Commit Graph

41590 Commits

Author SHA1 Message Date
804643793e Fix for occasional crashes due to numerical instability in Freestyle Perlin noise modifiers with a large 'octaves' value.
Problem report by Light BWK through personal communications, thanks a lot!
2013-10-24 11:41:39 +00:00
Lukas Toenne
268e519b41 Fix #37175, Viewer node issue for newly toggled render passes.
The RenderLayers node would use the "combined" image result for all passes which don't have a valid render result yet. This causes problems when the buffer element size is not actually 4 floats (RGBA) as
with the 3 float normal passes. Also the result is rather meaningless then, so just keep the image buffer at NULL for unavailable passes, which will return plain (0,0,0) color.
2013-10-23 11:58:00 +00:00
0039b44d10 fix for negated normal being used when using individual centers & normal orientation in vertex select mode. 2013-10-23 10:35:49 +00:00
5816aa42bf code cleanup: minor transform refactor
redraw flag were mixing up types - int/char/bool, add enum type to use instead.
2013-10-23 06:48:36 +00:00
c3b746fa7e fix [#37179] All transformation normals drawn when proportional edit, individual origins and normal transform orientation are set
thanks to psy-fi for the initial patch.
2013-10-23 05:33:42 +00:00
292d1f55fd refactor transform.c - minor changes
- use TREDRAW_HARD define
- use apply prefix for transform callbacks.
- make callbacks static.
2013-10-23 03:57:42 +00:00
304a32bf1f style cleanup 2013-10-23 02:52:27 +00:00
8748840564 Fix part 1 of #37177 spikes in sculpting.
Was a typo from refactor to calculate sculpt plane from forward facing
vertices only. The branch of the code that did the calculation would end
up with a nice division by a wrong number.
2013-10-22 23:32:41 +00:00
8bb39a536b Making real need to remove proxies
Otherwise some invalid pointers will be left
which could be harmless if real object stays
local, but crashes when linking them to
another files.

Was discovered here in the studio during
Project Pampa, and the steps to reproduce are:

- Create lib.blend, put armature and cube to it.
  Create a group with them.
- Create scene.blend and link group from lib.blend.
- Make a proxy from armature.
- Make group real.
- Add real objects to a group.
- Create comp.blend and link group from scene.blend.
  This step will creah.
2013-10-22 15:19:37 +00:00
df553892c9 Bugfix: Renaming bones now renames the corresponding F-Curves in actions used by
Action Constraints
2013-10-22 11:36:48 +00:00
4dc9c9639f Ctrl+Alt+SelectMouse now does "Select all keyframes in same channel" in
DopeSheet too

Previously, it only worked in the Graph Editor, though I thought I had
implemented it here too.
2013-10-22 11:12:37 +00:00
d2fe7c38dd Adding comments to clarify each set of modifier mappings for animation editors
selection ops
2013-10-22 09:59:54 +00:00
67e262069a Minor UI messages fixes. 2013-10-22 08:21:00 +00:00
2454793190 DopeSheet Group Select => Bone Select Tweak: Don't change selection status of
bones if "Only Selected" dopesheet filter is enabled.

When this was enabled, it would be too easy to accidentally change the selected
bones, causing the keyframes you were just editing to disappear
2013-10-22 06:24:47 +00:00
c80c1c6f5c add copy_v4_fl4, replace QUATSET macro. 2013-10-22 03:31:21 +00:00
6193963daa style cleanup 2013-10-22 03:03:56 +00:00
cb8d53efcc fix for invalid RNA created for the 3D viewport header (made ID reporting show incorrectly). 2013-10-21 23:46:45 +00:00
7c8c49a34a style cleanup 2013-10-21 23:35:08 +00:00
4b0ff02aeb Fix #37169 brush UI not getting updated. A notifier was missing for
all unified paint settings properties, made sure to notify that
active brush has changed.
2013-10-21 18:08:20 +00:00
34cd28d283 Partial fix for [#37159] Particle Emitter set to not render still appears in 3D view, when display set to rendered only. Emitter also appears in all GL Renders and some F12 renders.
Fixed OpenGL part: in draw_object, when object has some particle systems and none of them render the emitter, and display option is set to show only rendered objects, skip this object.

Note: Cycles matter I did not investigate, looks like a render-engine issue.
2013-10-21 15:44:09 +00:00
efe2b1edf1 Jump to Next/Previous Marker operators in the timeline menu, shortcuts are
ctrl + shift + left/right arrow key.

Patch #37142 by Henrik Aarnio, thanks!
2013-10-21 15:00:22 +00:00
5d132e722e Followup to r60857: code was assuming markers were sorted, which is not guaranted. Also heavily simplified it (previous code was supposed to have optimizations, but ended just looping twice over the markers' list...).
Many thanks to Brecht and Sergey for noting the quirk and reviews! :)
2013-10-21 14:40:14 +00:00
55201ce48b Fix [#37160] Rotate edge direction changed between 2.64 and 2.65 (low priority)
Easy to fix, but do not really understand *why* this is needed...
2013-10-21 11:13:39 +00:00
f023fcf535 Project Pampa request: show curves for node grupps
It was not implemented in anim filter yet.

it's strictly speaking not so much clear how
"selected only" mode is expected to work when
having multiple node trees editing at the same
time. For now all the animation data from
selected group will be displayed.
2013-10-20 17:53:29 +00:00
ce741bc223 Code cleanup: de-duplicate implementation of get_texture_value
Expect to be no functional changes :)
2013-10-20 13:01:07 +00:00
e9d5e9813c Code cleanup: added generic function copt_m3_m3d 2013-10-20 12:08:51 +00:00
3718c04844 Fix compositor rendering scenes multiple times in some cases
Issue was caused by Blender Internal changing LIB_DOIT flag
for scene when it gets updated for new frame. This leads into
conflict with flag used for tagging scenes fr render,

For now made it so nodes are being tagged instead of scene.
Only none node from those who're sharing the scene will be
tagged. And rendering scenes for node tree now checks for
node flag instead of scene's datablock one.

