Commit Graph

8640 Commits

Author SHA1 Message Date
25ea528a29 Bugfix: de-premul for image texture didn't happen for non-osa case. 2007-12-04 19:06:00 +00:00
12a6008d2f Blender Play feature:
- Hold shift prints filename/frame nr + speed
- SHIFT+NumPad-4: playback speed 24 frs/sec
2007-12-04 18:34:28 +00:00
d3bd96ba6c Strand render bugfixes:
- Fix compile error.
- Some changes to bucketing.
- Tweak acceleration button increase size.
2007-12-04 17:53:03 +00:00
09b9a1e3f7 Addition to previous strand render bugfix. 2007-12-04 17:19:30 +00:00
c50dfa4379 Strand render bugfixes:
- Accidentally made minimum blender unit strand size bigger again.
- Make layer option for lamps work.
2007-12-04 16:55:01 +00:00
1e1ee08edb Fix for bug #7859: texture render baking crash. 2007-12-04 15:57:20 +00:00
43c7cb994e SSS now uses oversampling for textures in the preprocessing pass,
to fix noisy renders, to solve patch #7865.
2007-12-04 15:11:33 +00:00
114e3f35c3 Particles
=========

- Like sculptmode, a brush can now be selected from a menu with
  Ctrl+Tab in particle mode.
2007-12-04 14:21:58 +00:00
32a8b4f8e6 Particles
=========

- Fix crash in particle transform with the particle system not editable.
- Particle child distribution and caching is now multithreaded.
- Child particles now have a separate Render Amount next to the existing
  Amount. The render amount particles are now only distributed and cached
  at render time, which should make editing with child particles faster.

- Two new options for diffuse strand shading:
	- Surface Diffuse: computes the strand normal taking the normal at
	  the surface into account.
	- Blending Distance: the distance in Blender units over which to
	  blend in the normal at the surface.
- Special strand rendering for more memory efficient and faster hair and
  grass. This is a work in progress, and has a number of known issues,
  don't report bugs to me for this feature yet.

More info:
http://www.blender.org/development/current-projects/changes-since-244/particles/
2007-12-04 13:57:28 +00:00
ebfedd20b2 Mesh Deform Modifier
====================

Bugfix for mdef + groups. The mdef modifier treated the cage object as
a sort of parent, which meant that transforming the cage object also
transformed the mesh. However, this behaviour is different from e.g.
armatures, where transforming the armature object has no effect for
the modifier, but instead this transform is taken into account by the
fact that the armature is usually the parent of the mesh.

For groups and duplis, this basically lead to the parent transform
being applied twice. So, now transforming the cage object will have no
effect, except if you make the cage object the parent of the object.
2007-12-04 12:39:27 +00:00
cfa83dbb9b == Bone Paths - Auto-Recalc Improvements ==
Added a new function which specially caters for auto-recalculation of paths after updates (such as keyframing). 

Currently, all that differs between this and pose_calculate_path, is that it only recalculates for bones with paths. Also, it only updates what it needs to (minimum frame range affected).

Warning: WIP commit (hopefully it compiles ok)
2007-12-04 11:34:26 +00:00
6d3a5625fd Bugfix:
* Bone Paths calculation should now work on unsaved files. This long standing bug has been hacked around by manually forcing OB_RECALC to be set for the active object (depsgraph should really do this, but it doesn't!)

* Added waitcursor for calculating paths (useful on longer paths). I was going to add a progressbar as well, but that decreased performance overall.
2007-12-04 08:53:41 +00:00
Ken Hughes
3e544d04b5 Tools
-----
Make FFMPEG image save use PNG format instead of JPEG.
2007-12-04 05:53:32 +00:00
Ken Hughes
62e28f52da Tools
-----
Bugfix #7831: fix image filename extensions on saved files.  Make FFMPEG save JPEG images by default, allow JPEG images to have either ".jpg" or ".jpeg" extension.
2007-12-03 23:37:33 +00:00
89205964b3 curve proportional edit mode wasn't working with draw handles disabled (own error) 2007-12-03 23:26:45 +00:00
a2d6623689 bugfix, curve radius would display incorrectly when there were single point's before a curve. now allow the bevel list to have zero point BevList's to keep in sync with curve->nurb as was expected in a few places. 2007-12-03 22:42:48 +00:00
ccc82beb64 import all math funcs (sin/cos/tan/e... etc) by default into buttons and drivers 2007-12-03 16:43:58 +00:00
a8c8aee7c6 Group instancing usablitity issue: Hotkey SHIFT+O to set subsurf on/off
should not work if object had not a subsurf modifier before.
2007-12-03 16:21:16 +00:00
0412d62309 Blending mode "Overlay" was not coded yet for material blending. 2007-12-03 16:06:34 +00:00
9f4cc0b46b == Bone Paths - Bugfixes ==
* "Show Keys" - increased the size of keyframe dots once again (now 5.0). 

