Commit Graph

44882 Commits

Author SHA1 Message Date
98cb7ad237 Remove redundant NULL check 2014-07-14 14:23:23 +10:00
3b81aae5c1 BMesh: avoid redundant normalize comparing angles 2014-07-14 14:22:15 +10:00
d9f39257f4 Math Lib: add compare_len_squared_v3v3 from paint branch 2014-07-14 11:55:38 +10:00
d56e6bf1bf Math Lib: accept a limit of 0.0 when comparing vectors 2014-07-14 11:33:19 +10:00
a720c4715b Tooltip improvements for modifier functions 2014-07-13 21:52:35 +02:00
c7ba6eaacc Freestyle: minor docstring fixes. 2014-07-13 23:17:52 +09:00
0fc05c1c03 Followup to rB320b7a59c3eed: also handle background image ID refcount when duplicating/freeing View3D. 2014-07-13 15:16:01 +02:00
cfbc495b8d BMesh: minor speedup to BM_face_split_edgenet 2014-07-13 13:53:08 +10:00
15a6911dd1 BMesh: remove error check on radial loops and consistent naming 2014-07-13 12:58:08 +10:00
c04f301fc3 Replace BLI_SMALLSTACK_FREE with fake user (quiet warnings in msvc) 2014-07-12 16:48:52 +10:00
5e3e095e2e Code Cleanup: use const 2014-07-12 09:09:24 +10:00
984d6c8677 BGE debug API and actuator
This patch adds some new debug methods to the KX_GameObject for manually adding the debug list and bge.render for controlling the debug visualization.
It also adds a new debug actuator, which allows to control the same functions.

This patch is a updated version of T33701.

Thread on Blenderartists:
http://blenderartists.org/forum/showthread.php?264745-Debug-proerties-for-added-objects-patch&p=2256018&viewfull=1#post2256018

Reviewers: moguri

Reviewed By: moguri

Differential Revision: https://developer.blender.org/D635
2014-07-11 16:00:14 -07:00
9327816593 Correct error in BM_face_split_edgenet when no faces are split 2014-07-12 08:44:19 +10:00
db1ab7b150 Fix potential bug in loop normals code.
Even if we cannot use computed lnor, we still have to empty the fan stack of lnors!
2014-07-11 19:52:43 +02:00
4097f9c3c4 Another attempt for T40981, clipping border does not work with GLSL on
ATIs.

This is actually a test to see if this can be enabled on ATI cards.
According to various sources, newer ATI cards supporting GLSL 3.0
support gl_ClippingDistance in shaders, which is the forward compatible
way to do custom clipping.

This fix will bind 6 additional varying variables on ATIs, which may
lead to some shaders not compiling due to limiting out of those
variables, or to performance degradation. Also I do not have an ATI
handy to test.

Having those in mind, this commit may well be reverted later.

Clipping planes are usually 4 (6 is for cube clipping), but making
shaders depend on viewport state is really bad, and would lead to
recompilation, so I took the worst case here to avoid that.
Hopefully driver does some optimization there.
2014-07-11 19:17:40 +03:00
Dalai Felinto
1aabbf8476 View3D Walk: Use scene gravity instead of hardcoded value (fix T40921)
Differential Revision: https://developer.blender.org/D636
2014-07-11 11:44:05 -03:00
Dalai Felinto
92c8dd16df View3D Walk: Rename gravity by gravity_state (cleanup) 2014-07-11 11:43:39 -03:00
4633e655dc Fix T41019: Calculate Mass does not calculate actual volume.
This was a ToDo item, for mesh-based rigid body shapes (trimesh, convex)
the operator was simply using the bounding box volume, which can grossly
overestimate the volume and mass.

