Commit Graph

26964 Commits

Author SHA1 Message Date
Nicholas Bishop d7cea716c5 == Multires ==
Fix for bug #27710, 'Multires lost from 2.49 file in 2.5x'
Reported by Gaia Clary.

Problem was that the old multires data didn't flush changes to
vertices out to the Multires structure on filesave. So, recent bits of
sculpting could be lost if the multires level wasn't changed before
filesave.

We already had code to deal with missing multires vertex data, which
simply copies the Mesh vertex data into the multires vertex data if it
matches the number of vertices in the highest level. Moved this code
up a bit so that we always make this copy if the numbers match up.

Was able to reproduce the bug fresh in 2.49b, and confirmed that the
fix works. However, this does not help if changes were sculpted on a
multires level other than the highest level and saved without a
subsequent level change.
2011-06-27 03:54:22 +00:00
Campbell Barton 33e554799b Minor warning cleanup & fix
- comment/remove assignments from values to themselves.
- add case break statements (no functional change but some source code checkers notice).
- fix python errors when the sculpt brush is None.
2011-06-27 03:36:14 +00:00
Sukhitha Jayathilake 87f242fab0 set_pose function completed. Algorithms to be checked.
(Still not the desired results )
2011-06-26 18:56:06 +00:00
Campbell Barton 31f0b6639a more compact code for recent sphere/line intersection functions. 2011-06-26 17:16:06 +00:00
Ton Roosendaal 1186bdfc08 Putting back blender.org and release number in info header.
Worked always great for tutorials in past, to check what's been used.
2011-06-26 17:01:10 +00:00
Sukhitha Jayathilake 12e5d69af0 pose channel -> pose matrix import ( in progress ) 2011-06-26 15:35:02 +00:00
Joshua Leung 10d775df3d AnimChannels Filtering Refactor - Part 4
This commit is aimed at cleaning up the filtering code by changing the
filtering idiom/pattern used. While the old code used a "check then
do" approach, the new code does a "grab then assimilate".

The main benefits are that:
* the code duplication that used to exist has now been removed, making
it easier to add new channel types for data
* a recursive "peeking" ability now means that the old problems with
data existing deep in the tree (i.e. figuring out whether a channel
should be shown based on whether it will have any descendents) should
now work much better than before.

In the process, I've found and fixed a few previously unnoticed bugs
with how some channels were constructed, so hopefully things work a
bit better now.

TODO's:
* Action-Group filtering stuff hasn't been refactored yet. This was
causing some grief in the past, so I still need to check this
carefully.
* Material Nodes support (missing in trunk) should be easy to slot in
now :)
2011-06-26 14:50:19 +00:00
Campbell Barton 933a65a76f 2d version of line/circle intersec function. 2011-06-26 11:08:12 +00:00
Dalai Felinto 913738a042 Fix in texts for Mesh.materials.pop()
found by accident while studying how to append materials from python ;)
2011-06-26 09:10:54 +00:00
Campbell Barton 8eb119a5cd renamed math functions and made public
lambda_cp_line --> line_point_factor_v3
 lambda_cp_line2 --> line_point_factor_v2

correction to previous commit function name
 isect_seg_sphere_v3 --> isect_line_sphere_v3
 ... since its not clipped.

added a clip argument to the python version of the function.
2011-06-26 08:07:09 +00:00
Campbell Barton 540c2eee56 math func to find the intersection(s) between a segment and a sphere for C/python.
from python:
  i1, i2 = mathutils.geometry.intersect_line_sphere(l1, l2, sphere, radius)
2011-06-26 07:21:19 +00:00
Mike Erwin b8e8f8064d NDOF zoom for orbit modes (trackball/turntable) in 3D view 2011-06-25 18:53:06 +00:00
Mike Erwin e61063f042 NDOF pan/zoom/fit working in image/uv editor 2011-06-25 18:51:29 +00:00
Mike Erwin 651df035f7 baby steps toward an NDOF popup menu 2011-06-25 18:50:03 +00:00
Campbell Barton c414d3e460 fix incorrect ui text for is_runtime 2011-06-25 17:36:33 +00:00
Ton Roosendaal 08cf05d8d5 Bugfix #27765
Thumbnail save for .blend crashed, when being in editmode for a mesh
that has other object users as well. Derivedmesh confusement...

