Commit Graph

32195 Commits

Author SHA1 Message Date
eb6a6edc3d circle select for mask view (Ckey) 2012-05-30 06:33:44 +00:00
03136f0680 mask object hide/reveal - access from H/Alt+H/Shift+H and eye icon in listview.
added alpha setting though its not used for rendering yet.
2012-05-30 06:07:26 +00:00
766307e311 svn merge ^/trunk/blender -r47184:47201 2012-05-30 04:48:10 +00:00
Nathan Letwory
f5011d3aaa Remove useless file 2012-05-30 04:17:21 +00:00
8284b8a56d mask - border & lasso select (lasso uses Ctrl+Alt - as with clip view) 2012-05-29 20:48:15 +00:00
58bc424b3c BGE #30734: add support for physics linear and angular thresholds and deactivation time from python and GUI.
========================
The linear and angular thresholds set the speed limit (in m/s) and rotation limit (in rad/s)
under which a rigid body will go to sleep (stop moving) if it stays below the limits for a 
time equal or longer than the deactivation time (sleeping is disabled is deactivation time is 
set to 0).
These settings help reducing the processing spent on Physics during the game.

Previously they were only accessible from python but not working because of a bug. 
Now the python functions are working and the settings are available in the Physics panel
of the World settings when using the Blender Game render engine.

Python API:
  import PhysicsConstraints
  PhysicsConstraints.setDeactivationLinearTreshold(float)
  PhysicsConstraints.setDeactivationAngularTreshold(float)
2012-05-29 20:30:33 +00:00
1d4ab9daf0 Win32: Compilation fix for quicktime import 2012-05-29 20:06:31 +00:00
3495479b4f Bugfix [#31629] Cloth simulation results are much different from older ones
This is only a partial bugfix, reducing the repulse to 1/3.

Cloth collision will still behave different because it is now catching more collisions.
2012-05-29 19:12:49 +00:00
52aad984b6 Outliner Drag & Drop fixes
OUTLINER_OT_parent_drop
 * use scene of child instead of active scene
 * poll to check if parent and child are in same scene

OUTLINER_OT_parent_clear
 * get scene from child instead of only working on active scene
 * poll to check if no parent

OUTLINER_OT_scene_drop && OBJECT_OT_make_links_scene
 * memory leak on error
 * would only link some objects on error
2012-05-29 18:12:13 +00:00
e95885322d Fix terrible mistake on merging keying patch which originally was against trunk.
This resulted in compositor crashes when using mask node.
2012-05-29 15:30:56 +00:00
3d55cf64cb Fix #31591: info header reports missing with custom key configuration due to
wrong keymap timer writing, some timer types were missing.
2012-05-29 15:04:11 +00:00
7d04e4c53e svn merge ^/trunk/blender -r47150:47184 2012-05-29 15:02:21 +00:00
ec4f675055 Fixed stupid typo: dispill vs. despill 2012-05-29 14:55:01 +00:00
b63a2be5c1 fix for using uninitialized memory when adding spline points, also fix for deleting points not working right. 2012-05-29 14:54:40 +00:00
feb3dc926a Compositor filter node
* edges (x=0, x=width-1, y = 0 y=height-1) were not taken into acount
correctly
used CLAMP function to limit the filter operation to existing pixels
2012-05-29 14:38:28 +00:00
87d433d16c * Compositor Alpha channel was not effected by the ConvolutionFilters
(Filter:Sharpen, Filter:Soften, etc)
2012-05-29 14:25:28 +00:00
8a30382a8a * Compositor fix for OpenCL [OpenCL platform installed, but no
available devices]
   - could happen when having laptops with a hard switch between video
cards (intel/NVidia switch)
   - or when an opencl platform was installed on a machine without any
OpenCL compatible GPU
2012-05-29 14:13:08 +00:00
876665ac25 Initial commit of new keying nodes
First node is called Keying Screen (Add -> Matte -> Keying Screen) and it's
aimed to resolve issues with gradients on green screens by producing image
with gradient which is later used as an input for screen color in keying nodes.

This node gets motion tracks from given movie clip and trackign object and uses
them to define color and position of points of gradient: for position marker's
position on current frame is sued, for color average color of pattern area is
used.

Gradient is calculating in the following way:
- On first step voronoi diagram is creating for given tracks.
- On second step triangulation of this diagram happens by connecting sites
  to edges which defines area this site belongs to.
- On third step gradient filling of this triangles happens. One of triangle
  vertices is colored with average track color, two rest vertoces are colored
  with average color between two neighbor sites. Current pixel's color in
  triangle is calculating as linear combination of vertices colors and
  barycentric coordinates of this pixel.

This node is implemented for both tile and legacy compositor systems.

Second node is basically a combination of several existing nodes to make keying
more straighforward and reduce spagetti mess in the compositor, but it also
ships some fresh approaches calculating matte which seems to be working better
for not actually green screens.

This node supports:
- Chroma preblur
- Dispilling
- Clip white/black
- Dilate/Erode
- Matte post blur

This node doesn't support chroma pre-blur for legacy compositor (yet).

There're still lots of stuff to be improved here, but this nodes night already
be used i think.