* WKEY (specials menu) - still used "Clear All Paths"
2007-12-03 10:52:56 +00:00
f915fc1071 Fixing compiling error in my last commit. *grumble* 2007-12-02 19:42:08 +00:00
71e4b3ce22 Another Proxy Armature bugfix:
- Library referencing didn't add the new local Ipo for constraints
- Proxy command didn't set the driver object in constraint ipo to be 
  the new proxy object.
2007-12-02 18:33:14 +00:00
1c661f19c8 Patch [#7849] Fix for bug #7140 Scrollbar not stopping ok on the bottom of the text editor window
By Jetze van Beijma

It doesn't quite fix the bug (some slight quirks left), but it's much better already, so I'm committing it.
2007-12-02 17:51:49 +00:00
6a9c6674ca Particles
=========

Bugfix for crash with disabling the particles system and saving/loading
files, the way it detected if the mesh had changed could not work correct.
2007-12-02 15:54:54 +00:00
303819276f Bugfix for earlier commit, with OpenGL render the 3d view transforms
were not always set correct.
2007-12-02 14:48:24 +00:00
604dd2e78d A few little tweaks in drawarmature.c 2007-12-02 09:54:01 +00:00
498ba509b1 Bugfix:
"Show Keyframes" option for Bone Path Drawing was broken. It seems that I forgot to update this code when the Action Editor's drawing code went from using CfraElem structs to ActKeyColumn structs for storing keyframes for drawing. 

Also, now Keyframe dots on the path are drawn slightly larger to make them stand out more.
2007-12-02 06:29:57 +00:00
77e6a2ba86 == Bone Path Drawing - More Tweaks Again ==
Bugfixes:
* "Clear Paths" change from last commit wasn't complete yet. Now it REALLY only clears the paths of the selected bones

* Button layout in "Armature Visualisation" panel has been reorganised a bit to better present the options (clearer separation between Display and Calculation buttons)

New Stuff (Yay!):
* Paths of active bones now draw more visibly than those of unselected bones. This makes it easier to identify the path that is taken by the bone

* The part of path on the current frame is now drawn in green (the same shade that is used for the current-frame line in the Animation Editors). This nicely blends between the black and blue parts of the path (before and after current frame, respectively), and looks much nicer.

* The colour of the current-frame marker in the Animation Editors and the 3D-View, are now theme-colours. This is needed to make the previous option work.
2007-12-02 05:50:38 +00:00
1e32ec2000 minor update, "Draw Handles" wasnt working when disabled everywhere and replaced some magic numbers 2007-12-01 23:25:00 +00:00
141e279d70 wizard_curve2tree.py - bounding twig mesh didnt work if it had some transformation.
buttons_shading.c - premul button was overlapping movie buttons
2007-12-01 22:00:09 +00:00
44bc6ccf17 max selectable vgroups were 99, raised limit to 999 (lucky we have 2 screens) 2007-12-01 21:02:33 +00:00
475cf46d61 Bugfix:
Duplicating or separating objects with a particle system could crash.
2007-12-01 20:08:31 +00:00
eff09ae396 For the OpenGL render option in the 3d view, if a camera is active,
it now sets the viewport exactly the same as if rendering.
2007-12-01 19:29:50 +00:00
f06872d493 mesh_edges2curves.py - fix for duplicate points
renderwin.c - stamp info in openGL render
2007-12-01 19:19:49 +00:00
4ba215478f Italian community request: Area light fix!
http://peach.blender.org/index.php/area-light-fix-light-not-shadow/

