Commit Graph

28305 Commits

Author SHA1 Message Date
Brecht Van Lommel 8bfa48384d Cycles: checker texture node, patch by Thomas. 2012-01-08 14:55:43 +00:00
Brecht Van Lommel 4487103e61 Color:
* Accelerated sRGB <=> linear conversion using lookup table, this can speed up
  loading of images in the compositor and simple renders quite a bit.
* Dithering now uses the Floyd-Steinberg algorithm. Previously it would simply
  randomize each pixel slightly, adding noise, now that should be reduced.

Patch #29309 by David M.
2012-01-08 13:55:53 +00:00
Lukas Toenne 3dead22c73 Improved auto-hiding of unused sockets for collapsed nodes.
Instead of generally hiding all unused sockets in collapsed mode, the sockets now have a new explicit flag SOCK_AUTO_HIDDEN, which is only toggled when the hide_toggle operator is called. This way the auto-hidden sockets stay as they are when nodes are duplicated etc. The new flag is necessary to distinguish between manually hidden sockets (via hide_sockets_toggle operator) and automatically hidden sockets and restore the node state when unhiding a node.
2012-01-08 10:23:19 +00:00
Alexander Kuznetsov d6e0d0fd89 Fix for [#28978]
Disabling mode switching in panning in 2d as it is disabled in 3d also.
Apparently, it is a not good idea to call modal method from a modal method as the last won't be canceled.
2012-01-08 05:10:52 +00:00
Joshua Leung fd889253e4 Code cleanup
Removing some old + unused stuff that's not coming back. For example, the code
for the old "specials menu" used everywhere/all contexts.
2012-01-08 04:14:13 +00:00
Sergey Sharybin 491fe9df19 Fix #29568: Blender restores deleted scene
Special notifiers used for scene deletion which lead to undo pushes
after SCENE_OT_delete operator happening with scene still present in
the mainfile. That was a reason why operator redo used to restore
scene.

It's not so obvious why special notifier type is needed for scene
set and deletion -- it confuses undo system without having some
obvious advantages. Using "direct" scene deletion and setting
seems to be working fine so let's see if there'll be some issues
with this.
2012-01-06 17:32:20 +00:00
Diego Borghetti 5ba14fd210 Move glTexEnvi to draw__start/draw__end.
As Campbell point, this is to avoid call glGet/glTexEnvi
on each character.
2012-01-06 16:40:57 +00:00
Sergey Sharybin 667ae778b9 Fix #29743: Video sequencer wipe effect bug
Blur width used to be calculated quite strange depending on current angle.
Also, it used to be using wrong formula to calculate distance between
current point and boundary line which made blur width almost useless.

Now actual blur width is doesn't depend on angle and use corrected formula
for distance calculation which makes blur width slider behaves more
predictable.

This commit might make old files using wipe+blur be rendered a bit differently,
but don't think it's indeed issue because old behavior was crappy to setup
something useful so don't think this setup was used a lot.
2012-01-06 10:08:46 +00:00
Campbell Barton 68fd186586 use warnigns for all msvc configurations 2012-01-06 05:13:36 +00:00
Joshua Leung 1e23a2ba33 Bugfix [#29806] World nodetrees not included in Animation Editor filtering
This was mostly only a problem when using Cycles, where NodeTrees are used to
control the world settings.

Also needed to knock out a few remnants of some bygone attempted optimisation
attempts which were preventing this from working (i.e. if a world block didn't
have any animdata, it's child nodetree would never get seen/tested). These
worked ok in the past, but are not that flexible for extension.
2012-01-06 04:03:31 +00:00
Thomas Dinges 4831c9f115 Cycles/Material list:
* Don't display "Node <none>" message in the material list, when new shading nodes are used.
2012-01-06 01:07:13 +00:00
Thomas Dinges 33ba505ef4 Properties Window UI:
* Some tweaks to the stamp panel to make it more compact. 
* Remove "Stamp" Prefix for the color values, redundant info.
2012-01-05 23:49:57 +00:00
Campbell Barton 0239333f0c fix error building without openexr 2012-01-05 23:36:03 +00:00
Brecht Van Lommel f6620d0097 Fix #29723: wrong IOR for raytraced refraction after reflection inside mesh,
patch by Juha Maki-Kanto.
2012-01-05 22:41:56 +00:00
Campbell Barton 0a4c4d1d1a correct error in own commit r43159, unintentionally removed NULL check 2012-01-05 22:14:38 +00:00
Sergey Sharybin f7647dc96d Fix #29796: Poor screencast quality with any AVI Codec
Looks like some codecs depends on valid PTS set for frame to encode
frame in right way. PTS is calculating based on current frame number
appending to stream which is stored in render data.

