Commit Graph

263 Commits

Author SHA1 Message Date
7609370d50 Bugfixes:
- Sync Markers option works for local markers (or any other list of
markers in future) too now.
- Apply Pose to Restpose operator now displays a warning if an action
was found (warning about the action now being invalid)
2011-03-14 10:45:42 +00:00
Nathan Letwory
0ff06e21cd doxygen: blender/blenkernel tagged. 2011-02-27 20:40:57 +00:00
2e5eb41522 pedantic warning cleanup, also remove texspace_edit() since its been added using a different method. 2011-02-27 08:31:10 +00:00
Nick Samarin
c5f6a01dd5 synched with trunk at revision 34793 2011-02-16 17:07:18 +00:00
Lukas Toenne
69e72ea427 Removed the internal_select parameter from ntreeCopyTree. This was used just in one place when duplicating nodes, which is not an actual copying of the tree. The node duplicate operator now copies selected nodes itself. 2011-02-11 09:37:58 +00:00
0d8416acc7 minor edits, no functional changes.
- BGE was getting MCol array and not using it.
- use list lookup functions for getting constraint from pose bone.
- use const char * in more places.
2011-02-07 22:48:23 +00:00
926f168e44 AnimSys Todo: Scene/CompoNode Driver Hacks
Drivers for Scene, World, and Compositing Nodes now "work" (well,
sort-of)! Previously they were strictly restricted to object-
accessible data only; now they can function across the board (give or
take some weak spots).

Although there is still no depsgraph support so that these properties
update properly when their source controls are changed (this will
probably require a lot more work), they can still update under other
circumstances (i.e. frame change and/or manual refresh flushing via
mouse movement, etc.)

As the depsgraph tagging support is lacking, these just get always
executed for now, which might potentially be quite sluggish, though it
is hoped that there are so few of these top-level datablocks with
drivers hooked up that this is barely an issue in practice. At least I
haven't noticed any substantial slowdowns for animation playback, so
it should probably be fine.
2011-02-07 12:28:04 +00:00
04299657a7 Raytrace modifications from the Render Branch.
These should not have any effect on render results, except in some cases with
you have overlapping faces, where the noise seems to be slightly reduced.

There are some performance improvements, for simple scenes I wouldn't expect
more than 5-10% to be cut off the render time, for sintel scenes we got about
50% on average, that's with millions of polygons on intel quad cores. This
because memory access / cache misses were the main bottleneck for those scenes,
and the optimizations improve that.

Interal changes:

* Remove RE_raytrace.h, raytracer is now only used by render engine again.
* Split non-public parts rayobject.h into rayobject_internal.h, hopefully
 makes it clearer how the API is used.
* Added rayintersection.h to contain some of the stuff from RE_raytrace.h
* Change Isect.vec/labda to Isect.dir/dist, previously vec was sometimes
  normalized and sometimes not, confusing... now dir is always normalized
  and dist contains the distance.
* Change VECCOPY and similar to BLI_math functions.
* Force inlining of auxiliary functions for ray-triangle/quad intersection,
  helps a few percentages.
* Reorganize svbvh code so all the traversal functions are in one file
* Don't do test for root so that push_childs can be inlined
* Make shadow a template parameter so it doesn't need to be runtime checked
* Optimization in raytree building, was computing bounding boxes more often
  than necessary.
* Leave out logf() factor in SAH, makes tree build quicker with no
  noticeable influence on raytracing on performance?
* Set max childs to 4, simplifies traversal code a bit, but also seems
  to help slightly in general.
* Store child pointers and child bb just as fixed arrays of size 4 in nodes,
  nearly all nodes have this many children, so overall it actually reduces
  memory usage a bit and avoids a pointer indirection.
2011-02-05 13:41:29 +00:00
89c9aaaa25 remove references to BKE_utildefines where its not needed.
- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
2011-01-07 19:18:31 +00:00
8f21a43535 split BKE_utildefines.h, now it only has blender specific defines like GS() MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
2011-01-07 18:36:47 +00:00
c046ae14be Fix for multiple modifier stack calculations per frame.
Since 2.5x blender has been using CD_MASK_BAREMESH for updating objects since object_handle_update() no longer has access to G.curscreen to calculate the mask from viewports.

The problem with this is after an initial calculation, CD_MASK_MTFACE may be required on draw, so it would recalculate the modifier stack multiple times per frame.
One case which caused this is armature animated mesh with texface in a dupligroup.

