Commit Graph

47731 Commits

Author SHA1 Message Date
Brecht Van Lommel
f314ff02bd Fix #35390: sequencer end frame of preview range was not drawing correct. 2013-05-18 10:24:38 +00:00
Brecht Van Lommel
11186184aa Fix #35404: crash in file save with python code that accesses mesh from panel.
On file save the mesh gets loads from the editmesh but the derived mesh caches
wer not cleared. This usually happens through the depsgraph but it needs to be
done manually here. Most changes are some refactoring to deduplicate derived
mesh freeing code.
2013-05-18 10:24:34 +00:00
Antony Riakiotakis
8da43c5aaf Stroke code:
* Fix crash on 2d painting when no active object is present (NULL
pointer dereference in cursor drawing)
* Skip conditional on space_stroke function, since this is already
checked for on higher level.
* Interpolate pressure on spaced strokes.
2013-05-18 09:44:30 +00:00
Campbell Barton
a554a031f1 bump to version '2.67a' 2013-05-18 08:47:34 +00:00
Sergej Reich
d6d82a95f5 rigidbody: Add missig notifiers for add/remove operators
Fixes [#35403] Highlight not updating instantly when removing from Rigid body
2013-05-17 18:34:13 +00:00
Miika Hamalainen
d3a6c0c834 Smoke simulator: Add flow subframes and ability to set custom particle size.
Previously it was nearly impossible to have fast moving objects emitting smoke or they would just leave behind a row of smoke poofs instead of continious stream of smoke. Now it's possible to set number of subframes for each smoke flow.

Another new thing is ability to set size of smoke flow particles instead of using closest smoke cell. This also works with my earlier "full sample" commit, so no more blocky particles either. :)

For more info check my blog post: http://www.miikahweb.com/en/blog/2013/05/17/blender-smoke-subframes

This commit also includes couple of fixes I spotted while testing:
* Fix: dissolve was applied at different time for low res and high res simulations.
* Fix: full sample setting didn't get copied with domain.
2013-05-17 17:45:37 +00:00
Ton Roosendaal
c70a900736 More work on 3d view render:
- reverted fix for bug 32537 (error report drawing after thread job didn't show)

  This solves very bad 3d view render updates while using transform, it was
  getting into an eternal feedback loop for dependencies. (jobs sending mousemoves
  causing jobs to end, causing mousemoves, causing etc).
  
- The render-update code was not going over all windows, but over every screen to
  send signals (also the invisble ones)
2013-05-17 16:46:59 +00:00
Brecht Van Lommel
bbec4c94f9 Fix for #35390 fix: sequencer scene start/end still did not display when they are equal. 2013-05-17 16:37:47 +00:00
Campbell Barton
ebda20150d fix for crash with toggle-drag on a popup (when the popup is closed while dragging). 2013-05-17 13:54:44 +00:00
Ton Roosendaal
e2f58d817a Bug fix, own collection.
Shapekey drivers were executed for every call to derivedmesh, which shouldn't happen.
It now only runs on the object_update() function, once for every depsgraph change.

Error was found while testing preview render in viewport. On each render, the
animsys sent a 'changed data' because of the shapekey drivers being called,
causing eternal re-render loops (without showing anything).
2013-05-17 13:15:43 +00:00
Sergey Sharybin
27baa34ba4 Fix #35369: Crop node or FileOutput node bug.
Issue was caused by file output node actually,

The thing here is, compositor output does have fixed
resolution and we could predict how to map coordinates
for border and cropping in that case.

But viewers and file output nodes are currently totally
depending on an input resolution. Could not see how
border could be applied reliably in this cases.

Disabling border option for file output node, so
now it shall behave the same way as it was before.

Discovered issues when using cropping to render border,
namely there's an offset in viewer nodes and previews,
but this is separate issue i guess (file output seems
to work fine). Will revisit this issue in next days.
2013-05-17 13:02:03 +00:00
Campbell Barton
88d1067f58 code cleanup: use BM_elem_flag_test rather then accessing 'ele->head.hflag' 2013-05-17 12:43:58 +00:00
Campbell Barton
43748eca2d ignore hidden edges for bmesh grid-fill. 2013-05-17 12:26:14 +00:00
Campbell Barton
b73c821b5d fix for BM_mesh_edgeloops_find(), could give edge loops with one vert. (caused bridge to crash sometimes) 2013-05-17 12:11:34 +00:00
Campbell Barton
f79e190307 fix for error in bridge tool, using freed faces from bmo input. 2013-05-17 12:05:07 +00:00
Ton Roosendaal
7b2172cb0b 3D Viewport rendering (Blender Internal)
Added incremental re-render on view changes. That means all data preprocessing
only needs to be done once on view changes, quite faster that way.

Also fixed a bug in raytracing strands with soft shadows, was wrongly changing
coordinates in a static array.