Now, for every possible shadow sample, an area light calculation is 
done from that position.
2007-12-01 17:55:16 +00:00
448a423288 Bugfix in library linking and subversions (#2)
Now reading files with many references to other files uses correct
version patching.
2007-12-01 14:36:06 +00:00
5bf9517bd6 rewrote strip cut, now it works on metastrips and selects the strips depending on the side of the frame your mouse is on.
also removed WHILE_SEQ from transform loops - about 5 or so because it allocates memory each time.
2007-12-01 13:40:59 +00:00
fc91991432 Bugfix: baking ambient occlusion was broken without selected to active.
Increased the size limit (to 16384) and the default size (to 1024) for
the New Image function.
2007-12-01 12:34:15 +00:00
4813af326b Fix for bug #7851: crash with LSCM unwrap, due to opennl refactor.
Fix for bug #7856: crash hitting "neg" button for particle vertex groups.
2007-12-01 12:08:46 +00:00
092e9dcdc3 == Bone Paths - More Tweaks (Cessen requests) ==
* "Around Current Frame" option now works differently. When this option is activated, the path range calculated remains the same (PSta -> PEnd), but only PPre and PPost amount of path-points on either side of the current frame get shown. This is less clumsy to use, and looks quite neat!

* "Clear Paths" now only clears the paths of the selected bones, not all bones. The old behaviour can still be obtained by selecting all bones, but previously there was no way to only clear paths of selected bones.

* Own fix: path colours are now drawn less saturated, as they were showing up TOO strongly.


TODO:
* Fix up interface for "Around current..." option. It's quite confusing atm.
* Selective recalculation of path on certain operations could also be investigated further...
2007-12-01 11:57:16 +00:00
45c41ffb69 Two fixes:
- new option for Local Constraint Ipos did not set user counter in
  Ipo at file reading, causing data to get lost (not saved).

- Driver feature: the channels "Loc X Y Z" now also use the result
  of constraints, but transformed back into local space, as if it 
  was action X Y Z. Nice stuff for those who understand this... 
  it means you can drive something with a bone that has constraints.
2007-12-01 10:48:33 +00:00
587b2d0d3a Fileversions now have subversions (like 2.45.10), this was not correctly
supported with library referencing yet.
2007-11-30 15:12:31 +00:00
6b88141fda dupliFaceScale wasnt being initialized for new objects, added Python api access 2007-11-30 14:10:36 +00:00
0bcc5e8b8d Bugfix:
Another one in the particle distribution, the last particle could be
placed on faces with zero weight.
2007-11-30 13:45:23 +00:00
905d7126dd Fixing small header oversight -- Remap Paths was masked from movie type strips. It was still available via hotkey, but if you didn't know it, it wasn't in the header menus to see. Now it is. 2007-11-30 13:43:12 +00:00
11c2a6754b Bugfix:
Random particle distribution did not normalize weights properly,
could give particles on invalid faces.
2007-11-30 13:28:33 +00:00
a4c17c7c88 anim.c, buttons_object.c, readfile.c, BKE_blender.h - dupliFace scale option, needed for leaves.
modifier.c, BKE_modifier.h - flag for modifiers to say they use pointcache, also new func modifiers_usesPointCache
renamed //pointcache to //blendcache_blendfilename so blendfiles in the same dir dont conflict, and other to show this dir isnt limited to pointcache only (nodes way want to use this)
wizard_curve2tree.py - better defaults for pretty tree's
2007-11-30 10:38:59 +00:00
04a009b047 Point cache was reset in many updates where it shouldn't have been reset.
Preview render crashed with "only render" children.
2007-11-30 07:41:22 +00:00
e893c9d739 Fix for bug #7846 2007-11-29 22:04:07 +00:00
9ff9a5cdca 2nd try at committing to trunk (instead of particles branch) :)
Fixes for bugs in #7833
- Hair softbody cache was reset on rendering.
- When Alt-a playback is synced to audio frames are skipped. This caused dynamics caching to go crazy. Now the first loop of playback goes through all frames if there are non cached dynamic systems.

Invalid point caches weren't cleared when new systems were created. This caused messed up shapes when softbody was added.
2007-11-29 21:09:16 +00:00