Fix this by having customdata_mask member in the scene, this isn't great design but at least fixes the bug and only changes a few files.
2010-12-23 04:16:31 +00:00
902b239aa8 no functional changes: SETLOOPER macro assumed a scene was defined called 'sce' used to loop over, now make this an argument, helps to make it clear what's going on. 2010-12-17 15:37:59 +00:00
eecfc0fbb2 bugfix [#25208] randomize transform doesn't work on objects with keyframes
Surprising this wasnt noticed in a much more obvious case:
 - Key Location, Move, Rotate, Undo-Rotate >> Resets to keyed location as well.

This was happening because DAG_on_load_update() was called on read_undosave(), flagging 'ob->adt->recalc |= ADT_RECALC_ANIM;'

Fix by adding an option to DAG_on_load_update(), not to recalculate time flags.
2010-12-16 19:26:54 +00:00
b110c7c8f2 Dependency graph: changed DAG_id_flush_update to DAG_id_tag_update. Now it
only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.

This should help performance in python and animation editors, by making 
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
2010-12-05 18:59:23 +00:00
223e70467e bugfix [#24777] Scale both markers and keyframes at the same time?
sync marker option worked for translate and extend but not for scale in the dope sheet.
2010-11-18 05:05:06 +00:00
7045ef617f - many settings in a new scene didn't match the startup.blend defaults, copied into scene.c.
- view3d metaball panel wasn't updated for rna name change 'location' -> 'co'
2010-11-18 03:03:17 +00:00
51dcbdde03 use 'const char *' by default with RNA functions except when the value is flagged as PROP_THICK_WRAP.
Also use const char in many other parts of blenders code.

Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
2010-11-17 09:45:45 +00:00
db4c2b8016 remove unused scene members 'jumpframe' and 'ima' 2010-11-09 10:40:03 +00:00
7a62c05204 bugfix [#24403] Object.copy() duplicates armature action
now duplicating ID data wont duplicate actions by default and the user preference is used with duplicate operators.
2010-11-09 09:53:17 +00:00
4d37cf90b9 remove G.sce, use G.main->name instead.
Both stored the filename of the blend file, but G.sce stored the last opened file.
This will make blender act differently in some cases since a relative path to the last opened file will no longer resolve (which is correct IMHO since that file isnt open and the path might not even be valid anymore).

Tested linking with durian files and rendering to relative paths when no files is loaded however we may need to have some operators give an error if they are used on the default startup.blend.
2010-10-18 06:41:16 +00:00
8268a4be71 most unused arg warnings corrected.
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
2010-10-16 14:32:17 +00:00
e88b8dac7b [#22825] Copy Scenes with Audio Strip Crash. 2010-10-04 15:31:04 +00:00
Nick Samarin
90ab716cd5 synched with trunk at revision 32129 2010-10-03 16:28:28 +00:00
d1759639dc - remove unused includes IMB_*, BIF_* & MEM_*
- remove MEM_guardedalloc.h from header files (include directly)
2010-08-16 05:46:10 +00:00
0738ae7688 2.5: more removal of G.main. 2010-08-13 14:23:44 +00:00
Nick Samarin
f09cd6974e synched with trunk at revision 31065 2010-08-05 13:54:56 +00:00
8c75853bb6 bugfix [#23164] Copied Scene Nodes!
copying a scene would still have nodes point back to the old scene which would crash (in some cases) or break rendering.
2010-08-05 10:50:38 +00:00
708ef64663 include cleanup, no functional changes
- removed DNA_brush_types.h from DNA_scene_types.h (and some other similar cases)
- removed DNA_wave_types.h (never used)
- removed Main.wave
2010-08-04 04:01:27 +00:00
f3cca3e192 2.5: more G.main changes. 2010-08-01 12:57:01 +00:00
5fa7d1c1b4 2.5: code changes to reduce the usage of G.main and pass it along
or get it from the context instead.
2010-08-01 12:47:49 +00:00
b51350fb4f Fix #22959: uv selection mode was not initialized correctly for new scenes. 2010-07-28 13:19:02 +00:00
7275ba728d fix for another case where object editmode data could be lost when switching scenes. 2010-07-23 18:42:15 +00:00
Nick Samarin
c6ea23c77c synched with trunk at revision 30597 2010-07-21 20:54:53 +00:00
Nick Samarin
81021db4f9 synched with trunk at revision 30243 2010-07-14 07:35:39 +00:00
8ee36e1da5 - fix for eternal loop with metaballs in set scenes.
- next_object() now loops through all set scenes, not just the first one.
- removed F_SET, rather them having a mode for looping on a set, just use the set when the first scene ends.
- metaballs can now glob between scenes however there are still some depsgraph issues that existed before.
2010-07-13 16:06:51 +00:00
Nick Samarin
36e27b0765 Added operator for generating navigation mesh for selected blender objects 2010-07-09 22:16:52 +00:00
6fcacf077d - duplicating a scene now duplicates all strips (not just selected ones)
- python change, dont import 'bpy' by default, initially I thaught this would make scripting easier but it ends up being annoying when you want to register a script or if you want to import it. (more trouble then its worth to save 1 line, also not very pythonic).
2010-07-08 14:30:43 +00:00
8c042f779f Bugfix #19221: Layer animation not working
Now object layers and scene-base layers are now always synced. In 2.4x, they were only synced if there was animation for layers, but it's probably not worth checking for this these days...