Calculating the actual volume of a mesh is not so difficult after all,
see e.g.
http://research.microsoft.com/en-us/um/people/chazhang/publications/icip01_ChaZhang.pdf

This patch also allows calculating the center-of-mass in the same way.
This is currently unused, because the rigid body system assumes the CoM
to be the same as the geometric object center. This is fine most of the
time, adding such user settings for "center-of-mass offset" would also
add quite a bit of complexity in user space, but it could be necessary
at some point. A number of other physical properties could be calculated
using the same principle, e.g. the moment of inertia.
2014-07-11 12:16:32 +02:00
78d38a9033 BLI_array: avoid mixing terms count/length 2014-07-11 15:30:42 +10:00
315609ec0c Fix T40257: Frustum culling not working properly
This is mostly the same fix as before, but now code depending on culling
checks is executed after KX_Scene->CalculateVisibleMeshes(). As a
side-effect, LoD checks and animation culling now use the current
frame's culling information rather than the previous frame's.
2014-07-10 22:14:30 -07:00
d419e2e90c WM: add WM_operator_properties_create_ptr
Call operator types directly and avoid a lookup when their known.
2014-07-11 15:07:55 +10:00
dd9a33dc83 Add mesh tool to split faces by wire edges (face menu)
This can be used in a similar way to the knife tool, but the edges are manually setup first.
2014-07-11 10:32:33 +10:00
48abc65c39 BMesh: new face splitting function BM_face_split_edgenet
This takes a face and an edge-net, splitting the face into regions
defined by the edge-net.
2014-07-11 10:29:53 +10:00
19f89a083f Fix for invalid memory access in graph editor when deleting the last
vertex in a fcurve.
2014-07-10 13:03:05 +02:00
a1aa96940c Revert "Fix T40257: Frustum culling not working properly"
This reverts commit 978dba4616. The change
still doesn't provide accurate culling information, and actually breaks
animation culling.
2014-07-09 22:36:55 -07:00
3a9e588d1a Fix T40909: BGE softbodies broken.
Looks like softbody settings got lost in a recent cleanup.
2014-07-09 21:32:33 -07:00
a498d88918 Attempt to mitigate issue T40981
Clipping border causes a software fallback on ATIs. We have disabled it
in that case but from minor digging on the net seems like Intels support
this, so enable.
2014-07-09 21:24:37 +03:00
f5caab2cf7 Fix T40997, artifacts when unhiding part of the mesh in dyntopo.
Tagging a face as hidden should not be done only when hiding.
2014-07-09 20:13:22 +03:00
b617d6d5e6 Fix T40991, mirrored armatures not restored properly when cancelling.
Issue here is that we force mirroring even if original armature is not
mirrored.

We could be smart and store only unselected mirrored bones here (since
those will get restored from transdata), however not all properties were
getting stored and restored; rolling bones still suffered from the bug
for instance.

To fix this we need to restore all properties that armature mirroring
overrides. Transdata obviously does not offer a lot of space here, so I
used TransInfo->customdata to store an array of initial parameters of
the mirrored bones.
2014-07-09 19:58:56 +03:00
f14e740dee Implement Start Resolution for preview render in BI
So now viewport render resolution division works exactly the same as in Cycles.
2014-07-09 19:55:40 +06:00
2af99b7437 Cleanup: silent C++11 warning (implicit double to float conversion) in Collada code. 2014-07-09 15:12:48 +02:00
e81b1c54d2 Cleanup: get rid of magic numbers. 2014-07-09 15:12:48 +02:00
e34e0c2c26 Fix T40939: Border render and SSS doesn't work correct in rendered viewport
There were some missing updates in the viewport render job which lead to
wrong SSS mapping on the final resolution.

There was also wrong scaling applying when border render is used.

And last but not least(?) strands render was using first level of the
resolution leading to really thick strands in the final viewport.
2014-07-09 18:26:47 +06:00
c9ac51ec1f Fix T40164: Linking a Group of linked Groups don't take Dupli Visibility
correctly.

Problem was that object layers are defined by duplis as the top-level
duplicator layers. This happens //during// the duplilist construction,
which breaks group layer checks for subsequent instances and hides them.
Now the duplilist generators leave Object DNA untouched, the
modification of layers for drawing, rendering, etc. happens afterward
in the duplilist_apply/restore functions, as a kind of second pass.
2014-07-09 12:25:54 +02:00
6c70559f58 Fix T40980: Exporting animation in MPEG Matroska using ffv1 and FLAC codecs fails 2014-07-09 15:44:16 +06:00
08eac0c367 Add bone_groups.new() and bone_groups.remove() methods to RNA.
To do so, matching BKE 'API' was also refactored a bit:
* Get Pose data instead of Object, as parameter;
* Removed some sanity checks not needed at such a low level (callers are supposed to do that);
* You can now remove an arbitrary bone group, not only the active one.

Based on patch by pkrime (Paolo Acampora), with own edits.

