpacking, instead of the Blender ID name.
That latter was a nice idea, but because of its 20 char maxname limit
not working well.
2006-12-21 14:00:18 +00:00
Brecht Van Lommel
47bc3d1208 Added names to UV and vertex color layers, and display them as a list.
Added support for multiple UVs in the render engine. This also involved
changing the way faces are stored, to allow data to be added optionally
per 256 faces, same as the existing system for vertices.

A UV layer can be specified in the Map Input panel and the Geometry node
by name. Leaving this field blank will default to the active UV layer.

Also added sharing of face selection and hiding between UV layers, and at
the same time improved syncing with editmode selection and hiding.

Still to do:
- Multi UV support for fastshade.
- Multires and NMesh preservation of multiple UV sets.
2006-12-21 13:47:27 +00:00
Ton Roosendaal
edccdf9340 Packing Images fix:
- a 'procedural image' like 'UV Test Grid' now can be directly packed,
  it does ask first for confirming to pack it as PNG
2006-12-21 13:39:02 +00:00
Ton Roosendaal
fc00e73a83 removed the WKey "Split font" option. It doesnt work and corrupts memory
(saved files cannot read back, they crash).

The implementation of this option was plain accident that it even worked
once... you cannot use the API in blender that way.
2006-12-21 12:36:25 +00:00
Chris Want
5895c903cd Only include the header openexr_multi.h when WITH_OPENEXR is defined.
This header defines function stubs for builds without OpenEXR.
A quote from openexr_multi.h:

/* ugly... but we only use it on pipeline.c, render module, now */

No longer true! Function definitions should never be in header files,
I say.
2006-12-21 01:16:25 +00:00
Ton Roosendaal
e6c8702e7b Game Player links again, added new functions in the stubs
(image.c: prototype fix)
2006-12-20 21:51:08 +00:00
Ton Roosendaal
253432bfc7 The Big Image refactor!
Please read:
http://www.blender3d.org/cms/Imaging.834.0.html

Or in short:

- adding MultiLayer Image support
- recoded entire Image API
- better integration of movie/sequence Images

Was a whole load of work... went down for a week to do this. So, will need
a lot of testing! Will be in irc all evening.
2006-12-20 17:57:56 +00:00
Joshua Leung
dbbf45875b == Scaling Constraints Working in Local-Space ==
* Patch #5442: "Fix Bone SizeLimit" by Heriberto Mendez (gammarayq21)
'Limit Scale' constraint can now work on bone's local scaling too.

* I've also made the 'Copy Scale' constraint able to use the local scaling
of bones too.
2006-12-18 10:17:40 +00:00
Erwin Coumans
0e6518731f Use degrees instead of radians for rigidbody constraint axis (euler angles). Radians can't specifiy 90-degree angles precisely, the input is only 3 decimals accurate... 2006-12-18 07:51:12 +00:00
Ken Hughes
08a7208aa6 Python API
----------
A more robust attempt to avoid creating non-Empty objects with no data while
maintaining backward compatibility.
2006-12-17 00:21:57 +00:00
Joseph Eagar
3a84791b53 =IDProperties Python update=
Updated id properties interface as per
discussed in python meeting.  Basically,
id properties are now entirely accessed
through the dict-like interface if IDGroupType.
Also, tp_getsetters are used throughout the code
now.

Using the dict interface allowed for a major cleanup
of the wrapping code.  The biggest change is that ID
properties are no longer wrapped in a structure with 
.type .name and .data members; instead when you get
properties from the group it returns the direct value.
Ints, strings and floats return simple python types,
while arrays and groups return special wrappers though.

This means to detect the type of an ID property, you
have to use type().  For string and int types this is
easy; for group and array types (which of course have
their own wrappers) you use type() with Blender.IDGroupType
or Blender.IDArrayType.

Update of epydocs plus a temporary gui script will be
forthcoming; the gui script will be removed before release
as of course by then we'll have a built-in gui for id
properties.
2006-12-16 23:54:45 +00:00
Joshua Leung
4935f0b231 Constraints on bones working in 'local' mode, now obey the Enforce
value for constraints. Only Copy Rotation used to do so.

Note: only enforce values of 0.0 or 1.0 are useful/totally predictable
2006-12-14 22:58:22 +00:00
Ton Roosendaal
ae7fcb58bc Armature Proxy bugfix: synchronizing the pose went wrong when the proxy
had new dependencies added internally (like constraints), changing the
evaluation order for pose channels. My optimized code didn't like it, so
now it falls back to a reliable slower method.

