Commit Graph

8136 Commits

Author SHA1 Message Date
37dc4006c7 First load of spell and typo fixes (mostly UI messages, but also one or two pieces of code using mis-spelled names). 2012-07-03 17:20:21 +00:00
2e3c474b2d image sequence - apply cyclic option AFTER the image offset,
there was no way to properly loop on a sequence of images that didnt start frame 1.
2012-07-03 14:25:06 +00:00
42aaa47e9b dont display image sequences outside the frame range in the 3D viewport. 2012-07-03 14:04:39 +00:00
a0a4c54710 Check for nullpointers.
The ID of group nodes are not always filled.
2012-07-03 08:54:07 +00:00
55027b8232 fix for memory leak in BKE_mesh_ensure_navmesh(), it would add 2 navmesh layers, once referencing the other. 2012-07-03 08:16:14 +00:00
6a2a424c40 Bugfix: Fix crashes with empty material slots 2012-07-03 05:46:44 +00:00
d58cb1beaa Followup for r.48515
* Removed material driver creation hack. However, the textures one remains, as
texture eval isn't ready yet
* Shuffled some code
2012-07-03 05:30:19 +00:00
c960d1692f Bugfix [#31834] Cycles materials cannot be manipulated using drivers
Until now, there was never any code for making drivers on materials get
recalculated when their dependencies were changed. However, since changing
material colors with drivers is something that is quite common, a workaround was
introduced to ensure that materials could still be driven (albeit with the
relevant drivers rooted at object level). This worked well enough so far with
traditional materials - though it was sometimes clunky and confusing for some
users - and would have been ok to tide us over until the depsgraph refactor.

The introduction of Cycles changed this, as it has in many other ways. Now that
people use Cycles to render, they'll need to drive the material colors through
the nested nodetree (and other things nested deeply within that). However, this
is much more difficult to generate hacks to create the relevant paths needed to
work around the problem.

== This Commit... ==
* Adds a recursive driver calculation step to the BKE_object_handle_update()
(which gets called whenever the depsgraph has finished tagging object datablocks
for updates), which goes through calculating the drivers attached to the object
(and the materials/nodetrees attached to that). This case gets handled everytime
the object is tagged as needing updates to its "data" (OB_RECALC_DATA)

* When building the depsgraph, every dependency that the drivers there have are
treated as if they were attached to object.data instead. This should trick the
depsgraph into tagging OB_RECALC_DATA to force recalculation of drivers, at the
expense perhaps of modifiers getting recalculated again.

== Todo ==
* The old workarounds noted are still in place (will be commented out in the
next commit). This fix renders at least the material case redundant, although
the textures case still needs a bit more work.

* Check on whether similar hacks can be done for other datablock combinations

* So far, only simple test cases have been tested. There is probably some
performance penalty for heavy setups still (due to need to traverse down all
parts of material/node hierarchy to find things that need updates). If there
really is a problem here, we could try introducing some tags to limit this
traversal (which get added at depsgraph build time).  <--- USER TESTING
NEEDED!!!
2012-07-03 05:11:37 +00:00
f977da407b Bugfix [#31976] Bone Group Custom color set is not respected when creating an
Action

Custom color set colors were not getting copied over when creating new action
groups. Instead, a "default set" was initialised for use instead.
2012-07-03 01:15:03 +00:00
e2e79b9e10 Validate mesh selection stack in mesh_validate function
Related on #31944: Blender crashes on switching to mesh edit mode
2012-07-02 09:57:31 +00:00
1597ad9377 style cleanup 2012-07-01 09:54:44 +00:00
344ca17247 Added command line option "--debug-jobs"
This option enables time profiling of background jobs, namely it's
measuring run time of the job and prints it to the console.
2012-06-29 14:32:25 +00:00
6ddc574d9d Fix #31953: Forcefield Texture using image file, gradient mode not working 2012-06-29 11:44:46 +00:00
3ad9e0f3ec Fix #31948: dynamic paint substeps do not work for objects parented to armatures 2012-06-29 11:19:29 +00:00
5d9f3c5d18 fix for crash scaling an image 2012-06-29 10:52:37 +00:00
bee0f76f26 fix for crash in python getting the image size for a sequence. 2012-06-28 15:34:21 +00:00
33e8feb880 Fix #31835: OBJ Importer corrupts a model (crash in edit mode)
Added back face validation to BKE_mesh_validate_arrays.

This is needed because some addons (like OBJ importer) are reading
tessfaces and then converting them to ngons and validation of tessfaces
is needed before such a conversion.

Validation of faces would happen only if there's no polys in mesh.
2012-06-28 09:08:11 +00:00
20e854bb16 Fix #31929: VSE crash with relative paths and rebuilding proxies 2012-06-28 07:58:34 +00:00
32478997ec style cleanup 2012-06-27 18:29:47 +00:00
d008807a2d style cleanup: header comments, use more doxy compat formatting 2012-06-27 17:48:39 +00:00
1080c43d1c Camera solver: take track offset into account
This helps in cases when it's needed to track a feature which
goes out of screen for a while to prevent jump of camera.
2012-06-25 16:36:12 +00:00
15cb064e1b style cleanup 2012-06-25 07:24:48 +00:00
ac9344de75 Fixes for modifier data in multi-user meshes.
When removing a skin or multires modifier, it skips deletion of the
associated CustomData layer if the object has any other modifiers of
that type. This check has been extended to all objects that use the
object's data.