Note: proper signals for re-renders is still on the todo. Many button options
don't signal a re-render yet. Work around: press G+ESC for quick full renders.
2013-05-17 11:13:46 +00:00
Sergey Sharybin
a4e9edb674 Fix #35393: Sculpt Shortcuts are bananas.
Issue was introduced by self in svn rev56815.
Brushes list was simply not fully traversing
due to mistake in termination condition.
2013-05-17 11:08:50 +00:00
Brecht Van Lommel
79fc2ac845 Fix #35390: the verticel lines indicating scene start and end frame in the
sequencer now draw such that a strip that spans this time is contained just
between these lines.
2013-05-17 09:47:05 +00:00
Campbell Barton
04a9c0e28a bump mathutils callback slot size. 2013-05-17 07:10:40 +00:00
Bastien Montagne
9d567dd366 This commit addresses the somewhat weak handling of stackless textures in Blender with default (BI) renderer. To do so, it's defining an "other" texture context, and when in this one, it switches to using the "new shading" texture handling already known with Cycles engine.
So now, in the new "other" tex context, you can (depending on active data) have direct access to modifiers', force's or brushes' textures...

I also refactored a bit how texture contexts are handled (once again, we had some quite similar code in both space_buttons and RNA sources). This should also solve some harmless glitches like "no texture context selected in UI" sometimes when you remove data related to current texture (see e.g. after removing the material from default cube, in startup scene).

This usage of two different systems for textures, and the handling of switches between them, has been a bit tricky to get working right, but it is OK now I think. I also had to add a bool flag to buttons space, SB_TEX_USER_LIMITED (use_limited_texture_context in RNA), which indicates "new shading" texture code whether it has to ignore materials, lamps etc. (BI) or not (Cycles).

Btw, pinned textures from modifiers/force/etc. were also broken (showing nothing), now it should work too.

Thanks to Brecht for reviewing.
2013-05-17 07:10:10 +00:00
Brecht Van Lommel
308d014b49 Fix #35398: changing render layer name causes animation to be lost. 2013-05-17 00:39:37 +00:00
Tamito Kajiyama
30d3a57eb7 Fix for Freestyle built-in style module sketchy_multiple_parameterization.py not working correctly.
Suitable for inclusion in 2.67a.

Logical AND, OR and XOR operations on freestyle.Nature instances gave an error in some cases.
The updated C implementation of these bitwise operations is intended to reproduce the following Python implementation:

class Nature(int):
    def __and__(self, other):
        return Nature(int(self) & int(other))
    def __or__(self, other):
        return Nature(int(self) | int(other))
    def __xor__(self, other):
        return Nature(int(self) ^ int(other))

The problem report was by plasmasolutions on IRC, thanks a lot!
2013-05-16 23:49:05 +00:00
Thomas Dinges
616bc9d68f Code cleanup / Cycles:
* Put render resolution x/y into a function.
2013-05-16 21:53:21 +00:00
Dalai Felinto
49003dd90c partial revert of commit 54126 - (BGE UI: removing " use_occlusion_culling" from the ui)
bug reported by Eloy Felix over email

Apparently there are some files that will perform better with "use_occlusion_culling" off.
For now the UI option can return.

Technically this could make into 2.67a, but the string is not localized (it'll be in English).
Not sure what is more important here:

- consistent UI OR to expose in the UI an option some people need
2013-05-16 21:37:24 +00:00
Thomas Dinges
8e487bebd3 Cycles / BSSRDF:
* Avoid one max() call for the bssrdf radius, the if condition already checks for values < BSSRDF_MIN_RADIUS.
2013-05-16 18:39:45 +00:00
Campbell Barton
b9fa4f7df9 workaround for loopselect-slide (with multicut enabled) changing from vertex-select to edge-select.
this is needed to slide, but wasn't so nice for users, now restore the original mode.
2013-05-16 18:33:07 +00:00
Campbell Barton
f334df5624 code cleanup: double promotion warnings. 2013-05-16 17:20:56 +00:00
Thomas Dinges
34ba69d576 * This is embarrassing... 2013-05-16 15:59:05 +00:00
Thomas Dinges
4475de5bd8 Cycles:
* Revert part of r56832, if code gets more complicated, it's better to keep it more logical here.
2013-05-16 15:47:09 +00:00
Campbell Barton
fbf890200c fix for crash in grid-fill where it was possible for rail edges to overlap. 2013-05-16 15:28:57 +00:00
Lukas Toenne
a8964d865f Fix #35388, grouped nodes not editable in properties ui.
The issue here was that the "active" material node depends on the editor context. Previously (< 2.67) there was only 1 edited node group possible globally throughout Blender, so the active material in the context could be resolved more easily. The solution now involves the active_viewer_key variable (first introduced for compositor viewer nodes in r56271, naming is a bit awkward but hard to change in DNA). This key defines the "last modified" node tree to resolve ambiguity of active context items. For single editors the result is the same as in 2.66, if multiple editors are used with different node groups the last modified tree is used.
2013-05-16 15:06:18 +00:00
Campbell Barton
b881dd9e7f grid-fill: fix error in detecting face flipping. 2013-05-16 13:58:21 +00:00
Brecht Van Lommel
4dec85ef26 Fix #35384: animation to enable/disable render layers was applied one frame too
late when rendering animations.
2013-05-16 12:03:21 +00:00
Jürgen Herrmann
b90108c108 CMakeLists.txt changes to use new static Jack libs with VC2012 2013-05-16 11:24:19 +00:00
Jürgen Herrmann
cd34945792 Fix compile error on VS2012.
Unused variables (for debug only) give an error.
2013-05-16 11:04:01 +00:00
Campbell Barton
812cd6c75e fix [#35385] freestyle rendering crash blender 2013-05-16 08:04:45 +00:00
Campbell Barton
d4dc67d318 bmesh grid fill: interpolate vertex customdata (useful for vertex weights and shapekeys) 2013-05-16 07:21:34 +00:00
Campbell Barton
8982439383 quiet warnings from r56825
- using vars before checking they are defined
- /* within comment
2013-05-16 03:55:47 +00:00
Tamito Kajiyama
b0bb21e32d Fix for [#35352] Freestyle + Geometry Spatial Noise freezes on render.
SpatialNoiseShader, as well as SmoothingShader were not updating stroke length after
geometry modification, causing an infinite loop in Stroke::Resample(int iNPoints) due to
incorrect length-based resampling of stroke vertices.
2013-05-16 00:20:57 +00:00
Brecht Van Lommel
00f0ac8107 Fix #35368:
* Editing number of segments for particle hair did not update the viewport.
* Hidden particles were confusing, the paths were drawn but without the points.
  Now it draws the path faded to indicate that they are hidden/locked.
* Select tips/roots operators now have options to select/deselect/toggle/invert.
2013-05-16 00:07:01 +00:00
Brecht Van Lommel
837d0ac2e0 Fix #35372: sculpting/painting long brush strokes with small brush size would
take up a lot of memory.

The operator was recording an array with all stroke points. However this was not
particularly useful, only sculpt mode had exec() implemented to redo the stroke,
but it was not registering the operator anyway so there was no way to access the
data after the operator was done. So no one was using this anyway.

I did now implement exec for the paint modes so you can call the operator with
stroke points from a script.
2013-05-15 22:55:30 +00:00
Brecht Van Lommel
b97397cae3 Fix #35355: 2D image paint View mapping mode was dependent on zoom, this was
wrong, it should just fit the texture in the brush circle.
2013-05-15 21:03:57 +00:00
Thomas Dinges
9b59e2b95a Code cleanup / Cycles:
* Some simplification of closure code (Velvet and Toon).
2013-05-15 20:38:17 +00:00
Campbell Barton
1df12416ca bmesh, grid fill tool.
This uses 2 edge loops and fills them with a grid, taking into account curvature of surrounding edges.
Access from face menu: Ctrl+F,G

http://www.graphicall.org/ftp/ideasman42/grid_fill.png
2013-05-15 20:34:40 +00:00
Brecht Van Lommel
85530846b6 Fix #35376: node editor throwing python error on some files saved with 2.66 test builds. 2013-05-15 19:24:07 +00:00
Brecht Van Lommel
693f687ebf Fix cycles CUDA error with world multiple importance sampling, after recent OpenCL fixes. 2013-05-15 19:02:30 +00:00
Brecht Van Lommel
ac43397767 Fix action zones not drawing properly while sculpting, due to recent bugfix.
Partial redraw doesn't work so well with these, now I've changed the action
zones to just draw as part of regions instead of as a special overdraw done
at the end, which fits better with partial redraw by avoiding any special
exceptions.
2013-05-15 17:59:55 +00:00
Brecht Van Lommel
a4b5c05aad Fixes for blender internal viewport render:
* Particles did not render at viewport resolution like meshes.
* Properties editor preview render of hair was crashing, solution is to have
  two separate flags for this preview render and viewport preview render.
2013-05-15 17:09:45 +00:00
Tamito Kajiyama
845376e8d3 Fix for missing finalization of memory blocks allocated in the Freestyle module.
Suitable for inclusion in 2.67a.
2013-05-15 17:06:56 +00:00
Jürgen Herrmann
8a89d27b87 Libmv internal compiler error workaround for VC2012.
Will be reverted as soon as the x64 compiler is fixed.
For now it shouldn't have an impact on tracking performance. My test have shown no significant speed difference to official VC2008 build of 2.67.
2013-05-15 17:00:53 +00:00