Bug showed as totally messed up characters for proxies...

Also: increased range for 3D Window properties clip-start/end, this is
still a bad construct though...
2006-12-13 08:50:11 +00:00
Campbell Barton
080a5d5664 exposed CustomData_get_active_layer_index in BKE_customdata.h (needed by python to get the active layer)
added python api stuff to deal with Color and UV/Image layers.

me.activeUvLayer - int
me.activeColorLayer - int
me.totUvLayers - int
me.totColorLayers - int

me.addUvLayer()
me.addColorLayer()
me.removeUvLayer()
me.removeColorLayer()


Variable names may need changing.
2006-12-13 00:50:02 +00:00
Brecht Van Lommel
80ee52e444 Multiple UV and vertex color layers: (still work in progress)
These can be created and deleted in the Mesh panel in the same place as
before. There is always one active UV and vertex color layer, that is
edited and displayed.

Important things to do:
- Render engine, material support
- Multires and NMesh now lose non active layers

Also CustomData changes to support muliple layers of the same type, and
changes to layer allocation, updated documentation is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
2006-12-12 21:29:09 +00:00
Ton Roosendaal
dd88a8ca0f Bugfix: usage of 2 unitialized variables (again!). I should set gcc to use
O2 by default... without O2 it doesnt warn me for it.

This should fix errors in Material Node and "Vector Math" node.
2006-12-12 20:24:12 +00:00
Ton Roosendaal
4595bef2b4 Three-fixes-in-one:
#5417: Only Shadow material gave shadow outside of Spot bundle
#5414: Material Nodes: sockets without input were always treated as single
       value inputs, ignoring color or vector. (Caused by commit to do
       automatic conversions of socket links).
#5420: When reading with old Blender a new file that has a new window type,
       saving it over, and read back in current Blender, the window type
       should be reset to EMPTY, because all its data got lost.
2006-12-12 11:13:43 +00:00
Ton Roosendaal
a919981d60 Bugfix #5401
Material Nodes still have undefined output to the passes. Currently only
the active Material node gives pass info. Bug was that check for active
was wrong, giving stripes because of hanging variables.
I'll work soon on providing all pass options in the Material nodes. This
fix at least correctly provides passes for active material, and clears
memory of pass info in advance.

Also: outliner view "current scene" did not show render layers.
ALso: outliner click on renderlayer now activates it (for UI)
Also: zbuffer for transparent was not initialized to 'infinity' correctly
2006-12-11 11:33:03 +00:00
Ton Roosendaal
089e87ccea Composite & Pass render goodies:
- New Passes: UV and Rad(iosity)
- New Nodes: UV Map and Index Mask
- Z-combine now is antialiased

As usual, please check the log. Has nice pics!
http://www.blender3d.org/cms/Composite__UV_Map__ID.830.0.html

For devs: the antialias code from Vector Blur is now exported in compo
too. Works pretty good. Even fixed a bug in antialias, so vectorblur
will be better.

Also: found out that OpenGL display list speedup accidentally was still
triggered with the rt button... so it did not work by default.
2006-12-10 20:30:15 +00:00
Ken Hughes
ba36ef9f3f Python API
----------

Bugfix #5373: creating a curve or text object using Object.New() without
linking any data to the object would later cause a segfault when ob->data
was later dereferenced.  This problem will be fixed (hopefully soon) in the
API when new objects are created with data and linked to scenes all in one
step, but for now check for curves that ob->data is defined before using,
otherwise print an error message to the console and skip the object.
2006-12-09 06:17:14 +00:00
Ton Roosendaal
da0433e01d Temporal fix probably... Campbell has crashes in depsgraph, but that case
should not happen. This commit adds a harmless NULL check, but still.
2006-12-08 22:08:52 +00:00
Ton Roosendaal
7f1e3874f9 Node editing usablity!
- Removed stupid idea to insert convertor nodes in Node Shaders, when a
  link is created by non-matching sockets. Now it works like Compositor,
  doing a default conversion. Works like this:

1 from 3 or 4 values: take average
3 from 1: copy to all
3 from 4: copy 3
4 from 1: copy to 3, set alpha to 1
4 from 3: copy 3, set alpha to 1

- Added select-linked in Nodes. Lkey or Shift+L. Also in pulldown menus
2006-12-08 21:20:36 +00:00
Ton Roosendaal
902a69a7d3 Numerous fixes in Render code:
- Bug: material emit was ignored (showed in preview render backdrop)
- Bug: world exposure was ignored
- Bug: lamp halo was ignoring 'render layer light override'.