Some details might be found on this wiki page:
http://wiki.blender.org/index.php/User:Nazg-gul/Keying

This patch also contains some currently unused code from color math module, but
it was used for tests and might be used for tests in the future. Think it's ok
to have it in branch at least.
2012-05-29 14:00:47 +00:00
45dbb715ee Revert makesrna part of r47158 because it broke building blenderplayer
Apparently not supposed to call ED_* functions from there

Also added a missing "\n" that's been annoying me for a long while
2012-05-29 13:59:31 +00:00
f5917b15b5 support for marker parent offset 2012-05-29 13:23:34 +00:00
777d0255ff fix for parenting, offset isnt needed anymore 2012-05-29 13:18:11 +00:00
08fa15b64a fix crash with using uninitialized curves 2012-05-29 11:48:34 +00:00
ef0c8d532a Fix #31631: keyframe insert on uv layer element not working. 2012-05-29 11:19:46 +00:00
0f04f7ce44 Fix #31632: error inserting keyframing on vertex group element weight. 2012-05-29 11:00:12 +00:00
74438b6336 fix for parent + animation handles. 2012-05-29 11:00:02 +00:00
32ee1625d3 more plugin removal 2012-05-29 10:41:00 +00:00
e530b50d17 Fix #31596: wrong soft limits for light falloff node. 2012-05-29 10:34:10 +00:00
0b7593a3dc finish cleanup for plugins 2012-05-29 10:31:42 +00:00
16117143d8 Massive Code cleanup:
* Remove all code for Texture and Sequencer plugin system, this never worked in 2.5x / 2.6x and is therefore not needed anymore.

* DNA structures are kept, all read/writefile code is gone.
2012-05-29 10:21:07 +00:00
0c7fa76e59 remove some more pynode references in the code 2012-05-29 09:42:11 +00:00
d8d3a6455f remove pynodes, were not working in 2.5, not ported to py3.x 2012-05-29 09:37:23 +00:00
edad58c5b1 initial support for animating parented mask points. 2012-05-29 08:55:16 +00:00
e0c2ddb886 OUTLINER_OT_scene_drop -- "Drag object to scene in Outliner" operator
Refactored the two (well, three now) other places where an object is linked to a scene into ED_object_scene_link()
2012-05-29 08:20:11 +00:00
b9d1830d77 check for parent before applying offset 2012-05-29 06:31:42 +00:00
b6a28065c9 svn merge ^/trunk/blender -r47103:47150 2012-05-29 05:48:07 +00:00
a537355426 Typo in property Description 2012-05-29 05:46:54 +00:00
b0de69b48f fix for sequencer selection and naming in the outliner, was broken since 2.5x 2012-05-29 05:45:06 +00:00
53082c410d Outliner drag/drop parent fix -- added checks for modifiers and contraints to the poll functions
Parenting was just broken, poll would return true but nothing would happen if you dropped on modifiers or constraints

Parent clear now works the same as dropping on a non-ID_OB types but left the actual modifier/contraint instances open to allow for future expansion
2012-05-28 22:59:11 +00:00
dfc19a1ff7 BGE patch #28476: Character object physics type
===============================================
This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision.

"Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used.

See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9
for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object.

Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
2012-05-28 21:36:29 +00:00
4e0492e3bc fix compiler error 2012-05-28 21:25:17 +00:00
3d98da9b0f Fix for bug [#31613] Cycles 3d viewport material display mode + skin modifier related crash
When in material display mode, mesh_calc_modifiers() calculates the
orco DerivedMesh, which uses a different CustomDataMask. In
particular, it does not necessarily include the current modifier's
requiredDataMask, so those layers might get set to NO_COPY. For the
skin modifier, this resulted in a crash when the modifier internally
copies the DerivedMesh and the output does not contain the expected
MVertSkin layer.

Fixed by adding the requiredDataMask to the orco DM's CustomDataMask.

Also added a debugging function to customdata.c:
customData_mask_layers__print(CustomDataMask mask);

This will print out the names of all the CD layer types in the mask.
2012-05-28 21:02:44 +00:00
4f90d757c7 add BLI_ghash_pop() which returns the value for a key and removes it at the same time, saves a lookup if you need to check if the item exists before removing. 2012-05-28 19:33:14 +00:00
Lukas Toenne
c2be2fd408 Fix 2 #29846. Effector point ave variable can be NULL. 2012-05-28 19:10:57 +00:00
Dalai Felinto
9fb4ca981e image.gl_touch: wasn't passing the parameters to gl_load 2012-05-28 18:32:18 +00:00
47826118d1 style cleanup: also fix for TIMEIT macro 2012-05-28 18:12:08 +00:00
Dalai Felinto
481658867e image.gl_load: moving error cleaning to before all gl calls" 2012-05-28 17:47:42 +00:00
Dalai Felinto
6323b32c08 image.gl_load(): clear glGetError buffer before getting a new one 2012-05-28 17:03:13 +00:00
Lukas Toenne
666667bd83 Fix #29846, Dynamic rotation of particles not affected by forcefields 2.61 64 bit. Patch by Arno Mayrhofer (azrael3000).
Minor fix by me to initialize the effector point angular velocity vector correctly.
2012-05-28 16:58:12 +00:00
e9d6b4db96 fix for own recent commit removing NULL checks from TREESTORE macro - this use needed it. 2012-05-28 15:37:43 +00:00
d02b6707f9 * Some code optimizations to panel collapse code, to avoid calculations for each panel. Suggested by "Bao 2". 2012-05-28 14:57:38 +00:00