Commit Graph

2483 Commits

Author SHA1 Message Date
0901438215 Another multires loading fix: if edge_flags is null, allocate a new array 2007-01-02 19:28:54 +00:00
abb9475729 Fix for a multires crash: when loading dverts, extra call needed to relink them. 2007-01-02 19:23:55 +00:00
2406567b7d Added support for load/save of multires edge flags 2007-01-01 07:53:14 +00:00
ed2f161c72 == Copy Rotation Constraint - Bugfix #5519 ==
Now, when only one axis toggle is on and click on it, all of the other
toggles will not be turned on.

For this to work, I've moved the version patches in the drawing/evaluation
code for this constraint to the file-reading code.
2006-12-27 05:00:43 +00:00
0aebc13199 -> Further work to improve triangle conversion tool:
The improved triangle to quad conversion is now better integrated
into Blender in several respects. First of all the code makes distinctions
between 'simple' pairs and 'complex' pairs. Simple pairs are an island of
exactly two selected triangles that are joined by an edge. These simple pairs
are subject to the old 2.42 rules for joining triangles. Complex pairs are part
of larger islands of selected triangles and their conversion is controlled by
several parameters that can be individually tweaked via new buttons located
in the "Mesh Tools" panel of the editing buttons. Furthermore the tool deals
with any arbitrary combination of simple and complex islands in a consistent and
logcial way.

The code has also been drasitcally cleaned up and should address the open
bugs in the tracker regarding alt-j. However as part of cleanup the tool has
been made somewhat slower to insure a consistent mesh structure. This is a
limitation of the exist_face() function in editmesh and will have to be adressed
at a later date.
2006-12-26 02:00:56 +00:00
6b64ccdca1 Sculptmode now works properly with shape keys (Merry Christmas.) Fixes bug #5499, Sculpt mode don't works correctly with Shape Key. 2006-12-25 19:11:20 +00:00
dd5077060e Cleanup of the SDNA SculptData struct. Moved a lot of data that isn't saved into a separate SculptSession struct (outside of SDNA.) 2006-12-25 08:52:57 +00:00
47bc3d1208 Added names to UV and vertex color layers, and display them as a list.
Added support for multiple UVs in the render engine. This also involved
changing the way faces are stored, to allow data to be added optionally
per 256 faces, same as the existing system for vertices.

A UV layer can be specified in the Map Input panel and the Geometry node
by name. Leaving this field blank will default to the active UV layer.

Also added sharing of face selection and hiding between UV layers, and at
the same time improved syncing with editmode selection and hiding.

Still to do:
- Multi UV support for fastshade.
- Multires and NMesh preservation of multiple UV sets.
2006-12-21 13:47:27 +00:00
253432bfc7 The Big Image refactor!
Please read:
http://www.blender3d.org/cms/Imaging.834.0.html

Or in short:

- adding MultiLayer Image support
- recoded entire Image API
- better integration of movie/sequence Images

Was a whole load of work... went down for a week to do this. So, will need
a lot of testing! Will be in irc all evening.
2006-12-20 17:57:56 +00:00
56b79bb66e Modified sculptmode's vertex_users to use one large chunk of memory rather than many small pieces. 2006-12-20 08:33:30 +00:00
80ee52e444 Multiple UV and vertex color layers: (still work in progress)
These can be created and deleted in the Mesh panel in the same place as
before. There is always one active UV and vertex color layer, that is
edited and displayed.

Important things to do:
- Render engine, material support
- Multires and NMesh now lose non active layers

Also CustomData changes to support muliple layers of the same type, and
changes to layer allocation, updated documentation is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
2006-12-12 21:29:09 +00:00
925caea404 Argh, bugfix to survive non-existing window types made top bar go
away.
2006-12-12 14:05:44 +00:00
4595bef2b4 Three-fixes-in-one:
#5417: Only Shadow material gave shadow outside of Spot bundle
#5414: Material Nodes: sockets without input were always treated as single
       value inputs, ignoring color or vector. (Caused by commit to do
       automatic conversions of socket links).
#5420: When reading with old Blender a new file that has a new window type,
       saving it over, and read back in current Blender, the window type
       should be reset to EMPTY, because all its data got lost.
2006-12-12 11:13:43 +00:00
902a69a7d3 Numerous fixes in Render code:
- Bug: material emit was ignored (showed in preview render backdrop)
- Bug: world exposure was ignored
- Bug: lamp halo was ignoring 'render layer light override'.

