Commit Graph

46797 Commits

Author SHA1 Message Date
a1ffb49e49 Fix T43120: Cycles mapping node rotation order is different from viewport
Root of the issue goes to the fact that since the very beginning Cycles was
using ZYX euler rotation for mapping shader node but blender was always
using XYZ euler rotation.

This commit switches Cycles to use XYZ euler order and adds versioning code
to preserve backward compatibility.

There was no really nice solution here because either we're ending up with
versioning code or we'll need to deal with all sort of exceptions from blender
side in order to support ZYX order for the mapping node. The latest one is
also creepy from the other render engines points of view -- that might break
compatibility with existing bindings or introduce some extra headache for them
in the future.

This could also become a PITA for us with need of supporting all sort of weird
and wonderful exceptions in the refactored viewport project.

NOTE: This commit breaks forward compatibility, meaning opening new files in
older blender might not give proper result if Mapping node was used.

Also, libraries are to be re-saved separately from the scene file, otherwise
versioning code for them wouldn't run if scene file was re-saved with new
version of blender.

Reviewers: brecht, juicyfruit, campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D973
2015-01-22 14:12:22 +05:00
82702db407 Expose shading node shading compatibility to the RNA
This way it is possible to probe shading compatibility of a given node from
python, making things like versioning code much easier to perform.

it's only valid for shading nodes, for other nodes the property also exists
but reads as an empty enum.

To access this compatibilities:

  node.shading_compatibility
2015-01-22 13:52:17 +05:00
Dalai Felinto
8ed439b89e bge.render.getStereoEye() and bge.types.LEFT_EYE/RIGHT_EYE
This function allows the user to run specific code for each of the
rendered stereoscopic eyes in the Game Engine.

The initial use case is to set the camera projection matrix in
a scene.pre_draw callback function for each eye, to be used in VR
(Virtual Reality) installations.

Reviewed by Mitchell Stokes and Campbell Barton, thank you guys.

Sample Test Python Script:
"""
import bge
import bgl
import blf

def init():
    """init function - runs once"""
    scene = bge.logic.getCurrentScene()
    scene.post_draw.append(write)

def write():
    """write on screen - depending on the eye"""
    width = bge.render.getWindowWidth()
    height = bge.render.getWindowHeight()

    # OpenGL setup
    bgl.glMatrixMode(bgl.GL_PROJECTION)
    bgl.glLoadIdentity()
    bgl.gluOrtho2D(0, width, 0, height)
    bgl.glMatrixMode(bgl.GL_MODELVIEW)
    bgl.glLoadIdentity()

    eye = bge.render.getStereoEye()

    if eye == bge.render.LEFT_EYE:
        blf.position(0, (width * 0.2), (height * 0.3), 0)
        blf.size(0, 40, 72)
        blf.draw(0, "Left")

    else: # bge.render.RIGHT_EYE:
        blf.position(0, (width * 0.7), (height * 0.3), 0)
        blf.size(0, 40, 72)
        blf.draw(0, "Right")
"""
2015-01-22 03:00:24 -02:00
1b1a6e0c92 error in last commit (missed in review) 2015-01-22 10:56:52 +11:00
64e869ed35 Outliner: use enum for outliner_data_operation()
No functional change, D997 by @lichtwerk
2015-01-22 10:49:10 +11:00
dda355442d Cycles: Support tube projection for images
This way Cycles finally becomes feature-full on image projections
compared to Blender Internal and Gooseberry Project Team could
finally finish the movie.
2015-01-22 00:41:42 +05:00
12ccac657f Cycles: Support sphere mapping for the image texture 2015-01-22 00:41:42 +05:00
7165db53f2 Cleanup of BGE code CcdPhysicsEnvironment::CallbackTriggers()
Refactored some code to be easier to read. Semantically the code is
identical.

  - Some conditions were negated to be able to return/continue early,
    rather than having the majority of the code inside an if-body.
  - Conditions were simplified (!(a == b)) turned into (a != b);
    repeated conditions calculated only once.
  - Unnecessary variables and one unnecessary condition were
    eliminated.

Reviewers: campbellbarton, lordloki

Reviewed By: lordloki

Projects: #game_physics

Differential Revision: https://developer.blender.org/D954
2015-01-21 18:43:05 +01:00
684942c2fe CMake/MSVC: Quotes around the path
D940 by @TeeTrizZz
2015-01-22 01:53:12 +11:00
3df93d063e Fix: Joining armatures loses drivers
Currently, when joining two armatures, the drivers of the armatures being merged
in are lost. This commit introduces a new AnimData API function for merging
animation data into another AnimData block.

NOTE:
* For now, this only copies the drivers over. As a result, manual effort will
  still be needed to go through and fix the drivers.

  I am working on automating that process, but it's more important that the
  drivers don't have to be created from scratch for now (since this is needed
  for the Goosberry rigging work).
2015-01-22 02:09:16 +13:00
f087e9930d Added new debug flag which can be used to lazy-init the SimDebug drawing.
A development addon can be used now to enable the debug drawing, without
the need to add UI code for this in the release files.

