Commit Graph

535 Commits

Author SHA1 Message Date
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
ec1f69ffce style cleanup & re-use DNA pad var with new collision group object settings. 2012-10-30 16:33:40 +00:00
3bf9bb3b13 BGE: Adding support for Bullet's collision masks. Each object now has a collision mask and a collision group. Object A and object B collide if object A's groups is in object B's mask and object B's group is in object A's mask. In other words, the group defines what the object is (collision wise) and the group defines what the object can collide with.
The majority of this patch was provided by Kupoman with some edits from me and heavy testing by z0r.
2012-10-30 15:44:16 +00:00
26d0492653 A final bunch of UI messages fixes and tweaks, and some BKE_report()<->BKE_reportf() fixes. 2012-10-21 14:02:30 +00:00
657fc4f474 code cleanup: de-duplicate enum. 2012-10-05 15:48:39 +00:00
fedc8e1722 Cycles: add "From Dupli" option for texture coordinate node. This gets the
Generated and UV coordinates from the duplicator of instance instead of the
object itself.

This was used in e.g. Big Buck Bunny for texturing instanced feathers with
a UV map on the bird. Many files changed, mainly to do some refactoring to
get rid of G.rendering global in duplilist code.
2012-10-04 21:40:39 +00:00
6c1da4d022 code cleanup: make many functions static 2012-09-22 14:07:55 +00:00
0d5d2146eb code cleanup: make shape key api names consistent with our new convention. 2012-09-19 10:12:07 +00:00
a3c4b0f47d make SWAP macros typesafe using CHECK_TYPE macro.
Its unlikely you want to do short -> int, int -> float etc, conversion during swapping (if its needed we could have a non type checking macro).

Double that the optimized assembler outbut using SWAP() remains unchanged from before.

This exposed quite a few places where redundant type conversion was going on.

Also remove curve.c's swapdata() and replace its use with swap_v3_v3()
2012-08-25 20:16:08 +00:00
0ae7286891 Sequencer: Python API for sequence modifiers 2012-08-20 10:15:32 +00:00
3ebbfe2c40 new parameter in assign_material() to specify where material shall be assigned: object, obdata, by userpref(default) (as discussed with ideasman_42) 2012-08-12 17:12:07 +00:00
32254596d4 replace ELEM8(gs, ID_ME, ID_CU, ID_MB, ID_LT, ID_LA, ID_CA, ID_TXT, ID_SPK) with macro: OB_DATA_SUPPORT_ID() 2012-08-12 14:57:19 +00:00
47c7266522 Accidentally did a commit when I wanted to revert... (ignore my last revision) 2012-08-08 01:29:20 +00:00
843b45cafa 2012-08-08 01:24:48 +00:00
2029b0205a mask layer rna api: add exception when removing incorrect masklayer from mask, add mask.layers.clear() 2012-07-23 21:47:11 +00:00
558721ab59 More spell checking. 2012-07-04 15:04:38 +00:00
37dc4006c7 First load of spell and typo fixes (mostly UI messages, but also one or two pieces of code using mis-spelled names). 2012-07-03 17:20:21 +00:00
32478997ec style cleanup 2012-06-27 18:29:47 +00:00
3271850a2f Fix cycles not working in 3d local view, and missing update when toggling hiding
in the outliner.
2012-06-25 11:43:22 +00:00
Lukas Toenne
5e1bbde01d Particle Info node for Cycles. This can be used to access particle information in material shaders for dupli objects. For now only the particle Age and individual Lifetime (in frames) are supported, more attributes can be added when needed.
The particle data is stored in a separate texture if any of the dupli objects uses particle info nodes in shaders. To map dupli objects onto particles the store an additional particle_index value, which is different from the simple dupli object index (only visible particles, also works for particle dupli groups mode).

Some simple use cases on the code.blender.org blog:
http://code.blender.org/index.php/2012/05/particle-info-node/
2012-06-08 16:17:57 +00:00
dfc19a1ff7 BGE patch #28476: Character object physics type
===============================================
This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision.

"Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used.

See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9
for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object.

Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
2012-05-28 21:36:29 +00:00
a9f6e54384 style cleanup: mostly whitespace in rna 2012-05-12 11:01:29 +00:00
d20c129a9c style cleanup: whitespace/operators 2012-05-09 09:24:15 +00:00
e17a708dce add back pose specials menu, also add back the ability to clear user transforms on all bones (not just selected - mango request - was possible in 2.4x).
- rename only_select op property to only_selected (both were used).
- only do mingw workaround when building with FREE_WINDOWS defined.
2012-05-06 12:13:45 +00:00
6f09dffa36 Bugfix:
While testing the other my previous commit (removing deformflag stuff), I
noticed that trying to change set a parent object for the current object (via
the Object Properties) would cause the current object to "blow up", and for
cyclic dependency warnings to be spewed to the console.

