Commit Graph

39206 Commits

Author SHA1 Message Date
18fda6d84c BGE: Fix for [#34044] "Objects with no material don't have their "face image" always working on bge" reported by Dalai Felinto (dfelinto).
NULL materials are no longer cached.
2013-05-11 03:20:19 +00:00
b0261a446d BGE: Fix for [#34631] "Textures bad in game mode" reported by pablo aaa (p9ablo).
Disabling caching if materials have Face Textures enabled.
2013-05-11 02:43:35 +00:00
ce39c806cf only use OSKEY as a replacement for CTRL on Apple (was already the case in many areas). 2013-05-11 01:12:29 +00:00
359edc27d3 style cleanup 2013-05-11 01:06:01 +00:00
00014949c8 Fix #35262: assiging shortcuts from e.g. delete or selection mode menus did not
work anymore. This was due to a bugfix to show missing shortcut keys for e.g. the
mesh > vertices > separate menu. Both should work now.
2013-05-10 23:41:41 +00:00
3e1e76a2c1 Fix #35289: UV layout export to image was extremely slow for large meshes. This
was due to slow implementation of slice operation for things like mesh uv data.
Made that faster now for cases where the internal storage is an array.
2013-05-10 22:05:47 +00:00
38391d9a7d Fix #35281: search menu buttons (with an X on the right side to clear) had text
overlapping the X icon if the text was long.
2013-05-10 20:34:35 +00:00
50b270ca36 Fix #35292: edge slide slow with big image in image editor. Avoid redrawing the
image editor during slide like other operators, instant feedback can be nice but
is not so important here and we don't have notifiers fine grained enough to avoid
full redraws.
2013-05-10 20:17:18 +00:00
5374eb8e1c Fix #35284: outline name edit textbox did not show properly in some cases. Also
fix issues with its size not scaling with DPI.
2013-05-10 19:54:32 +00:00
c152913217 Couple fixes for my previous commit:
- In some cases smoke flow could have 1 cell clipped off its sides.
- Forgot to re-enable openmp for emission code.
2013-05-10 19:30:08 +00:00
6dc23a2712 Fix #35296: particles crash with long object name. 2013-05-10 17:14:07 +00:00
8160027ff8 Fix for version patch in recent smoke commit, was using && instead of &. 2013-05-10 16:57:20 +00:00
eaa6479ae3 Cycles: bump node changes to add a Distance input that controls the overall displacement
distance, and an Invert option to invert the bump effect.
2013-05-10 16:57:17 +00:00
2f9f3dd590 Smoke: Add new "Full Sample" option to high resolution smoke panel.
This is hopefully the ultimate solution against smoke blockiness near emitter.

Previously high resolution flow/emitter voxels were generated based on the low resolution ones. So if you had 32 resolution and 4 division high resolution, it still used smoke flow generated from those 32 resolution voxels. Now I introduced a new sampling method called "Full Sample" that generates full resolution flow for for high resolution domain as well.

Read more about it in my blog post: https://www.miikahweb.com/en/blog/2013/05/10/getting-rid-of-smoke-blockiness

Also changed "quick smoke" operator default voxel data interpolation mode to "Cubic B-Spline" to smoothen out it even more.
2013-05-10 16:18:00 +00:00
764420ed3d Set scene frames operator for clip editor.
This operator will set scene's start/end frames to
match clip's start frame and footage duration.

Available in Clip panel in clip editor's toolbox.
2013-05-10 15:56:32 +00:00
65ed588c8b Fix #35270: files with numbers higher than 2147483648 or with different numbers
of leading zeros but otherwise the same would show in random order in the file
browser. Selecting an item would change the order of all the items.