Finally we can close this bug report :)
2010-07-05 01:11:25 +00:00
9c4e3a7b6b bugfix [#22724] "Scene" switch on the console doesn't work 2010-07-05 00:00:40 +00:00
03fa4bb999 Partial cleanup of timing system, with some guidance from Joshua:
* Fractional frames support has been changed to use a new var, scene->r.subframe. 
This is a 0.0-1.0 float representing a subframe interval, used in generating a final float 
frame number to evaluate animation system etc.
* Changed frame_to_float() and some instances of bsystem_time() into a convenience function:
float BKE_curframe(scene) which retrieves the floating point current frame, after subframe
and frame length corrections.
* Removed blur_offs and field_offs globals. These are now stored in render, used to 
generate a scene->r.subframe before render database processing.
2010-06-27 05:39:55 +00:00
f3ffb22598 error in fix for ID property copy 2010-06-25 12:17:35 +00:00
7b36b2ebbb - duplicating a scene now duplicates its sequence strips too.
- bugfix for copying a scene with FFMPEG properties set (wasnt copying the ID properties, could crash blender)
- relative path option for adding sequence strips and replaceing images.
2010-06-25 12:04:04 +00:00
4c81019823 Move some sequencer functions about, no functional changes.
- Remove SEQ_DESEL, better not have a flag which includes ~, use ~SEQ_ALLSEL instead.
- Rename recurs_dupli_seq -> seqbase_dupli_recursive
- Rename deep_dupli_seq -> seq_dupli_recursive
2010-06-24 10:04:18 +00:00
Nick Samarin
c92d0dfdf6 Added:
- obstacle culling for correct simulation in 3d
- flag for steering actuator termination on reaching target
- path recalculation period
- advance by waypoints (for path following)
2010-06-18 23:48:52 +00:00
fe3d388af2 Changes to scene updating with set scenes.
The most useful effect of this is that set scenes can take the simplify settings from the current scene (render team doesnt have to worry about animators simplify settings).

details...
- updating on frame change now passes the parent scene to object update function. (this was alredy happening for updating tagged objects)
- set scenes objects update first so scenes can depend on set objects however this only happened at once level, now set scenes are updated recursively, so deepest level is updated first.
- collision objects used to only look through the current scene, now set objects are included.
2010-06-18 14:14:13 +00:00
Nick Samarin
0183d55108 Added parameters for obstacle avoidance simulation: for object - flag for creation representation in simulation(OB_HASOBSTACLE) and obstacle radius (obstacleRad), for scene - obstacle simulation type (obstacleSimulation); added ui for new parameters 2010-06-10 00:19:06 +00:00
eff8c83a1d Fix [#22503] Can't create any objects in new scenes. 2010-06-05 00:21:26 +00:00
8f1500da00 remove config.h references, was added for automake build system rev around 124-126 but isnt used by any build systems now. 2010-04-18 10:28:37 +00:00
953d938ad1 Testing for the need to quick cache was causing slowdowns on files with many duplis.
* The test is now only done when some object that uses cache has actually changed.
* The added scene->physics_settings->quick_cache_step is only an internal counter, not a user changeable value.
2010-04-13 20:06:55 +00:00
d4340289a6 Set Scenes and Physics
- objects in a set scene now are evaluated with the frame from the current scene.
- pointcache now loops over all set scene objects.
2010-04-02 14:57:12 +00:00