Further reshuffled the way shadows are being pre-calculated, this to enable
more advanced (and faster) usage of Material lightgroups. Now shadows are
being cached in lamps, using a per-sample counter to check if a recalc is
needed. Will also work (later) for Raytracing node shaders.

- New: Material LightGroup option "Always", which always shades the lights
  in the group, independent of visibility layer. (so it allows to move such
  lights to hidden layer, not influencing anything).
2006-12-08 09:40:44 +00:00
Ben Batt
c3fdaac9b4 Fix for bug #5177: EdgeSplit modifier mode "From Flag" doesn't show sharp
edges in Editmode

This bug was due to CCGDerivedMesh (the DerivedMesh backend used to store
editmode subsurf results) not copying edge flags correctly, meaning that
they were unavailable to the EdgeSplit modifier. I have updated
CCGDerivedMesh to copy edge flags correctly.
2006-12-07 18:30:00 +00:00
Ton Roosendaal
17231f83f3 Work on RenderLayer and Pass control:
Full log:
http://www.blender3d.org/cms/Render_Passes.829.0.html

In short:
- Passes now have option to be excluded from "Combined".
- RenderLayers allow to override Light (Lamp groups) or Material.
- RenderLayers and Passes are in Outliner now, (ab)using Matt's nice
  'restriction collumns'. :)
2006-12-07 14:17:38 +00:00
Joseph Eagar
4d3bafd17d =IDProperties C-API tiny update=
IDP_GroupIterNext returned void* rather then IDProperty*.
Made it IDProperty*.

BTW, any people out there interested in using IDProperties
from the C side, feel free to email me comments and (especially!)
file bugreports assigned to me in the tracker. :)
2006-12-06 19:20:06 +00:00
Ton Roosendaal
bd6db18b81 Bugfix (caused by passes work): the 'default material' needed to become
initialized properly before rendering. Effect was that shadow for Objects
without material looked weird.
2006-12-06 15:40:50 +00:00
Ton Roosendaal
a720296999 Another 3-in-one commit:
- Unitialized variable in new shadow code caused Sun lamp shadow to not
  work.
- Ipo handle bug: when the handle was vertical it flipped around
- Loop select: unitialized variable caused it to work unpredictable in
  cases. Also found an unitialized var in collaps_edgeuvs().
2006-12-06 11:17:34 +00:00
Ton Roosendaal
54e946e839 Three fixes:
- Crash, caused by commit of 1 hour ago to fix 'All Z' render problem
- Bug: yesterday's fix for node material renders caused some issues with
  precalculating correct shadow.
- Composite Translate node: input sockets allowed multiple inputs
2006-12-06 09:56:20 +00:00
Jacques Beuarain
1c54c72eaa Fix Debug build failure with ffmpeg enabled on MSVC 8 2006-12-06 09:48:27 +00:00
Ton Roosendaal
5e52bee5a7 Node shaders bug: using 'shadeless' material inside of node tree, a mode
flag messed up that tried to detect if shadow was needed.
2006-12-05 19:47:45 +00:00
Ton Roosendaal
78d3f7358b Two more fixes for pass composite:
- Blur nodes didn't accept RGB buffers (only RGBA or single channel ones)
- Mix node had maximum for 'mix' on 1.0, for passes edit that could become
  more, made it 5!
2006-12-05 18:27:43 +00:00
Ton Roosendaal
2c816da097 Two fixes:
- Shaded view was black, needed to tell it to use 'combined' pass :)
- Crash when deleting in compositor all nodes with an output.
2006-12-05 18:02:43 +00:00
Ben Batt
4f8079d49c Modifier Stack: Limit calculation to required data.
This commit upgrades the modifier stack to only calculate the data which is
needed, either by modifiers further down the stack or by other functions at
the end of the stack (e.g. drawing functions).

This speeds up modifier stack recalculation, especially where vertex
groups and UV coordinates are concerned. For example, a mesh with an Armature
modifier followed by a Subsurf modifier would previously have required the
Subsurf modifier to interpolate all the vertex groups in the mesh, slowing
down modifier calculations considerably. With this update, vertex group data
is not propagated beyond the Armature modifier, so calculations are faster.

Note that this depends on the order of modifiers in the stack. If the Armature
and Subsurf modifiers were swapped in the above example, the Subsurf modifier
would have to interpolate vertex groups, as they are needed by the Armature
modifier.
2006-12-05 17:42:03 +00:00