Further reshuffled the way shadows are being pre-calculated, this to enable
more advanced (and faster) usage of Material lightgroups. Now shadows are
being cached in lamps, using a per-sample counter to check if a recalc is
needed. Will also work (later) for Raytracing node shaders.

- New: Material LightGroup option "Always", which always shades the lights
  in the group, independent of visibility layer. (so it allows to move such
  lights to hidden layer, not influencing anything).
2006-12-08 09:40:44 +00:00
17231f83f3 Work on RenderLayer and Pass control:
Full log:
http://www.blender3d.org/cms/Render_Passes.829.0.html

In short:
- Passes now have option to be excluded from "Combined".
- RenderLayers allow to override Light (Lamp groups) or Material.
- RenderLayers and Passes are in Outliner now, (ab)using Matt's nice
  'restriction collumns'. :)
2006-12-07 14:17:38 +00:00
869eeadeff Damn! Commit for render passes in wrong dir.... 2006-12-05 16:44:57 +00:00
9b8258dabc Resolved a few compiler warnings:
* Line 2451: unusued variable 'removed'
* Line 3513: implicit declaration of function freeN. should be MEM_freeN

Hopefully I didn't break anything.
2006-12-04 23:27:53 +00:00
4300af777c Added saving/loading of multires deformedvert data. Also added a test_index_face check when reading editmode data for multires. 2006-12-03 22:15:50 +00:00
20ac94e8f0 Two hours of fixing details based on Klocwork source review. Useful report,
although it has a lot of noise. Not to mention our bad string code gives
a load of warnings.

I've reviewed specifically:
- file reading/write
- dna and library code
- node system
- entire render module

Done a couple of files in src/ too, seemed to be nice errors.
2006-12-01 19:52:04 +00:00
f1a217c5f9 Library manegement features:
- Outliner now shows hierarchy for Libraries, indicating which Library
  files invoked loading another.
- SHIFT+F1 "Append" browser has a Library menu, allowing to directly browse
  into all open library files. This will prevent accidents like re-opening
  a same .blend via another path.
2006-12-01 10:12:41 +00:00
51ce503cb2 Armature Proxy bugfix: when adding constraints or bones, the proxy sync
didn't keep in mind the pose channels could change order...

Note the disabled code in readfile.c; will be finished later. It's for
debugging library dependencies.
2006-11-30 21:40:11 +00:00
94da40a3d8 Bugfix;
More referenced library issues: if an Object loses the Armature (because
for example the linked file removed it) the Object still had the Pose and
posemode flag set, crashing Blender.
2006-11-30 16:44:34 +00:00
342c900220 Proxy Objects revisited!
The first incarnation assumed that proxies were local objects per
definition. Unfortunately that makes it impossible to - for example -
reference-link an entire Scene with proxies, to be used as a special
character set.

This commit makes the proxy implementation also a bit more clear.

Related work: the scene-sets were not executed fully or correctly for
the dependency graph. That happens now (in 3d view) as well.
2006-11-30 15:54:21 +00:00
2572b9f72c Reserved some Bullet 2.x constraint data.
Although we will delay the main Rigid Body user interface after 2.43 release early 2007, I need some constraint data/UI to make progress with COLLADA Physics.
Added RigidBody constraint UI
LR_ALTKEY+LR_CTRLKEY+LR_SHIFTKEY+ P will bake rigidbody
Contribution by RCRuiz, Ramon Carlos.
2006-11-30 00:19:27 +00:00
6543d3e220 Render Monster support: (part 1)
Removed all limitations from render code for maximum threads. The only
define for this now is in BLI_threads.h, and currently set to 8.
Note that each thread renders an entire tile, and also allocates the
buffers for the tiles, so; more threads might work better with smaller
tiles.

IMPORTANT: node system won't work yet with more than 2 threads! So, don't
try material nodes or compositing with over 2 threads. That I'll commit
later today.

What does work (should work :) is AO and soft shadow now.
2006-11-29 17:01:09 +00:00
eb03a578a3 New feature: Face Duplicators. Like vertex-duplicator, but now on a face
center, rotated according to face edges, and optionally with scale of the
face.

http://www.blender3d.org/cms/Face_Duplicator.828.0.html

Also: bugfix in undo/redo for relinking data to the UI. It was not checking
for Library data, accidentally linking non-library data with same names.
2006-11-29 08:57:32 +00:00
84c391b408 Slight change in how subversion and minversion is loaded.
It wasn't working endian compatible...
2006-11-27 18:58:33 +00:00
cdced41fb9 Bugfix #5313
3D Window "Transform properties" was using bad globals for buttons, this
caused things not work with multiple 3d windows open, and (in editmode)
set one panel to "Local" and the other to "Global".