So use rd.cfra in screenshot_startjob() instead of keeping own variable
for reporting current frame number.

Now codecs should be happy and work nice.
2012-01-05 18:03:48 +00:00
Brecht Van Lommel 5233aea8fb Fix mistake in recent refactoring, dither needs to be float not int. 2012-01-05 17:50:34 +00:00
Brecht Van Lommel 6278016892 Fix #29801: various compositing nodes not working correct after translate,
e.g. separate HSVA node.
2012-01-05 17:50:25 +00:00
Brecht Van Lommel de4befb075 Code refactoring: split render result related functions into separate file. 2012-01-05 17:50:09 +00:00
Campbell Barton a46feb5b8f no need to recalculate normals after setting smooth flags, for a short time the flag was used for vertex normals but not anymore. 2012-01-05 15:45:57 +00:00
Campbell Barton 7f555daa64 print message for unknown args to make it clear that these are not recognized. 2012-01-05 11:02:27 +00:00
Campbell Barton 472396945e add _default versions of sequence sound functions since most of their uses passed along the same args from sequence strips. (no functional changes) 2012-01-05 10:34:50 +00:00
Campbell Barton 8a9650e620 disable recent attempt to static link mingw DLL's causes errors for some users.
also remove break statement, mistake on last commit.
2012-01-05 10:05:24 +00:00
Campbell Barton 05436e9a45 replace double prints in readfile.c with a BKE_reportf wrapper 2012-01-05 09:50:07 +00:00
Campbell Barton 890c97ca40 more edits to r43145,
- remove redundant check in new prop operator which is covered by operators poll func.
- use get_ob_property to get the object prop in BL_ConvertTextProperty() rather then looping for it.
2012-01-05 06:34:14 +00:00
Campbell Barton e039a631a9 add bpy collection method .find(key), so you can get the index of an item in a collection, -1 if not found.
use this to replace bge text ui py function.
2012-01-05 06:05:45 +00:00
Dalai Felinto 8d55b7bf0e BGE Font Object: fix for relative path not working AND packed fonts not working
[I don't think anyone has ever reported those, what makes me slightly sad but carry on ;)]

Those fixes introduce a more generic function to load a font before calling BLF_load.
I think it should move to be part of Blender util routines or BLF itself.

For the time being here will make it. Once we get <builtin> font working we go for this.
Thanks Diego Borghetti for the usual assistance with blf.
2012-01-05 06:02:42 +00:00
Dalai Felinto be025ea319 This patch creates an interface for ["Text"] properties in Font objects.
Interface:
http://www.pasteall.org/pic/show.php?id=23785

Simple test file:
http://www.pasteall.org/blend/10616
(I'll commit this to the text suite later)

Code Explanation:
---------------
(1) it adds a toggle to add/remove a "Text" gameproperty.
 - internally this property is just another game property (so we can find it within the game.properties lookup).
 - the property itself has no 'value', the interface shows the content of ob.data.body instead (why? because gameproperties are per object, while the text is per data).

(2) at BGE converter time it sets the current value of the object.data.body to the ["Text"] property.

(3) if you change object.text (bge text property) it automatically convert ["Text"] to a CStringValue.

*** that means if the original property was a CIntegerValue, it will be converted to CStringValue forever ***

* the only to do I can think of is to add a warning at doversion time if user has ["Text"] property for a Font object *
* when that happens we print a warning in console/popup.*
2012-01-04 21:40:00 +00:00
Sergey Sharybin cd84a43334 Camera tracking: added depth object to Follow Track constraint
If this object is defined, object with Follow Track constraint would be
projected into surface of this depth object.
If object is not set or there's no projection onto it, projection plane
calculated based on original object position would be used.

This allows to make cheap facial mocap.
2012-01-04 17:20:08 +00:00
Sergey Sharybin 829216325d Fix #29764: Crash when border rendering in sequencer. (Not Cycles related)
Sequencer render context should be as large as the whole frame when rendering
using border without clipping.