Thanks to Sergey for finding the cause!
2011-06-25 15:54:20 +00:00
Ton Roosendaal 75f572ebb8 Bugfix #27761
Default startup theme used same node header color for "in/out" nodes
as for "inactive or undefined" nodes. This made it impossible to see
which of the output nodes in node setup was 'active'. Made the active
in/out color a slight blueish shade of grey now.
2011-06-25 13:23:14 +00:00
Sukhitha Jayathilake c863cdcaf3 Fixed issues with unit conversion and animation channels. 2011-06-25 07:23:23 +00:00
Campbell Barton d888b4d11d wrong rna func type used 2011-06-25 06:54:11 +00:00
Matt Ebb 826ed5ed1d Fix [#27748] undeterministic behaviour of volumetric renderer
* Made clearer in the UI that the approximate multiple scattering always enables light cache
* Fixed a potential problem in anisotropic scattering
2011-06-25 00:33:36 +00:00
gsr b3d a03707d408 SVN maintenance. 2011-06-24 23:14:26 +00:00
Campbell Barton 12e02fd474 own patch [#27752] Python Callback (Scriptlink functionality)
Python:
 * adds bpy.app.handlers which contains lists, each for an event type:
   render_pre, render_post, load_pre, load_post, save_pre, save_post
 * each list item needs to be a callable object which takes 1 argument (the ID).
 * callbacks are cleared on file load.

Example:
 def MyFunc(scene): print("Callback:", data)
 bpy.app.handlers.render_post.append(MyFunc)

C:
 * This patch adds a generic C callback api which is currently only used by python.
 * Unlike python callbacks these are not cleared on file load.
2011-06-24 16:54:30 +00:00
Campbell Barton 74520bd1ef move callbacks file out of intern (only contains 1 function but re-using it for new callback api) 2011-06-24 15:10:34 +00:00
Ton Roosendaal 05fb0e2d61 First commit to make "Style" settings saved in startup.blend
Usage currently is limited to:
- Panel text, widget text and label text style:
  point size, shadow effects

Setting individual fonts to these is not possible yet, it uses the
default for it.

Access goes via outliner now; check "User Preferences". UI team could
add this in userpref scripts :)
2011-06-24 14:00:15 +00:00
Campbell Barton ebff5d5fb2 free_bvhtree_from_mesh was incorrectly useing sizeof() when clearing memory. 2011-06-24 05:34:03 +00:00
Xiao Xiangquan 79c129647e right panel done 2011-06-24 04:22:27 +00:00
Campbell Barton 734a4aa428 fix [#27746] Black and White Render doesn't work and/or Saves as a Blank screen
convert to grayscale when saving renders rather then only writing the red channel.
2011-06-24 03:49:56 +00:00
Xiao Xiangquan b429af10d0 merge from trunk #37722 2011-06-24 03:30:50 +00:00
Mitchell Stokes a165ad251e BGE Animations: Removing no longer used code and variables. 2011-06-24 00:31:13 +00:00
Mitchell Stokes f969b813a4 BGE Animations: Making BL_Action::SetFrame() not so dependent on timing. This should smooth out things like setActionFrame(). 2011-06-23 23:19:39 +00:00
Mitchell Stokes 12ca476b8b BGE Animations: For KX_GameObject.setActionFrame(layer, frame), frame should be a float, not a short. 2011-06-23 23:18:53 +00:00
Mitchell Stokes ea47125f16 BGE Animations: Exposing KX_GameObject's GetActionFrame() and SetActionFrame() to Python. KX_GameObject.setActionFrame() seems to still have some issues, which I suspect to be a timing thing. I may need to find a better way to set the local time. 2011-06-23 22:44:24 +00:00
Dalai Felinto 0c8311fdf9 revert commit 27133: Committing patch [#27133] "Fix for for Object Color in BGE" by Kupoman
This was causing a lot of backward compatibility problems and side effects.

