Commit Graph

531 Commits

Author SHA1 Message Date
6734936c13 RNA API: use bool's for enum itemf callbacks. 2014-01-04 18:10:01 +11:00
509f169011 Style Cleanup 2013-12-18 15:34:56 +11:00
e9e08a1d12 Game Engine: Level of detail support and tools
Levels of detail can be added and modified in the object panel. The object
panel also contains new tools for generating levels of detail, setting up
levels of detail based on object names (useful for importing), and
clearing an object's level of detail settings. This is meant as a game
engine feature, though the level of details settings can be previewed in
the viewport.

Reviewed By: moguri, nexyon, brecht

Differential Revision: http://developer.blender.org/D109
2013-12-17 17:03:27 -08:00
James Yonan
1831c930a5 Game Engine: Option to record static objects animation 2013-12-09 22:28:38 +11:00
85ce444455 Lattice Editmode: Select Mirror
patch originally by Philipp Oeser with some edits.
2013-12-09 15:41:54 +11:00
ab9822eff8 Blender Internal: Add "Lamp Data" shader node that allows shaders to acquire information such as light vector from specified Lamp.
For now this provides the following outputs:

- Color
- Light Vector
- Distance
- Shadow
- Visibility Factor

Note: Color output is multiplied by the lamp energy.  Multiplication of
color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor
produces the exact same result as the Lambert shader.

Many thanks to Brecht for code review and discussion!
2013-11-25 22:19:47 +09:00
35bb5465ae code cleanup: reuse rna_matrix_dimsize_NxN defines between RNA functions 2013-10-10 20:14:04 +00:00
40dd2b27e7 add rna path callback for material slots but disable animation.
without this - the info space would report an invalid rna-path when showing the string to change a value.
2013-10-01 04:49:47 +00:00
203c6effd5 code cleanup: quiet rna warnings, remove remove_strict_flags() for cmake/rna.
also set_source_files_properties() wasn't working for rna_*_gen.c files,
set dna.c and generated data files with generated property too.
2013-09-20 06:35:28 +00:00
202109a8f5 code cleanup: set enums as static or add RNA_enum_types.h where they are used elsewhere.
also minor style cleanup.
2013-09-11 21:27:14 +00:00
7ad59c4e2c fix odd (intentional) behavior with vertex parent,
curve children of a triangle vertex parent would only display their relationship line to the first vertex. (confusing)

also added OB_TYPE_SUPPORT_PARVERT macro.
2013-09-01 22:38:41 +00:00
2c31bce47f Fix #36555: preview render in properties editor did not get cancelled and
restarted fast enough on resizing the editor, especially noticeable with
e.g. luxrender which does a progressive refining render.
2013-08-28 19:22:48 +00:00
9634f8f115 transform was flushing the selection (inline), now skip this and use the selection as-is.
flush the selection on entering editmode instead (since the selection mode can be changed with another mesh).
is other tools leave the selection incorrectly flushed, those will need to be fixed so transform works as expected.
2013-07-22 10:44:24 +00:00
397da50002 style cleanup: switch statements, include break statements within braces & indent.
also indent case's within the switch (we already did both of these almost everywhere)
2013-07-19 15:23:42 +00:00
24c77647d2 Moved code for calculating local_matrix to BKE funtion for reuse 2013-07-12 12:58:01 +00:00
8491814a10 fix [#36004] Vertex parent on curve point results in blank 'parent_type' on child object 2013-07-09 13:50:22 +00:00
08225cf670 Fix #35954: missing cycles viewport render update when changing the object
or material pass index.
2013-07-02 12:52:37 +00:00
0a361247ff fix [#35646] Image offset value in empty image display mode should be unitless 2013-06-06 05:48:16 +00:00
225c5fee6b move BLO_sys_types.h -> BLI_sys_types.h (it had nothing todo with loading)
remove MEM_sys_types.h which was a duplicate.
2013-05-28 19:35:26 +00:00
ec8d277c64 BLI_math rename functions:
- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4

these temporary names were used to avoid problems when argument order was switched.
2013-05-26 18:36:25 +00:00
127c39b8a4 Fix for [#35224] Transform Orientation - order inconsistency
Fix turned out to remove as much "manual UI" from 3D view header as possible. Mode selector and all transform manipulators/orientations stuff are now RNA-based UI (leaving basically only edit mesh select modes with custom handlers, as they have some quite specific features).

