Commit Graph

25763 Commits

Author SHA1 Message Date
a6e2fba994 Identifying Animation List for Material shininess. 2011-07-18 18:31:01 +00:00
bb49714310 Material Specular Hardness Animation export. 2011-07-18 17:33:03 +00:00
7e72356b8d BGE Animations: Allow the Copy Transform constraint to work with external targets in the game engine. 2011-07-17 20:06:50 +00:00
44326c9fe9 Material Animation export. (on going) 2011-07-17 18:51:03 +00:00
b96d3fd70a Identify material Animations to export. 2011-07-17 17:30:41 +00:00
6b6c2bd17f Set material Sid addressing. 2011-07-17 16:39:19 +00:00
a0b769ce0e Bugfix [#27412] PoseLib bug(maybe also corrupted data)
* Find first unused frame function was failing to correctly detect
conflicts with the lower bound due to the way that markers are not
stored in sorted order. Fixed by performing additional search passes.

* Fixed some update bugs where there were missing notifiers. Most
noticable when the poselib is being viewed in an Action Editor
2011-07-17 12:37:38 +00:00
3ce8c9242d Bugfix [#27157] keyframing a constrained bone does not work as before
Visual Keyframing was broken by r.34685, which used another method
which, at the time, appeared to work perfectly fine. Apparently not.

Also, extend/fixed visual keying to work for axis-angle rotations too.
Needs some testing, but should probably work
2011-07-16 06:46:39 +00:00
c9c51776ee BGE Animations: Some updates to the Python api:
* Adding methods KX_GameObject.stopAction() and KX_GameObject.isPlayingAction().
  * Made all layer arguments optional. This means I had to change setActionFrame(layer, frame) to setActionFrame(frame, layer=0). This seems a little backwards to me, but I guess that's what you get with optional arguments. Also, this will break existing scripts.
  * Made sure to check user supplied layer values on all action methods. Previously this was only done for playAction().
  * Fixed a few newline issues.
2011-07-16 05:25:15 +00:00
ad08de4c2a BGE Animations: Now animations are only updated based on the set animation speed. This offers a significant performance increase (about 2x fps in my animation stress tests) for cases such as the defaults: 60fps logic and 30fps animations. This means that animations now only have to be updated half the time. I've also added Animations as a profiling category. This is the time spent in Blender's animation code, and not in the BL_ShapeDeformer (the mesh deformation). I'd like the add the deformation too, but right now it's counted in the rasterizer, and I don't see an obviously clean way to have it counted as animation instead. I'll investigate more. 2011-07-14 07:03:33 +00:00
49d01fb30d Fixed Color animation import( support for Maya ) 2011-07-13 16:53:36 +00:00
d9cf985730 Merging trunk up to r38329. 2011-07-12 13:09:22 +00:00
9132754dc1 Timeline Drawing - Time cursor draws extra wide in timeline so that
keyframe lines are wrapped up nicely by it

Ideally it could be made so that it only became wide when it is on a
frame with a keyframe, though that could end up causing performance
problems, so this will have to do (if a bit "chunky" looking at
times).
2011-07-12 12:13:23 +00:00
7dd6926b22 Bugfix [#27548] Timeline view - 2D drawing issues
* Keyframe lines were being drawn too short when frame number box was
enabled. The code for drawing this was modifying the View2D view-space
to get it's stuff in the right place, but the timeline code was not
accounting for this.