Can be implemented in more clear way but it'll require more global refactoring.
2012-01-04 15:28:03 +00:00
Sergey Sharybin a4604c457d Camera tracking: more accurate track preview widget
- Added 1px extra margin to deal with bicubic interpolation nicely
- Code should be a bit more clear now
2012-01-04 15:25:43 +00:00
Sergey Sharybin 49cf3c76a9 Camera tracking: fixed snap cursor to selection operator when witness camera is active 2012-01-04 11:20:50 +00:00
Sergey Sharybin 4ec69b1071 Fix #29671: Issues with .mts video files
Video frame decoding used to leave packet reading cycle before frame
is fully decoded in cases frame is encoded by several packets.
2012-01-04 09:27:34 +00:00
Sergey Sharybin 388da558ed Camera tracking: fixes in Link Empty to Track and Bundles to Mesh operators
- This operators always used to work with tracks for camera
- Properly set camera and object fields to Follow Track constraint
- TrackingObject.tracks is now pointing to actual list of tracks for
  camera objects.
2012-01-04 09:19:39 +00:00
Campbell Barton 0bdbdc35b0 de-duplicate wave modifier texture function.
cmon - copying large functions between files is obviously stupid, dont do it!
2012-01-04 05:39:56 +00:00
Campbell Barton 520cb6f452 replace wave spesific enum with generic onces 2012-01-04 05:24:01 +00:00
Campbell Barton b1719ecf20 edits to UV project modifier which make it easier to sync with bmesh. 2012-01-04 05:13:29 +00:00
Campbell Barton a02f89c2ad bugfix - get_texture_coords() used by wave/warp/weight modifiers could initialize a verts coords from the 4th UV of a triangle face. 2012-01-04 04:56:06 +00:00
Morten Mikkelsen 3b8404ac53 derivative maps must take into account that texture scales can be negative 2012-01-03 22:27:30 +00:00
Morten Mikkelsen aa1325ef55 calculate factor before using MAX2 macro 2012-01-03 22:18:52 +00:00
Morten Mikkelsen 5fbd6223c5 derivative maps were not working correctly with UV scale (the texture setting size) 2012-01-03 22:09:22 +00:00
Diego Borghetti b197a7ea69 Fix:
[#25834] no color of textobjects in game engine when combined with
	   textured objects
  [#26893] Curruption of displayed text (debug properties/fps info or bgui)
	    when using animated/tile uv mode

The first bug was beacuse a bad mode on the texture environment, now
we save the current glTexEnvi, set the one that we need, draw and
restore the original at the end.

The second was because a missing call to glLoadIdentity for the
texture matrix and as we do before, now we do a gl-Push/Identity/Pop
for this matrix to.

The first problem was solved by Kanttori and the second by Dalai.
2012-01-03 19:41:36 +00:00
Campbell Barton f0e3c3c68f fixes to mathutils from Andew Hale
- docstring edits
- normalize ignores W axis as its supposed to.
2012-01-03 14:34:41 +00:00
Joshua Leung 268ca6b2f7 Code cleanup - removing some ugly/obsolete stuff I came across while hacking
some other stuff earlier
2012-01-03 10:55:46 +00:00
Thomas Dinges 434c1e6df8 Remesh Modifier:
* Fix for Campbell's "option to build without remesh modifier for cmake and scons" commit, this broke scons!
2012-01-03 04:03:41 +00:00
Campbell Barton 4e98dbe528 error in recent commit - disallow selecting hidden verts. 2012-01-03 02:45:03 +00:00
Campbell Barton dcdcaf25ba fix [#29761] Texture painting with interpolation ignores use alpha
reporter - Shawn Zilbert (enigmatic) included patch.
2012-01-03 02:26:32 +00:00
Joshua Leung 8983d68fd8 Bugfix [#29629] UV animation stops working forever if Edit mode entered
Thanks Sergey for the patch!

This bug, and many like it would arise because at some point a F-Curve would get
detected as being unable to be resolved (when trying to display its name in an
Animation Editor), so gets tagged as being "disabled". It was assumed that such
channels usually belonged to deleted data or stuff that wouldn't be able to be
resolved again for a long time. However, in cases like UV settings, they may
only be unavailable temporarily.

As a compromise, this patch clears this disabled flag if a channel is found to
be now working when (in the process of finding out its name when redrawing an
Animation Editor) it can be resolved, in the same place where the disabling was
taking place. This doesn't work fullproof in tests I've done, but should be
nicer than before.
2012-01-03 02:11:11 +00:00
Nicholas Bishop 0eb8a384c9 Remove some silly variable copies that stuck around from a previous refactor. 2012-01-02 19:01:16 +00:00
Campbell Barton 1e18da32fb replace:
CTX_data_pointer_get_type(C, "object", &RNA_Object).data
with api call:
  ED_object_context(C)

... since getting the context object is such a common operation.
2012-01-02 17:15:24 +00:00