It has to be done properly, linked with Material ObjectColor shader_flag or at least the TF OBCOLOR (which apparently worked at some point so I've been told).
If you need to use OBCOLOR simply keyframe the obcolor and it will work as before.
2011-06-23 22:29:02 +00:00
Mitchell Stokes 7996d04474 BGE Animations: Shape Action Actuators are now converted to Action Actuators and new Shape Action Actuators cannot be created. 2011-06-23 22:23:46 +00:00
Mitchell Stokes f1a2d46aa0 BGE Animations: Adding the concept of priority back. Priority is handled on a per layer basis. 2011-06-23 22:12:49 +00:00
Mitchell Stokes 0fbca841ef BGE Animations: Making the play modes for the Acton Actuator behave more like they have in the past. The only one that still needs work now is Flipper. Property, Loop End, Loop Stop, Play, and Ping Pong should all now be behaving as they used to. 2011-06-23 22:00:54 +00:00
Brecht Van Lommel c518aa1383 GHOST Cocoa: move y origin top/bottom conversions out of windowmanager module
and into GHOST. Also fixes a problem where e.g. the user preferences window
would not open under the mouse cursor correctly.
2011-06-23 19:55:47 +00:00
Mitchell Stokes 545bf50e1d BGE Animations: Adding shape actions to BL_Action. This means Shape Actions now work through the Action actuator. I still need to handle blendin for shape actions though. 2011-06-23 19:49:53 +00:00
Mitchell Stokes 8d179ca920 BGE Animations: BL_Action now creates a PointerRNA only when constructed instead of on each Update() call. 2011-06-23 19:20:28 +00:00
Mitchell Stokes 2d2aa95227 BGE Animations: Making shape actions work again:
* BL_DeformableGameObject is no longer responsible for handling keys, BL_ShapeDeformer is
  * BL_ShapeDeformer also creates a copy of the key on construction and puts it back on the mesh when destructed. This avoids us permanently modifying Blender data.
  * I'm not too fond of clearing out the key every frame, but this works and I can't think of another alternative at the moment (something may be possible with some key juggling)
2011-06-23 19:09:09 +00:00
Lukas Toenne 587b51831d More flexible size options for particle billboards. This adds scale factors for width and height of billboards, relative to the particle size. It's useful when the particle size is primarily used for collision and the like, so the billboard appearance can be adjusted independently. Also allows non-square billboards.
In addition the billboards can be scaled by the particle velocity with optional head and tail factors (similar to line drawing options). This allows for pseudo-motionblur effects.
2011-06-23 18:59:47 +00:00
Joerg Mueller 413bc87e4f Merge with trunk r37757. 2011-06-23 17:30:56 +00:00
Campbell Barton 99253abef8 allow building with ffmpeg but not aud 2011-06-23 16:10:48 +00:00
Campbell Barton bb3742fe91 correction to recent commit & made ffmpeg includes only add when enabled. 2011-06-23 15:58:41 +00:00
Campbell Barton 2023db70a8 cmake option to build without an audio library. 2011-06-23 09:27:56 +00:00
Campbell Barton 9c2aa3d0ff fix for function before definition in own recent commit. 2011-06-23 07:50:28 +00:00
Joerg Mueller cc246eaca7 3D Audio GSoC:
- Fixes for MSVC compiling.
- Fix for ffmpeg audio export with timebase, which fixes vorbis encoding (the only codec using this).
2011-06-23 07:16:06 +00:00
Joerg Mueller 2afa7e4944 Merge with trunk r 37746. 2011-06-23 07:14:37 +00:00
Campbell Barton 53bf66a579 checks in rna range functions that the max value cant be less than the min.
also fix for invalid rage for FILE_OT_filenum.
2011-06-23 06:13:21 +00:00
Campbell Barton f511409697 fix [#27726] Driven properties not checked for legal UI bounds
The rna set function clamps to the property range however properties with range functions were ignored when set by python or the animation system.

Now call the range function for ints and floats when setting.
2011-06-23 05:58:44 +00:00