Similarly, deleting higher multires levels and multires subdivision
will not update the maximum level of any other multires modifiers on
objects that link to the same mesh.

Note that modifier_apply_obdata() doesn't need any changes as it
does not allow applying to multi-user data.

Object joining has also been modified to synchronize multires levels
objects that share a mesh. This is needed because joining can
subdivide or delete levels in order to match the maximum level of the
join-from object to the join-to object.

Fixes bug [#31880] instance multiresolution modifier error.
http://projects.blender.org/tracker/index.php?func=detail&aid=31880&group_id=9&atid=498

Reviewed by Sergey:
http://codereview.appspot.com/6332047/
2012-06-24 20:18:32 +00:00
7b3a5ead8c Fix crash sliding disabled marker from preview widget.
Reported by brothermechanic, thanks!
2012-06-24 14:16:40 +00:00
59731c5692 Release cycles:
*BCon 3 - beta.
2012-06-24 14:08:34 +00:00
74c9c24d27 style cleanyp 2012-06-23 23:22:19 +00:00
257283e030 added new function BKE_imbuf_to_image_format 2012-06-22 15:40:49 +00:00
238d3fa4bb mask re-key feature - mango request. ability to reset selected points shape key data.
useful if you add many keys to one part of a curve, then later want to key another part - but dont want to continuously make the same corrections.
2012-06-22 11:53:49 +00:00
226c86ae58 use an inline function for rgb -> bw conversion. 2012-06-22 07:49:44 +00:00
54156e2b82 option to disable feather, since its so slow - for interactively editing masks its useful to be able to disable.
also rename RNA to 'use_antialiasing'
2012-06-21 12:27:57 +00:00
fae0b2068b falloff options for dilate/erode feather compo node. 2012-06-21 07:45:41 +00:00
7ef54879ed Fix for properly converting 2.4x IPO Actuators to 2.6x Action Actuators. Previously the converted Action Actuators would not have an action assigned. This fix is based on code provided by Maxim Aleynikov in his report: [#30410] not full conversion IPO Actuator in Action Actuator. 2012-06-21 06:27:51 +00:00
463a4ebf1c fix for segfault loading a file with a proxy that is a missing link. 2012-06-20 21:10:34 +00:00
a744fed46c style cleanup 2012-06-20 16:43:48 +00:00
a550b6fe39 Silent masks "alloc new deform spline" debug print 2012-06-20 13:32:30 +00:00
470ad6fc0e Do not check result of BKE_tracking_marker_get -- it shall always
return valid marker. If not -- let blender crash, because that means
something went really bad and silencing this isn't good idea.

Also made mask parenting to tracking data aware of clip's start frame.
2012-06-20 10:54:56 +00:00
72e170d67a Implementation of node for track position input 2012-06-19 17:29:58 +00:00
c9e98e848d Fix for subsurf oscillations along creased boundary edges
Changed the "exterior edge interior shift" section of subsurf calc to
always treat boundary edges the same, regardless of sharpness. We
should revisit subsurf creasing to see if more consistent and
predictable results are possible, but for now this a non-intrusive way
to avoid wavyness along the boundary.

Fixes bug [#31864] Artifacts when using Subsurf+Crease on plane
http://projects.blender.org/tracker/index.php?func=detail&aid=31864&group_id=9&atid=498
2012-06-18 20:50:35 +00:00
fd36fb8f63 Code cleanup: use float* rather than void* in subsurf calculation
No functional changes.
2012-06-18 20:50:25 +00:00
c4e386c772 DO not reset clip's focal length when changing path to footage 2012-06-18 18:22:49 +00:00
4b877e1f8b Some options used for "expert" x264 setup were removed from FFmpeg 0.11
Prevent crashes in cases when option can't be found.
2012-06-18 15:42:23 +00:00
a42a5c90d5 Fix #31826: UV/Image editor paint image crash
Missed NULL check in own refactoring a while ago.
2012-06-18 14:08:54 +00:00
76f79b030f Fix for recent bugfix, make old files with strand width fade 2.0 render same. 2012-06-18 12:49:05 +00:00
0d64e050ea Reduce amount of deprecated symbols used from FFmpeg
This switches some areas of Blender which are related on FFmpeg stuff
from deprecated symbols to currently supported one.

Pretty straightforward changes based on documentation of FFmpeg's
API which symbols should be now used.

This should make Blender compatible with recent FFmpeg 0.11.

Should be no functional changes.
2012-06-18 10:29:11 +00:00
0723d75abd Now updating of resolution should happen nice when clip's filepath is changing 2012-06-17 16:40:16 +00:00
f5f25b81e8 style cleanup:
also fix for building ghost test and fix double free in one of the tests
2012-06-17 09:58:26 +00:00
265262a5d5 feather option for dilate/erode node - needed for alpha masks so we can (blur in/out), currently only positive values supported. 2012-06-16 13:46:20 +00:00
250e919b7c style cleanup 2012-06-16 09:18:00 +00:00
4b8c51d493 Remove unused code and correct comment for track mask AA
Tip: XXX should be used for such kind of crap which is bad for release
     disabled AA for mask is not such a case.
2012-06-15 16:07:23 +00:00
4f80c3464f fix for building without libmv 2012-06-15 14:40:01 +00:00