Also:
- added undo push for moving bone to a layer
- protected Ikey for posemode to not show a menu without selection
2006-11-27 15:23:21 +00:00
0cd62a9298 NEW! Subversion control and test for future Blender binaries.
Next to the release code, a subversion number is written in the file
now. This is in the chunk GLOB, which is now in beginning of file.

Subversions can be used to have finer control over do_versions(), so you
don't have to wait for a release to patch stuff nicely. We can also
increase these subversions regularly to denote important changes.
If a subversion is not 0, it's being printed in the header, so a user can
also verify the state. (We might even tag cvs for it?).

Next to this, a minimum version and subversion number are written too.
From now on, if you change files in a way a past binary cannot read this
nicely anymore, you should set these minima to the current version.
This was especially added for the new mesh layers, which will not work
for older binaries once we make 2.43.
2006-11-26 21:17:15 +00:00
48a640f375 Small tweak in append/link Objects: the scriptlinks in Object then will
also invoke reading the python script.
2006-11-25 16:24:52 +00:00
604b423032 - Library linking feature: global undo/redo now doesn't read the linked
library .blend files anymore, making it a load faster to use.

- Fixed ancient annoyance; samples were not properly freed, giving a lot
  "Error Totblock" when using sound.
  This fix also involves removing an ancient NaN hack, which treated the
  samples as fake Library data in the Main database.
  But still, the Blender Sound and Sample code is horrible... :/
2006-11-25 13:07:28 +00:00
b389706042 Very rare error in file reading, sequence pointer magic could fail.
Found thanks to a solaris file.
2006-11-22 19:59:17 +00:00
Chris Want
0b0c8c9244 =Texture Plugins=
Added a callback instance_init() so that any particular instance of a
texture plugin can initialize data. Updated the clouds2 and tile example
plugins to have a (dummy) call back.
2006-11-22 15:53:46 +00:00
4cf4b4d0d2 Fix for loading UVs in linked meshes. 2006-11-21 16:54:00 +00:00
9f9d99ef8d This adds temporary upward compatibility for TFaces, until the 2.43 release,
by writing the old struct also.
2006-11-21 14:46:17 +00:00
e435fbc3c5 Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.

Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData


Replaced TFace by MTFace:

This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.


Removed DispListMesh:

This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.


Removed ssDM and meshDM DerivedMesh backends:

The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.


This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
047a71c32c Compositor: now the preview images in nodes are restored between undo/redo
steps, making it all look much nicer!
To keep this interactive, no re-calculate event is generated. A user has
to force that by editing nodes or click on a socket.
2006-11-18 13:25:42 +00:00
e348456b3d =ID Properties Compile Fix=
The sanity check I added for rare 64-bit cases where sizeof(int)==8
wasn't working so well; part of the code wasn't even committed
(the function BLO_test_64bits I wrote specifically) and since 64-bit
systems like those are so rare and since the code seemed kindof bad,
I just cut it all out.
2006-11-18 02:18:40 +00:00
4c5fcf136b =ID Properties Update=
This commit adds file reading/writing of ID properties to all ID types, 
and also adds python access for NMesh, Mesh, Scene and Image.  Note 
that the file reading code might need some more work for certain 
future/planned features to save right.  Also I updated a few comments in idprop.c.
2006-11-17 06:14:15 +00:00
8768707610 =ID Properties=
This commit adds supports for per-ID properties to blender.
See http://mediawiki.blender.org/index.php/BlenderDev/ID_Property
for more information on how it all works.

ID properties are accesable by python; but note that 
bindings have only been added to Object and Material thus
far.  However adding more bindings is easy and I plan
on adding several more hopefully within an hour of this inital 
commit.