To achieve this, four main modifications were done:
* enum-operator-generated menus are now MENU (i.e. dropdown lists) in headers too.
* All bit-flag enums expanded in ROW buttons now have a handling consistent with e.g. layers, or what we already have for transform manipulators, i.e. clicking select only one element, shift-click to select multiple ones.
* Consequently, the three RNA booleans manipulators flags are merged into a single bit-flag enum (yes, this is also an API change, though I doubt many scripts use it).
* Now the width of enum-based dropdown lists is computed from longest item name in enum, no more from a dummy place holder string (when no label/name is given).

All this allows to remove some code from 3DView/transform areas, that was actually mostly duplicating RNA/operator one.

Also done a few optimizations here and there (among others, do not pass &numitems to RNA_property_enum_items() when you do not need it, saves at least an iteration over enum items to count them).

Many thanks to Brecht for the reviews!
2013-05-12 13:16:11 +00:00
53917c4e3a rna attribute consistency edits, use common prefix for booleans. 2013-04-23 07:06:29 +00:00
4df0c46f83 Make freestyle use local Main for temporary objects
This means main database is no longer pollutes with
temporary scene and objects needed for freestyle
render.

Actually, there're few of separated temporary mains
now. Ideally it's better to use single one, but it's
not so much trivial to pass it to all classes. Not
so big deal actually.

Required some changes to blender kernel, to make it
possible to add object to a given main, also to
check on mesh materials for objects in given main.
This is all straightforward changes.

As an additional, solved issue with main database
being infinitely polluted with text blocks created
by create_lineset_handler function.

This fixes:
- #35003: Freestyle crashes if user expands objects in FRS1_Scene
- #35012: ctrl+f12 rendering crashes when using Freestyle
2013-04-18 08:58:21 +00:00
37e73aa368 code cleanup: use BKE naming conventions for functions in BKE_editmesh.h and BKE_editmesh_bvh.h 2013-04-16 05:59:48 +00:00
6da961775f code cleanup: rename BKE_tessmesh -> BKE_editmesh, rename EditDerivedBMesh.tc -> em. ('tc' is odd name which isn't used elsewhere). 2013-04-13 20:31:52 +00:00
2b2099cd51 Fix #34875: 0 digits of precision was not supported for FloatProperty, now
you can specify precision=0 for this, and use -1 for the default 2.
2013-04-08 18:55:08 +00:00
d407aeecc7 code cleanup: use more (blender) conventional naming for group functions.
also change dump_rna2xml.py to dump bpy.data by default.
2013-04-03 11:28:42 +00:00
95bcb9d2fb Add capluse bounds drawing
Patch [#34566] by Alain Ducharme (phymec).
2013-03-18 20:32:30 +00:00
3dababa7ec code cleanup: name mesh functions more consistently, also use bools for mesh args. 2013-03-17 19:55:10 +00:00
dfa8540cdf use bool for rna funcs. 2013-03-07 02:44:55 +00:00
2c084e280d code cleanup: remove unused arg 2013-02-22 00:51:58 +00:00
20220d47e3 Dependency Graph: some refactoring which should have no user visible impact
besides performance in some cases.

* DAG_scene_sort is now removed and replaced by DAG_relations_tag_update in
  most cases. This will clear the dependency graph, and only rebuild it right
  before it's needed again when the scene is re-evaluated.

  This is done because DAG_scene_sort is slow when called many times from
  python operators. Further the scene argument is not needed because most
  operations can potentially affect more than the current scene.

* DAG_scene_relations_update will now rebuild the dependency graph if it's not
  there yet, and DAG_scene_relations_rebuild will force a rebuild for the rare
  cases that need it.

* Remove various places where ob->recalc was set manually. This should go
  through DAG_id_tag_update() in nearly all cases instead since this is now
  a fast operation. Also removed DAG_ids_flush_update that goes along with
  such manual tagging of ob->recalc.
2013-02-21 19:33:04 +00:00
47c96081d0 rigidbody: Add rigid body constraints
Constraints connect two rigid bodies.
Depending on which constraint is used different degrees of freedom
are limited, e.g. a hinge constraint only allows the objects to rotate
around a common axis.

Constraints are implemented as individual objects and bahave similar to
rigid bodies in terms of adding/removing/validating.

The position and orientation of the constraint object is the pivot point
of the constraint.

Constraints have their own group in the rigid body world.

To make connecting rigid bodies easier, there is a "Connect" operator that
creates an empty objects with a rigid body constraint connecting the selected
objects to active.