Ideally this tag would be replaced with scenes stored in an
array, but then it's not so clear how to check which node
to update.
2013-10-20 01:09:25 +00:00
Dalai Felinto
8f22c120f5 fix [#37145] "Triangulate Face" crash in specific scene
it was asserting if the last edge faces were already all set
2013-10-19 21:20:50 +00:00
0410eff306 Applied patch [#34178] tile rendering for fast gaussian blur
Thanks to David M (erwin94)
only added some comments.

https://projects.blender.org/tracker/?func=detail&aid=34178&group_id=9&atid=127
2013-10-19 17:45:58 +00:00
1c675034c1 Compositor: did some inner loop optimizations of the fast gaussian blur.
- At Mind -
2013-10-19 16:51:35 +00:00
e783611098 Arg! Fix another bug in split normal core algorithm (some flat faces were ignored, depending on the order of evaluation)... :/ 2013-10-19 13:48:51 +00:00
e401fef6b7 Fix [#37146] Dopesheet / Graph editor, select columns between markers doesn't appear to work.
Init min/max values were just switched...
2013-10-19 13:39:27 +00:00
3887d33374 Remove paranoid check which was marked as unneeded for a while already 2013-10-18 23:41:11 +00:00
fc8b0ed5e5 Move utility functions from mball to mathutils 2013-10-18 23:38:51 +00:00
596982fe67 ID blocks can be pasted to text editor now with mouse drag and move 2013-10-18 17:35:20 +00:00
a15818f1f7 Tweak for action group -> bone select feature
Set newly selected bone as "active", so that the transform properties show the
correct values for the newly selected bone
2013-10-18 14:15:08 +00:00
38c16f9bf4 Add debug prints to the PSD loader in imbuf. The error message can be obtained from OIIO by geterror(). 2013-10-18 10:43:54 +00:00
9afddac727 Fix for wrong active render layer after copying hr scene
Also fix crash for files which could have been saved with
wrong active render layer.
2013-10-18 09:45:21 +00:00
bae2b9dea3 Pampa Project request: FPS in sequencer editor
perhaps ED_scene_draw_fps is actually better to be placed
to a better place, but consider this is good for now.
2013-10-17 21:17:33 +00:00
Lukas Toenne
2871b0d7df Fix #37110, After deletion of large scene, file still huge.
Objects were not being freed when unlinked from all scenes, due to user count increments on the ParticleSystem->parent pointers. These were referencing the objects themselves, creating a user count of 1
and preventing free. Object pointers should not usually do user counting, except in some cases like scenes and groups (thanks to Brecht for clarifying this).
2013-10-17 20:18:48 +00:00
Kevin Mackay
4230b8f9c4 Patch [#37115] Surface split and separate operators
Added surface support to recent curve split operator, completing quick hack todo
Updated nurbs separate operator to make use of new split logic, completing tools todo
Added 'Delete segment' option to surfaces and improved surface duplication, used for split/separate
2013-10-17 19:57:14 +00:00
Lukas Toenne
27a662f670 Missing ParticleSystem->parent pointer check in BKE_object_unlink. 2013-10-17 19:31:59 +00:00
cb9439fc2f Fix #37048: Default keybindings: text.find_next in Text (Global), should be in Text Generic 2013-10-17 18:49:09 +00:00
a709cb2d55 Fix #37123: UV editor view does not update when using large faces
Update tagging was happening only after full triangle was handled.
Now made it so images are updating once in 0.5sec, progress bar
will still update only after the whole triangle is done.
2013-10-17 18:29:01 +00:00
56373ea271 Fix crash in scenes without camera markers, after recent fix for #37097,
first_camera variable was used uninitialized.
2013-10-17 15:51:12 +00:00
a0da34871a Fix for GCC bing stupid and not casting float*[3] to const float*[3] without a wanring :S 2013-10-17 14:44:23 +00:00
1263a0891c Project Pampa Request: Selecting groups in animation editors selects
corresponding bones
2013-10-17 14:19:03 +00:00
eb1b4c3b55 Fix #37097: Setting scene frame does not update active camera
The issue was caused by uncertainty of current camera when
there're no markers to the left of current frame.

Now in this case camera from the top-left marker will be used.
2013-10-17 14:10:03 +00:00
abee8a8717 Fix #37109: missing cycles texture display in edit mode.
My previous fix for uninitialized texture coordinates was not working well,
and in fact there was a bigger issue with GLSL drawing and missing attributes
with immediate draw mode. Now it will explicitly pass zero rather than having
it use whatever value was set last.
2013-10-17 14:04:10 +00:00
31b38a6736 Fix #37122: Text Editor: New Open-Shortcut different from Text > Open Text Block
Seems no user counter tricks are needed from r23598.

Also, r33453 is obviously wrong, because new ID's user counter is 1,
and could not exceed this value.
2013-10-17 12:53:37 +00:00