A generic UI panel is also planned, that will go wherever its
needed; for example in the material buttons, editing buttons, etc.
I'll likely submit the initial code for that as a patch, though,
so matt and ton and others can go over it and make sure it's
all good. :)

VERY important, if you intend to use ID properties please
go to http://mediawiki.blender.org/index.php/BlenderDev/PropertyStandards
and start writing the appropriate standards for it.
2006-11-17 04:46:48 +00:00
9ab91ab361 New dupli-group feature: you can now set in Groups the layers you want
a group to show when used for duplicators. Is in the Object Buttons,
"Object and Links" panel. Note that the duplicator layer itself still
defines still visiblitily of entire group.
2006-11-14 17:16:15 +00:00
b39938dc75 New rule for append/reference Armature objects: the custom shapes get
automatically loaded as well.
2006-11-14 16:29:03 +00:00
c0e9d77188 Next level of Proxy support for animation: Proxy for duplicated groups.
Notes:
- Only referenced groups (from other files)
- Only 1 group (no more duplicates using same group yet)
- Only Proxy working well for Armature or Empty

Is going to be reviewed in Plumiferos team; but target is that this will
solve a major animation pipeline bottleneck :)

Usage; select group, alt+ctrl+p, pick an object you want to proxify.
2006-11-14 15:27:43 +00:00
feb210f08e Experimental feature, especially for the animation department:
THE OBJECT PROXY

Or simple said; local control of referenced data from libraries.
Having library files with references is a very common studio setup, and
Blender did do quite well in that area. Were it not that for character
setups it was impossible to use still.

This commit will enable a full rig+character to remain in the library,
and still have - under strict control - local access for animation edits.

Full log:
http://www.blender3d.org/cms/Proxy_Objects.824.0.html
2006-11-11 16:45:17 +00:00
9e717b59cb softbody review
1. UI review -> disabeling options when not available .. giving hints why ( even tried to give usefull tooltips )
1.1 give some more user control to the solving process  (mins,maxs).. optional feedback on the console

2. replacing ugly object level 'sumohandle' with SB (private runtime) level/pointer 'scratch'
which holds runtime data like cached collider data and more .. and it's thread save this way :)

3.related no 2.  write a 'private' history of collision objects to ease the 'fast' collider tunneling syndrome'

4. some <clean> optimizations, 3-BSP for self collision,  general AABB checking before ever going to collision details

5. some <dirty>  ( in the sense of do some inacurate physics noone ever will see ) little tricks to make things faster .. ..fuzzy collision situation bypass .. forward collision resolution
2006-11-10 23:09:16 +00:00
9a14548104 Old feature request: undo system now restores images without reloading.
Was surprisingly easy to add, compiant with file reading and undo code.

Currently only the Image->ibuf gets restored, and its opengl binding, so
for realtime texture it works nicely. Also texture images are not freed
inbetween undo steps

Notes:
- Painting textures will just keep the painted image, there's no undo
  yet for that
- If this works satisfying, I'll extend it to compositing previews

TEST IT WELL PLEASE! :)
2006-11-10 10:17:04 +00:00
7c6ffecfff Fixed bug #5174, Crash on sculpt mode undo
The fix adds support for storing edge/face/partial visiblity data to the sculpt
mode undo data. (This may also be useful for multires.)
2006-11-10 01:57:06 +00:00
f645e51256 Two minor code cleanups.
* Removed un-needed cases for limit loc/rot/scale constraints from expand_constraints, which caused a few compiler warnings

* Removed an odd character in one of the comments for constraints. (Hopefully there wasn't any specific reason why it had to be there)
2006-11-09 09:01:20 +00:00
0de4c3c0eb Long wanted feature for animators: option to lock a view to always show
a specific object, so you can see long walkcycles or actions well.

Option is per 3d window, in "View Properties" panel. It also can optional
lock a view to a single bone even!

Temporal movie for fun:
http://www.blender.org/bf/0001_0060.avi
2006-11-07 15:47:10 +00:00
f34bf8a0cd Patch #4980, by Joshua Leung (aligorith)
This enables finding data in the Outliner.
Usage: Fkey (partial strings), CTRL+Fkey (partial strings, case sensitive).
SHIFT+Fkey to repeat a search, this cycles around.

Extra changes:
- button popups to enter strings now starts activated.
- outliner either shows for Armature the Bones, or Posechannels or
  Editbones,  depending the mode. Was needed to make searches meaningful.

Although Joshua did very good work on the key functions, there were a couple
of issues in his code, and problems in Outliner code, that didn't make it
all work nicely. So, this is quite a revised patch. :)

Full review log can be found in the patch tracker.
2006-11-07 14:25:58 +00:00