Commit Graph

44474 Commits

Author SHA1 Message Date
1adfa36f88 Fix missing newline in the button cycle error print 2015-03-02 14:26:52 +05:00
520646b421 cleanup: whitespace 2015-03-02 16:51:01 +11:00
3281c3f3ce error in last commit 2015-03-02 16:51:01 +11:00
6373078321 Fix T43848: Wrong direction recalculating normals
Face islands furthest faces could face towards the center point when connected to sharp edges.

Now check the furthest edge of the furthest face, to test for face winding.
2015-03-02 15:51:07 +11:00
9d85e32ee3 BMesh: calc normals, use area weighted center
Prevents many small faces skewing center calculation.
2015-03-02 13:04:46 +11:00
56935e23c4 cleanup: float/double promotion, redundant casts 2015-03-02 11:05:34 +11:00
2058505da4 Bugfix T43851: Creating a new action after stashing crashes blender 2015-03-02 05:05:04 +13:00
f076eb482b Use the old double-step collision method only for cloth.
This method does not work for hair anyway. Even though hair collision
needs work at this point, it's still better than nothing.
2015-03-01 15:37:55 +01:00
dfefd36837 Fix T43406: Bring back cloth collisions.
This was disabled during the course of hair dynamics work. The cloth
collision solution is based on a secondary velocity-only solver step.

While this approach is usable in general, the collision response
calculation still does not work well for hair meshes. Better contact
point generation is needed here (Bullet) and preferably an improved
solver for unilateral constraints.
2015-03-01 12:33:30 +01:00
4ad31d5bab NLA Drawing Tweaks
* Strips in muted tracks are also drawn with dotted borders now to make it clearer
  that they are not contributing.

TODO:
* Perhaps dotted should be used for protected, and opacity for muted instead?
2015-03-01 02:34:54 +13:00
46ad5b6f67 Tweaks for NLA and newly added Action Stash Tracks
* Do not make Action Stash Tracks or their strips active/selected
* Lock the track to prevent accidental editing/adding of other strips

* Prevent strips from being added into locked tracks by the pushdown operator.
  This is mainly to prevent pushdown actions from getting into the stash tracks.
2015-03-01 02:34:53 +13:00
ea84b0e4ac Action Editor: "New Action" operator now stashes old actions, and is used by default again
This commit modifies the "New Action" operator to always stash the old action
before it creates a new one. As a result, the old active action will now have
a proper user of sorts after the new one is created, preventing previously
created actions from being lost.

Now that the New operator does this, it can be used for the Action Editor header AND
NLA Editor (Animation Data Panel -> Active Action) again. The "stash and create"
operator is somewhat redundant at this point as a result.
2015-03-01 02:34:52 +13:00
741a66e472 Action Editor WIP: Adding new actions in Action Editor now uses the "stash and create new" operator
In constrast to the old "new" operator, this operator will stash the existing action
in the stack to prevent it from being lost. This situation isn't totally ideal yet,
since the NLA Editor still calls the old method.
2015-03-01 02:34:51 +13:00
13a0dce51c Action Stashing: Don't allow an action to get stashed more than once 2015-03-01 02:34:50 +13:00
b16fbabd61 Reshuffle code 2015-03-01 02:34:49 +13:00
7c611e2204 Code Cleanup: Deduplicate logic for getting AnimData block associated with Action Editor modes 2015-03-01 02:34:48 +13:00
2b51eab69d Code cleanup: Split off the creation and setting logic for new actions into different functions
This is also just as prep for the next step
2015-03-01 02:34:47 +13:00
8d2fc99618 Code Cleanup: Separate out the logic for stashing actions into a separate function 2015-03-01 02:34:46 +13:00
ac30378e3e Action Editor: Stash Action Operator
This operator (the snowflake icon, beside the pushdown button on the Action Editor
header) adds the currently active action to the NLA stack in a muted track, then
creates + loads a new action ready to be populated with new keyframes.
Since the NLA is being used to hang on to all the actions here, no actions are
getting lost.