Adding a dummy usage of one of the vars here seems to solve it. Perhaps a case
of weirdo compiler optimisations?
2012-05-06 05:03:58 +00:00
1dccd4c98a code cleanup: naming - pose/armature/image
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05 16:03:57 +00:00
299ff91ea1 code cleanup: BKE_scene api naming.
also stop numpy from being found in /usr/include with cmake.
2012-05-05 14:33:36 +00:00
a731e13043 code cleanup: function naming, use BKE_*type* prefix. 2012-05-05 14:03:12 +00:00
e701f9b670 style cleanup: whitespace / commas 2012-04-29 15:47:02 +00:00
f88cfd9168 Code and style cleanup in own modules in BKE and also mball module
- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks)
- Make functions which are used by mball.c only static and remove their prototypes
  from public header file.

Further cleanup is coming.
2012-04-28 16:49:00 +00:00
bfcdd45245 corrections from an article about using PVS-Studio static checker with blender - http://www.viva64.com/en/b/0145/ 2012-04-23 15:54:43 +00:00
6fed4fdd5e Style cleanup (mostly line length, also no final point in tips...). 2012-04-15 13:41:07 +00:00
e5e5a702bc Fix #30843: Blender Game in Metric Mode allows only a 10m Radius for Collision Bounds.
Now use soft limit of 0.01 .. 10.0 for radius but hard limit is 0.01 .. FLT_MAX
2012-04-10 10:35:55 +00:00
c4ce26c906 Address [#30842] Blenders Measurement Units set to Metric, makes some Precision Flaws.
use the same precision for location all over (2-5 was used), use define as 5.

also disallow boolean to have any subtype besides PROP_LAYER_MEMBER, some booleans had TRANSLATION / XYZ subtypes which don't make sense.
2012-04-10 08:33:30 +00:00
d0a27a18e1 switching shape keys in editmode needs to recalc normals. 2012-04-04 03:32:41 +00:00
f469e0652a Node socket values now only have soft limits, rather than hard limits, so you
can type in any value, and only when sliding the number value there is a limit.
It was already possible to assign any value to a socket with node linking, so
this shouldn't cause any new issues.

Also raised the limits on the math nodes, with a patch by Agustin Benavidez.
2012-03-30 16:09:05 +00:00
42076f0a1f skip using bmesh operators for converting to/from undo meshes (gives some speedup) 2012-03-29 01:41:56 +00:00
09f29c0b70 style/name cleanup: have EDBM_* functions match our style guide and also match BM_ function naming conventions 2012-03-27 04:46:52 +00:00
5a90ea77bc style cleanup: follow style guide for formatting of if/for/while loops, and else if's 2012-03-24 06:24:53 +00:00
3c11379e26 code cleanup: move bmesh inline funcs to headers (avoids compiling the C files). 2012-03-24 01:24:58 +00:00
ed43b652ee Code style edits (mostly spliting long lines, and removing trailing spaces).
Note about long lines: I did not touch to two pieces of code (because I don’t see any way to keep a nicely formated, compact code, with shorter lines):
* The node types definitions into rna_nodetree_types.h
* The vgroup name functions into rna_particle.c
2012-03-18 09:27:36 +00:00
4f19c1a995 spelling cleanup 2012-03-18 07:38:51 +00:00
333433d15e Fix for setting uv_layer name for modifiers
Issue was caused by missing fdata for meshes which doesn't have tessellated
faces yet. Real fix would be to use loop's MLOOPUV layer, but currently interface
is using mtex layer names for UV lists so use poly's mtex layer to check if
layer name is indeed correct.
Should work fine until we'll separate setting textures and UV coordinates.
2012-03-07 20:56:25 +00:00
31d2ee9bf7 style cleanup, brackets in else/if, some indentation. 2012-03-06 18:40:15 +00:00
0114d78c33 Code cleanup in rna files (huge, higly automated with py script).
Addresses:
* C++ comments.
* Spaces after if/for/while/switch statements.
* Spaces around assignment operators.
2012-03-05 23:30:41 +00:00
aa0eb72c18 Fix for missed faces in mesh after switching active shape key in edit mode. 2012-03-05 14:25:52 +00:00
b3a0a33791 "Fix" [#30431] UI string spelling & similar fixes.
All suggested changes looked good to me, thx to Michael Färber for this list of changes!
2012-03-02 21:14:37 +00:00