Problem was that it was comparing by parsing the number into an int, which has
only limited precision and does not care about the number of leading zeros. Now
do the comparison directly on the string.
2013-05-10 14:52:23 +00:00
384adf39b9 Fix #35267: cmd+v, cmd+c on OS X for copy/paste worked in some editors like the 3D
view and text editor but not in the animation editors, node editor and sequencer.
2013-05-10 13:47:28 +00:00
5424c1fe55 Fix #35278: textures nodes Mix RGB node did not have a Use Alpha option like
the compositing node. Note the shader nodes can't have this because color
sockets there are only RGB, not RGBA.
2013-05-10 12:39:11 +00:00
1c9a24b8ff Fix #35269: compositing setup with only file output node and no composite node
refused to render. It's not possible to actually see the compositing result
in the render result without that but might as well work.
2013-05-10 12:27:18 +00:00
Lukas Toenne
b503af3d37 Fix for #35291, Deleting 'Group Output' node in compositor causes Segfault. A group without an output node in compositor would leave the original Node instance in the graph with outgoing connections. This causes trouble because the Node is expected to be a NodeOperation. Now group nodes always get disconnected and if no output node is present will use the default group output values (which is slightly less confusing than using input values from connected nodes). 2013-05-10 12:19:42 +00:00
78a470eb05 Fix #35261: double clicking the up arrow in the file browser to go up multiple
directories fast would start drag and drop. Disabled drag on those items now.
2013-05-10 12:16:12 +00:00
0ac5028f2a use unsigned ints for edgehash 2013-05-10 12:06:40 +00:00
4392fc6f1d Optimize BKE_mesh_calc_normals(), gives approx 25% speedup.
- no need to allocate polygon normal array.
- no need to use BLI_array_ functions (realloc's).
- reduce some of the looping.
2013-05-10 10:07:01 +00:00
Lukas Toenne
037784d5b5 Fix for #35286, 'Reset to Default Theme' makes some node titlebars go black. These node theme colors were set in init_userdef_do_versions, but missing in ui_theme_init_default. Also adjusted the group input/output colors there to match the colors set in do_versions. 2013-05-10 08:08:29 +00:00
3104639a29 avoid using BLI_array_* macros for uv reset. 2013-05-10 08:08:18 +00:00
01a981f5c4 BGE: Fix for [#35204] "New Alpha-Enabled Shadows Work Until UVs Change" reported by Josiah Lane (solarlune).
BL_BlenderShader was only sending over proper UV data if the current drawing mode was KX_TEXTURED. Now it also checks for (and sends data for) alpha shadows.
2013-05-10 07:05:12 +00:00
7a547e441b avoid customdata lookups for selection test/enable disable.
also add uvedit_face_select_set, uvedit_edge_select_set, uvedit_uv_select_set - since quite a few areas where setting based on a boolean.
2013-05-10 06:46:32 +00:00
073d3ba5f7 BGE: Fix for [#34382] "Vertex position doesn't update when set through Python and "Cast Buffer Shadows" is disabled" reported by V.R. (rolle).
The BucketManager was assuming that all modified meshes were rendered when a render pass completed. However, materials that did not cast buffer shadows did not render during the shadow rendering step, and thus were never updated.
2013-05-10 05:13:16 +00:00
97138e4dac Added a button to apply scale on scene solution
This is an alternative to using camera to scale the
scene and it's expected to be better solution because
scaling camera leads to issues with z-buffer.

Found the whole scaling thing a bit confusing,
especially for object tracking, but cleaning this up
is a bit different topic.
2013-05-09 16:38:55 +00:00
5eefcb95df Setting tracking object scale shall not depend on active object 2013-05-09 16:38:50 +00:00
2e96e41da3 Made bundles in 3D viewport have constant size
This means bundles' size is not affected by camera scale.
This way it's more useful to work with -- bundles never
becomes too small or too large (depending on reconstructed
scene scale).
2013-05-09 16:38:47 +00:00
4f5f97254c Reconstructed scene scale ambiguity improvement
Made it so reconstructed scene always scaled in a way
that variance of camera centers is unity.

This solves "issues" when different keyframes will
give the same reprojection error but will give scenes
with different.scale, which could easily have been
considered as a bad keyframe combination.