Usage Notes (there will be some additional tweaks to make this nicer):
* To preview different actions that have been "stashed", simply click the "Solo"
  toggle for the track containing the action in question. Playing back the NLA will
  now show the stashed track
* To edit a previously stashed action - simply enter tweakmode on it in the NLA
  while the "Solo" toggle is enabled.

Todo:
* Add some more operators here to polish up the Action <-> NLA bridge to make the
  layered and stash workflows smoother. Examples include some tools to easily
  switch between the different actions layers in the stack, as well as making it
  easier to get out of tweakmode (and sync up the action lengths)

* Review and cleanup the behaviour of the "new" operator here to avoid the old
  problems that users were running into

* After the next release - Implement the full Action Libraries functionality, with
  ways to bridge the stashed strips over to a full-blown library.
2015-03-01 02:34:44 +13:00
7af4690295 NLA: Auto-Blends option is no longer enabled on all newly added strips
This may be put back again later, but currently, this is a bit too trigger-happy
to have it on. It tends to mess up results more than it helps.
2015-03-01 02:34:43 +13:00
b44201d8b9 Fix for NLA Solo/Mute behaviour
The Solo and Mute functionality for the NLA system should really be mutually
exclusive features. They both affect whether a given track applies or not.
The only difference is that the Solo option mutes all the others, while the Mute
only does this on a per track basis.

Before this fix, muting a strip and then making it solo meant that the solo'd
track would not play at all, which isn't really what we want.
2015-03-01 02:34:43 +13:00
bb7ce9173a Fix for previous commit: Pop up a warning in cases where the operator will refuse to do anything 2015-03-01 02:34:42 +13:00
b28a24091f Action Editor: Added "Push Down" operator to send the current action on to the NLA Stack
This commit exposes the "Push Down" button/functionality found in the NLA Editor
to the Action Editor, so that actions can be added NLA Stack from here too. The
main point of this for now is to make the whole layered-animation workflow nicer
more efficient, but not requiring the second editor be visible in common cases.
It also conveniently sets things up for the next few changes (already hinted at
here)...
2015-03-01 02:34:41 +13:00
cec1691a91 Code Cleanup: Clarify some comments regarding usercount management
(Note for the uninitiated looking at the diffs: this is very much *not* what
 you're probably thinking right now, if you're looking at the line in
 act_new_exec())
2015-03-01 02:34:40 +13:00
8bb3e2a3ea gameengine physics: moving collision filtering inside the collision panel and relabeling some parts 2015-02-28 09:09:55 +00:00
08a2101eb6 Outliner: rename "Orphaned Datablocks" menu item
Makes the drop-down push searchbox out of the view (which is already quite cramped)
change to "Orphan Data".
2015-02-28 16:24:54 +11:00
fff8a519b8 Py Enum props definition: 'default' parameter cleanup/fix.
* There was no real default value for this parameter (neither "" nor None would work the same as
  not specifying that parameter). Now, 'None' is considered as default value, and you get
  exact same behavior with this value and if not specifying it. This is important at least for
  consistency, and potentially too in some esoteric cases (like generated code or so).
* Add a warning about the fact that 'default' parameter shall not be psecified when items
  are given a callback function.
2015-02-27 23:02:13 +01:00
12f60e7825 Fix T43834: Text object looses one char after another by entering/leaving edit mode.
Own mistake in refactoring of `BLI_strncpy_wchar_as_utf8()`, if given size was exactly
the one needed, we'd lost last char (off-by-one error).

Many thanks to plasmasolutions (Thomas Beck) who found the issue and did
all the investigation work here!
2015-02-27 21:31:54 +01:00
15957a9e4d Get rid of gluScaleImage in our game engine as well. 2015-02-27 14:47:39 +01:00
55e7d726c4 Make some adjustments to the units for viewport camera dof.
This is still not so correct, to make it work we really have to do a
blurring pass based on the real coc (currently we are just blending 3
levels of blur)
2015-02-27 14:11:26 +01:00
d7a877b69c Fix WPaint inactive when painting on a vgroup and the only other vgroup is locked.
`enforce_locks()` would reset weights of non-locked modified vgroups if it could not
find any other non-modified non-locked vgroup to 'distribute' weights into.
Sounds rather stupid, yet I hope I did not break something else, this code
is rather convoluted to say the least.