Reviewers: #python, pkrime, aligorith

Reviewed By: aligorith

Differential Revision: https://developer.blender.org/D522
2014-07-09 10:28:40 +02:00
02eb03f868 Freestyle: fix for crash in the constructor of freestyle.types.StrokeVertexIterator. 2014-07-09 14:52:08 +09:00
9c48ea3979 Math Lib: add function to get signed angle about an axis 2014-07-09 11:15:08 +10:00
f4484daed3 Correct IS_EMPTY macro
also prevent reading from BM_ELEM_API_FLAG_ get/setters
2014-07-09 07:53:43 +10:00
330633f063 Fix T40785: "Select Grouped" Pass Index mode is redundant.
Revert "Object Select Similar tool now has a Pass Index option."

This reverts commit 7a6919a74e.
2014-07-08 16:18:04 +02:00
06d943cfd6 Fix T40983 Particle Texture use of generated coordinates is wrong.
Particle texture eval was not taking the actual texture space for orco/
generated textures into account at all.
2014-07-08 13:44:58 +02:00
a5902fb276 Fix T40986: crash on using the viewer node inside of group nodes.
Viewers were activated both inside the active group as well as the top
level tree (the latter being a quick fix for getting a fallback viewer).
This caused a race condition on the shared viewer image.

Now the active viewer is defined at node conversion time in the converter
so that only one can be active at a time without each node having to
follow complicated rules for exclusion.
2014-07-08 12:51:35 +02:00
ea1f1fe0c2 BLI_string, dont pass unicode to ascii BLI_str_partition functions 2014-07-08 06:06:34 +10:00
1f43b083a9 BGE: Fix for applyImpulse function
This is related to task T29419. Credit also goes to Goran Milovanovic
(goran) for proposing an initial fix for this issue.

The issue is the current behavior of applyImpulse doesn't match the behavior
described in the documentation as instead of a impulse point in world coordinates,
it seems to require a coordinate in a local space.

Additionally, applyImpulse function isn't consistent with similar functions (applyForce, applyTorque, etc)
as it doesn't allow  to choose in which space (local or global) the impulse is applied.

Now, we have the following function:

applyImpulse(point, impulse, local=False)
being "point" the point to apply the impulse to (in world or local coordinates). When local is False will
have both point and impulse in World space and when local is True will have point and impulse in local space.

Reviewers: moguri, dfelinto, brita_

Reviewed By: moguri

Differential Revision: https://developer.blender.org/D567
2014-07-07 08:06:39 -07:00
a472a544d3 Fix compilation error with Freestyle after recent DAG changes 2014-07-07 16:29:04 +06:00
180a7acd41 Fix T40775: Clearing material texture slot through Python does not update 3D View render 2014-07-07 15:38:40 +06:00
aa620b5fed Fix T40791: Changing path to movie file does not mark the project as changed 2014-07-07 15:27:24 +06:00
2fe0cf54a5 Fix T40712: Duplicators don't generate orco and UV coordinates in Cycles viewport preview.
Fix T39286: Display percentage ignored in Cycles viewport.

The threaded depsgraph update changes included a cleanup of the global
is_rendering flag, which was replaced by a general EvalContext being
passed to dupli functions.

Problem is that the global flag was true for viewport duplis before
(ugly hack), which was used as a check for generating dupli orco/UV from
mesh data layers. The new flag is stricter and only true for actual
renders, which disables these attributes and breaks the Cycles
Texture Coordinates and UVMap nodes.

The solution is to extend the simple for_render boolean to an enum:
* VIEWPORT: OpenGL viewport drawing (dupli tex coords omitted)
* PREVIEW: Viewport preview render (simplified modifiers)
* RENDER: Full render with all details and attributes

There are still some areas that need to be examined, in particular
modifiers seem to totally ignore the EvaluationContext!
Instead they generally execute without render params from the depsgraph
(BKE_object_handle_update_ex) and are built with render settings
explicitly.

Differential Revision: https://developer.blender.org/D613
2014-07-07 10:54:14 +02:00
7481d2aad1 Follow-up to my last commit: Fixed a wrong property name in the versioning code. 2014-07-07 16:53:30 +09:00
f4cf84507b Fix T40877: Bezier Hook to New Object does not work properly 2014-07-07 13:44:24 +06:00