* In order to make the time ticks more visible outside the frame
range, I've moved the start/end frame drawing stuff in timeline to
occur after the grid drawing, and to draw semi-transparent, just like
the preview range curtains in the other animation editors
2011-07-12 12:04:27 +00:00
8d78e10b69 NLA Drawing - More prominent communication of the "solo" feature
* When a track is being solo'd, all other channels for that block are
drawn darker
* Strips in non-solo tracks are drawn flat shaded instead of with
shading
* Mute toggles are hidden (they wouldn't affect the result)
2011-07-12 11:27:35 +00:00
0a8d4d1e10 CMake fixes for r38303 (splitting up the outliner code). 2011-07-12 10:09:14 +00:00
d0e4fb393b RNA: fix some text datablock property UI names. 2011-07-12 09:30:40 +00:00
1ab2e0d40e NLA Drawing Tweak - New icons for "solo" toggles
Added some new star icons for the "solo" toggles in NLA editor.
Unfortunately they look a tad scruffy alongside some of the other
icons, although they should hopefully turn out to be more descriptive
(especially when combined with some drawing tweaks I've got in the
pipeline...)
2011-07-12 07:03:25 +00:00
d585ad2e3f Bugfix [#27650] graph editor -> drivers -> Delete Channels (X) deletes
wrong entries if obdata selected

In this case, the problem was that there were some lingering F-Curves
that were unselected by still had "active" flags set (a problem caused
by the old filtering channel visible vs list visible bug). Now,
"active" flag is treated separately from "selected" flag (bringing
this back into line with bones), leaving no confusion.
2011-07-12 03:59:06 +00:00
2fd3ae7539 Bugfix #27881: Motion paths don't correctly update with pose sliding
tools
2011-07-12 03:02:53 +00:00
de69b6819d Further Outliner code cleanup - Split out tree building stuff for ID
blocks and Objects from add_element

These two chunks were significantly large that they really needed to
be placed into their own functions to allow for easier source
navigation.
2011-07-11 13:36:38 +00:00
3e8712bf63 == The great Outliner code split up ==
As per my proposal (http://lists.blender.org/pipermail/bf-
committers/2011-July/032553.html), I've split outliner.c into several
new files based on the purpose of the relevant code.

* outliner_tree.c - building outliner structure
* outliner_draw.c - outliner drawing (including toggle buttons and
their handling)
* outliner_edit.c - all operators for toggling stuff, and/or hotkey
accessed operators. Also KeyingSet and Driver operators go here
* outliner_tools.c - all operators and callbacks used for handling RMB
click on items
* outliner_select.c - stuff for selecting rows, and handling the
active/selected toggling stuff

In a few cases, the split hasn't been totally clear-cut due to cross-
dependencies and other spaghetti. However, in a few cases, I have
managed to remove the need for some of the prototypes that were needed
in the past by judicious reshuffling of functions, which also makes it
easier to actually find what you're looking for.
2011-07-11 10:59:53 +00:00
e645068aa0 Fix #27928: avi raw writing failure, after earlier bugfix for big file sizes. 2011-07-11 09:47:13 +00:00
9fb2e5dde7 Fix #27930: many modifiers crashed when used on a lattice with a vertex group. 2011-07-11 09:15:20 +00:00
7dfe34864e Fix #27912: crash after mesh.materials.pop(). 2011-07-11 09:08:08 +00:00
8ca556a32a Fix #27921: optimal display with 2 subsurf modifiers fails. 2011-07-11 09:05:10 +00:00
897cbe4b42 Fix for [#27398] Particle systems with animated groups render incorrectly in viewport
* Hmph.. depsgraph and group duplication == illogical.
2011-07-10 23:49:59 +00:00
2ebc5cbe75 Fix for [#27293] Group Instance of particle system is rendered wrong
* Silly mul_m4_v3 had turned into a mul_m4_v4 at some point!
2011-07-10 23:24:15 +00:00
80eb1eae42 run WM_exit(C) when blender as a python module exits 2011-07-10 18:54:02 +00:00
1f6a79ecb5 Fix #27926: autokey not working with auto IK, broke this with an earlier bugfix. 2011-07-10 18:21:40 +00:00
2fb4a37baa Fix for [#27289] Hair: Render Option - Object does not point objects to end of "hair path"
* Objects are now always rotated in the directions of the hair paths
* Secondary fix: particle size wasn't updated for hair particles, so dupliobject size couldn't be change after the hair was edited
2011-07-10 17:30:31 +00:00
de7592b489 Fix for [#26873] Animated displacement modifier on an object doesn't work with hair particle objects
* Noise is now considered an animated texture as it changes with every frame
* Converted a few places in particles code to use the particle system's own random table instead of BLI_frand.
2011-07-10 17:04:56 +00:00
6160bc596f 2011-07-10 07:34:11 +00:00
a5b37a8a0c Bug Fix. 2011-07-10 06:21:39 +00:00
7370ba1839 fix for NULL pointer usages 2011-07-09 19:59:32 +00:00
daddbc62df 2011-07-09 19:33:02 +00:00
65d1e27ff5 fix for using uninitialized value in gpu_shader_material 2011-07-09 19:16:32 +00:00
d5984b2d50 fix [#27683] Blender hangs when baking a particle system when a driver is present 2011-07-09 17:41:39 +00:00
2bb08ee48e Wrong tooltip for OBJECT_OT_make_links_scene() operator. 2011-07-09 17:09:28 +00:00
de10ffab75 Bugfix #27761
Material nodes: when no output node was active, it sets one.
Not common to happen anymore, only for deleting output nodes
without clicking on nodes.
2011-07-09 17:03:35 +00:00
eb452225ce Improvements to import system. Ability to include more parameters. 2011-07-09 15:15:17 +00:00
c314ac8ce3 Fix #27888: Render artifacts in 2.58.1
It was a regression introduced in rev36301. Average normal calcilation
used to fail due to triangular faces which are too slight.