Side-reported by zeauro (ronan ducluzeau) in T43814, thanks!
2015-02-27 11:46:55 +01:00
a7e80a9470 Fix T43814: Skinning : set parent with automatic weights doesn't take into account locked vertex groups.
Simply skip a bone's vgroup when it already exists and is locked.
2015-02-27 11:46:55 +01:00
af032873a2 error in last commit 2015-02-27 20:58:32 +11:00
9ab28727ac Fix T43605: Spot Cone+Curve creates odd shadow
Curves could leave glFrontFace in an unknown state.
2015-02-27 20:54:57 +11:00
9683c2b129 Fix T42833: Kink on nurbs curve
Threshold for normalizing was too big.
2015-02-27 20:16:51 +11:00
0b67c21077 Fix T43807: invalid mesh from 2-sided cyclic curve 2015-02-27 17:43:10 +11:00
cfd176bcb1 MEM_SAFE_FREE caused issues /w const & GCC5 2015-02-27 15:26:22 +11:00
5520b8df4b cleanup: double promotion 2015-02-27 14:52:58 +11:00
87dc01e690 Fix T43806: Knife project crashes
Need to re-create the bmbvh after executing the cut.
2015-02-27 09:53:23 +11:00
90cc2643e9 cleanup: spelling & typos
Comments only, no functional change.
2015-02-26 14:12:24 -05:00
0aa258117d Fix T43303 impossible to select a joint in stick bone edit mode.
Things here are simple, selected bone joint could have same priority as
unselected bone, so bone would always win. Gave joints a little more
priority than bones, usually user will be more precise just to select
the joint anyway.
2015-02-26 15:44:06 +01:00
84f314c875 Remove redundant glInitNames calls (shouod be handled in selection code
now.)
2015-02-26 15:20:30 +01:00
46fe39ff31 Fix T43479 animated textures lost after going to a frame before animated
frame start.

Issue here is that if we failed to get an image from the cache, we would
try to load from file. This would fail when the queried frame was less
than the animated sequence start frame, and invalidate the OK state of
the image.

Solution is that when loading from cache succeeds, we also reset the OK
state of the image for animated textures.

The fix might be relevant elsewhere too, but kept it isolated just in
case.
2015-02-26 15:10:19 +01:00
13c275ce84 Fix T42506 sequencer not limiting zoom.
Fix by Campbell thanks!
2015-02-26 14:27:33 +01:00
98e3694c39 Fix T43817: issue with non-utf8 encodings in Windows paths, again...
We need to use 'W' widechar variants of win funcs and convert wchar to utf8-encoded bytes
in those cases, sigh...

Note: theoritical fix only, need org reporter to test it...
2015-02-26 11:27:58 +01:00
88facb8876 Fix potential buffer overflow in BLI_strncpy_wchar_as_utf8(). 2015-02-26 11:27:58 +01:00
31f6e621b8 Fix T43643: Solidify crashes with 'only-rim'
When verts were shared by 2+ face-islands, the number of allocated edges was wrong.

Cleanup the logic for new verts/edges.
2015-02-26 18:48:22 +11:00
d282728f1d mesh_validate: don't add invalid edges into the hash 2015-02-26 17:49:21 +11:00
7708012b9d Change samples variable for SSAO - now it is actual samples, not squared
- spiral scheme is much more intuitive here. Also use float number for
spirals to avoid having samples on the same radial direction when sample
number is divisible by spiral number.
2015-02-25 23:30:50 +01:00
22ab4e6e13 Use spiral mapping for SSAO - it reduces banding a lot, especially in
higher sample counts. Probably a blurring pass might be a good addition
here as well.
2015-02-25 23:10:01 +01:00