Currently the following constraints are implemented:
* Fixed
* Point
* Hinge
* Slider
* Piston
* Generic

Note: constraint limits aren't animatable yet).
2013-01-23 05:56:56 +00:00
27601aaf01 rigidbody: Add DNA/RNA/BKE infrastructure for the rigid body sim
This is just the basic structure, the simulation isn't hooked up yet.

Scenes get a pointer to a rigid body world that holds rigid body objects.
Objects get a pointer to a rigdid body object.

Both rigid body world and objects aren't used directly in the simulation
and only hold information to create the actual physics objects.

Physics objects are created when rigid body objects are validated.
In order to keep blender and bullet objects in sync care has to be taken
to either call appropriate set functions or flag objects for validation.

Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23 05:56:22 +00:00
caac27dcbc mesh-cache deform modifier,
supports MDD and PC2 formats.

see wiki docs:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Mesh_Cache
2013-01-21 15:41:00 +00:00
5f9ea0d7eb move draw all edges into the object settings (object panel), makes more sense here since its next to draw extra wire 2013-01-18 19:01:26 +00:00
70a59a3262 Depsgraph hack feature - experimental
Many depsgraph failures are because some data in the graph is being
recalculated too early (or not at all).

Since we better support animators with working renders, here's a hack to
allow manual additional updates on frame changes.

In Property Editor, Object, Panel "Relations Extra" you now have two
buttons:
- Extra Object Update
- Extra Data Update

This will do an extra update of object and/or its data ONLY on frame changes.
Update happens as last.

Tested on files collected in Wiki todo, several cases now work OK, especially
the lags on updates.
2013-01-10 18:20:29 +00:00
1aebc0e790 style cleanup 2012-12-31 02:37:28 +00:00
fc442dbd51 Add DNA/RNA/BKE infrastructure for dynamic-topology sculpt mode
* Add a detail_size field to the Sculpt struct, two new sculpt flags,
  and a Mesh flag for dynamic-topology mode; that's it for file-level
  changes needed by dynamic topology

* Add RNA for the new DNA field and flags

* Add a new icon for dynamic-topology created by Julio Iglesias. TODO:
  update the icon for the new SVG icon format

* Add a SculptSession function for converting from BMesh to Mesh,
  handles reordering mesh elements and setting face shading
2012-12-30 18:27:33 +00:00
857df8065f style cleanup 2012-12-28 14:19:05 +00:00
ba14beb000 Code cleanup: add usual 'BKE_' prefix to 'public' constraint functions from blenkernel... 2012-12-23 11:31:15 +00:00
b60671c962 Object Layer property now has tag "not animatable".
Even with new depsgraph that'll be a big problem to support.
For as long layers define relationships or define evaluation
this should remain a static state.

Instead, animate outliner "visibility".
2012-12-17 18:45:13 +00:00
d6a291ca37 fix another crash from missing update in Auto-Merge from r52911 2012-12-13 00:41:23 +00:00
01ab26770f Fix some RNA subtypes for collections' active/active_index props (some PROP_POINTER had PROP_UNSIGNED!). Harmless, but stupid ;) 2012-12-11 14:11:46 +00:00
98fab9e530 Fix #33454: cycles wasn't hiding the original object used for dupliverts or
duplifaces like blender internal.
2012-12-09 12:43:40 +00:00
c91562d0ff Fix #33310: unnecessary redraw of outliner when editing materials and textures. 2012-11-26 08:52:07 +00:00
eb1fccd8a5 BGE: The Step Height for a character physics controller is now set to 0.01, which means that Step Height can no longer be 0, which causes issues such as those noted in issue #33221, "KX_CharacterWrapper inconsistencies and error," reported by Angus Hollands (agoose77). I've also added a do_versions() fix that will give objects with 0 Step Height sane defaults. This means old files will now work better with character physics. 2012-11-18 20:56:50 +00:00
863291bc8e Fix #33113: cycles not rendering motion blur correct with dying particles.
There were a bunch of other issues with dupli motion blur and syncing, the problem
being that there was no proper way to detect corresponding duplis between frames
or updates. As a solution, a persistent_id was added to the DupliObject. It's an
extension of the previous index value, with one index for each dupli level. This
can be used to reliably find matching dupli objects between frames. Works with
nested duplis, multiple particle systems, etc.
2012-11-08 16:35:28 +00:00
34fecdd60e code cleanup: use min/max functions rather then macros. 2012-11-07 12:31:05 +00:00
a31449edad all remove functions now invalidate the RNA objects passed, to help script authors to avoid bugs with accessing removed data. 2012-11-02 09:41:26 +00:00