Do not use triangles with too small area for average normal calculation.
2011-07-09 15:10:12 +00:00
905d04ef9d fix [#27915] Relax Pose crashes blender on bone with ChildOf constraint in linked rig 2011-07-09 14:33:28 +00:00
5506d18fa8 Fox #27866: Curve handle snaps/locks when it shouldnt
It was a precision error in calchandleNurb. Do not align handles
along handle which si too short.
2011-07-09 14:22:52 +00:00
767c7f24dd Ctrl-R sets rotation mode for Pose Bones 2011-07-09 01:14:07 +00:00
d044ecea10 Compiler warning fix 2011-07-09 01:11:09 +00:00
abdf420a6d == GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.

Patch reviewed here: http://codereview.appspot.com/4631052/

Summary:

* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
  correctly, also fixed the use of cached face normal CustomData.

* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
  short.

* Changed color buffer setup to not alloc a temporary copy of color
  data, just passes the MCol data in directly.

* Changed the GPU buffer pool code to make clearer what operates
  specifically on the global pool.

* Lots of refactoring for GPU_drawobject_new; should operate mostly
  the same (except got rid of one unecessary allocation), just split
  into more functions and without macros now.

* Converted some #defines into enumerations.

* Made some stuff private, pulled out of header file.

* Deleted unused function GPU_buffer_pool_free_unused().

* Removed GPU_interleaved_setup and related #defines. (I think this
  was used for editmode VBOs, but those were disabled.)

* Added lots of comments.

* Added a few comments in the code signed `--nicholas' to note places
  where I am unsure about design or usage, would be good to address
  these better.

* Code formatting changed to be more consistent with the rest of
  Blender.

* Renamed some fields and variables to be more consistent with
  Blender's naming conventions.

* Renamed some fields and variables to use more descriptive names,
  e.g. renamed `redir' to `mat_orig_to_new'.

* Removed print outs with DEBUG_VBO -- don't feel too strongly about
  this one, just not used elsewhere in Blender, could be easily added
  back if others disagree though.

* Moved the PBVH drawing code down to the bottom of the file, before
  was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
a6bb0f93ad Fix #27897: mesh with negative scale disappears while sculpting, clipping
planes were wrong in that case.
2011-07-08 15:58:00 +00:00
a5906de7c4 Fix #26962: softbody collision doesn't respect subsurf+displace modifiers.
Softbody was still using a flag to determine if it should use the final or
deform derivedmesh, but this wans't exposed in the UI. Others systems use the
collision modifier, now softbody uses it also to get vertices and faces, but
with own collision code.
2011-07-08 13:22:58 +00:00
5b592f01da Constraints RNA - More Head/Tail stuff
Added for Damped Track and Locked Track constraints
2011-07-08 12:48:43 +00:00