This change is essential for automatic keyframe
selection algorithm to work reliable for user.
2013-05-09 16:38:43 +00:00
3451baf141 Show dash instead of filename when displaying frame above image sequence length. 2013-05-09 15:04:32 +00:00
2ad8ec5eaf Changes to footage information panel
- Display additional information about channels
  and buffer type (float/byte).
- Don't show frame number beyong sequence length.
- Also fixed issues with footage length calculation,
  so it's pronbably will be needed to reload some
  of existing footages.
2013-05-09 14:57:20 +00:00
d236b4d60f Cycles bump node: change the Strength value to work better, previously it would
give results that were either too weak or too strong, this makes it give more
predictable results. The downside is that it breaks backwards compatibility but
the previous behavior was almost broken.
2013-05-09 14:05:37 +00:00
d326d92b2f fix [#35280] blender crashes when setting Environment Map imagefile 2013-05-09 14:01:42 +00:00
4c042f2145 bmesh: optimize bmesh_vert_separate, redice allocs (best cast it wont do any allocs).
gives approx 16% overall speedup to edgesplit modifier.

also reduce size of smallhash stack, was 521, which got doubled and was quite large on the stack. reduce to 64.
2013-05-09 12:46:35 +00:00
2e0f741d01 can't use alloca in inline functions (fills up stack - I thought compiler would be smart here).
also reserve the exact number of vert/face/edge/loops when creating a bmesh during undo.
2013-05-09 11:42:24 +00:00
278240f4b0 bmesh: avoid using BLI_array macros for every face when converting to bmesh, replace with alloca 2013-05-09 10:44:38 +00:00
1e784c54cd bmesh speedup: skip free-realloc while running CustomData_bmesh_merge() when nothing is changed (happens quite often that there is nothing to do). 2013-05-09 10:41:05 +00:00
c1f408c058 Partial revert of own commits r56604 and r56603:
* Reverted the changes to code comments, as suggested by Campbell. It makes it more hard to follow.
* Only keep changes to actual UI messages.
2013-05-09 10:03:38 +00:00
Lukas Toenne
3fb67ac16d Fix for do_versions bug with node groups: The special case of direct input-to-output connections was not handled correctly. In this case both the tonode and fromnode pointers in old node groups are NULL. 2013-05-09 08:29:59 +00:00
6f8c29ab0b fix for 2 errors introduced since release
- shape key NULL pointer dereference.
- use uninitialized variable for bmesh free.

also update credits and merge dissolve flag assignment.
2013-05-09 07:02:51 +00:00
3d95873cf6 fix [#35257] Brige > Merge sometimes flips result 2013-05-08 23:14:27 +00:00
Dalai Felinto
102c0d76e9 bugfix: [#31757] setGLSLMaterialSetting has no effect
original patch by me, with contribution from HG1 and Florian Völker

bug introduced in rev. 40113
2013-05-08 21:43:35 +00:00
e0edac4952 UI naming consistency:
* ShapeKey -> Shape Key. Was called "Shape Key" in most places already.

Pointed out by Dalai, thanks!
2013-05-08 21:41:47 +00:00
b98550590b UI naming consistency:
* DopeSheet -> Dope Sheet. No need to glue the words together. 

Only changed comments and UI strings, no functional changes. Request by Dalai Felinto.
2013-05-08 21:05:52 +00:00
9037a2d3ab Blender 2.68 release cycle begin:
* BCon1, Alpha. Let's have an awesome one!
2013-05-08 17:23:56 +00:00
Lukas Toenne
8deba33497 Fix for node group user count: since node group pointer uses an explicit setter callback it has to do user count increment/decrement manually. 2013-05-08 16:00:08 +00:00
Lukas Toenne
8542d97f73 2 fixes for node group node_tree pointer property: Make sure the nodeGroupPoll function (which checks for recursion) is used both in the poll callback as well as the actual pointer assignment (set). The poll callback doesn't seem to be used when directly setting the node_tree pointer from the API, so to make sure no dangerous recursion situation can happen this needs a second check. 2013-05-08 15:41:01 +00:00