The SimDebug feature should also get an overall build flag and use
function stubs unless enabled. That way any possibility of overhead in
releases is eliminated.
2015-01-21 14:00:59 +01:00
a86482f81c Fix T43158: pixels in the 3d-view was mis-aligned
Change the pixel offset for regions, it make oversampling blurry when drawing pixel aligned values.
See T41749
2015-01-21 23:15:39 +11:00
47bf0934f5 Removed generic debug1..4 values from the cloth data.
These were used as UI buttons during development. If such parameters are
needed again later they should instead be added in the (now global)
SimDebugData and made accessible with a dev addon or so.
2015-01-21 10:07:11 +01:00
4422ecbb96 UI: support alt+wheel for expanded enums 2015-01-21 16:27:58 +11:00
julianeisel
17422124ec Fix T43247: Don't open pulldown when a popup overlaps it
Auto-opening of pulldown menus didn't take overlapping popups into account.
2015-01-21 03:51:18 +01:00
12bf84cbe4 BKE_screen: add BKE_screen_find_area_xy
Use from eyedropper & screen operators
also define SPACE_TYPE_ANY for readability.
2015-01-21 13:43:46 +11:00
6b655ca62c Cleanup: style 2015-01-21 11:57:11 +11:00
f67c6445e1 Cleanup SVG icon file, pass II.
Name each icon group from its define in Blender.

Simplifies searching for a given icon (in one way or the other), and could also be
useful one day in some scripting.

Also, removed/fixed more empty and stray groups...

Finally, found that we have several svg icons not linked to any defines, and one define
with no icon (dyntopo), would be nice to sort this one way or the other too.
2015-01-20 21:53:06 +01:00
9d9dc06014 Made SimDebugData into a single global instance.
This way it doesn't have to be stored as DNA runtime pointers or passed
down as a function argument. Currently there is now no property or
button to enable debugging, this will be added again later.
2015-01-20 18:32:06 +01:00
julianeisel
3356f3f0bb Outliner: "Show Active" - if active is a child, open tree to show child
Previously, if the active object was a child, "Show Active" only showed the
parent object. Now it also opens the tree to take children into account.

Patch D974 by @lichtwerk with some minor edits, reviewed by me.
2015-01-20 17:32:54 +01:00
408adfae8a Fix for BI rendering of hair spirals: Was not taking the extra points
into account.
2015-01-20 16:38:47 +01:00
8604ec9053 De-duplicate large block of shared code for GL vert attribs
Code in ccgdm_draw_attrib_vertex() was entirely the same as the top
portion of the code in cddm_draw_attrib_vertex(). Moved this code to a
new function, DM_draw_attrib_vertex().

ccgdm_draw_attrib_vertex() was removed in favor of calling
DM_draw_attrib_vertex(). cddm_draw_attrib_vertex() still does a couple
extra things, so it still exists but calls DM_draw_attrib_vertex().

In the interest of easy code review, no changes made to the code in
DM_draw_attrib_vertex() other than the new name and an added comment.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1010
2015-01-20 14:17:08 +01:00
58e5509da0 Fix UI glitch: Ctrl/Shift didnt refresh the UI 2015-01-20 23:16:03 +11:00
dfaf26412d Fix transform glitch: Ctrl/Shift didn't refresh 2015-01-20 23:16:02 +11:00
664ef69c9f Cleanup: use const 2015-01-20 23:16:02 +11:00
4a132abd9d Fix for crash when using virtual parent hairs and clumping.
The paths for parents and children are generated using the same function
with a rather obscure test to distinguish them. Modifiers (clump, kink,
roughness) should not be applied to parents though.
2015-01-20 11:42:33 +01:00
6e44e4181f Cleanup: warnings 2015-01-20 21:07:35 +11:00
06160adbf8 Code cleanup: Unused variable in RNA callback 2015-01-20 15:05:39 +05:00
02fad7dca4 Fix T42844: Compositor scale offset
Different interpolation methods in compositor could lead to 0.5 pixel offset in
final renders. This is because of some inconsistency in integer coordinates
which might mean pixel corner or pixel center.

Should be all fine now.
2015-01-20 15:02:35 +05:00
967f93d1c1 Fix error in freestyle api 2015-01-20 20:00:31 +11:00
b22a38786d Fixed merge errors. 2015-01-20 09:38:39 +01:00
c8912073e6 Fix for incorrect DNA field name in versioning, causes constant
resetting of clump noise size on reload.

Conflicts:
	source/blender/blenloader/intern/versioning_270.c
2015-01-20 09:30:33 +01:00
8ac20d1dee Use separate flags to enable/disable clump and roughness curves for
child hairs.

This allows disabling the curves temporarily without losing the setup.

Conflicts:
	source/blender/blenkernel/BKE_blender.h
2015-01-20 09:30:32 +01:00
1a918cb66e Fix for slow deformation-motionblur in Cycles using the new spiral kink
mode.

This was caused by variation of the number of keys on child hairs due
to shortening of hair curves based on euclidian distances. The other
kink modes also shorten hairs, but use the parametric distance instead,
which does not vary with deformation of hairs.
2015-01-20 09:30:12 +01:00
755734c12f Second variant of the copy-to-select operator for particles to only
copy the active particle system (and not remove existing in the process).
2015-01-20 09:30:11 +01:00
6d65107656 Make removal of existing particle systems on copying optional.
This will be most useful when copying individual particle systems
one-by-one (to be implemented).
2015-01-20 09:30:11 +01:00
04226e324e Added space selection option to the particle system copy operator.
By default this now copies from one object's local space to another
object's local space (instead of the previous world space). This is
more useful when transferring particles between objects, because it
doesn't require moving objects on top of each other, as long as they
have similar shapes.
2015-01-20 09:30:11 +01:00
53135f91d2 Removed debugging code. 2015-01-20 09:30:11 +01:00
0666de06f3 Fix for particle system copy: This has to make sure the ORIGSPACE data
layer is available.

Otherwise particle mapping to the new mesh cannot work with subdivided
and constructively-modified meshes.
2015-01-20 09:30:11 +01:00
2a3279bb87 Changed the workflow for the particle system copy operator to the common
active-to-selected pattern.
2015-01-20 09:30:11 +01:00
91b70d3c56 New operator for copying (hair) particle systems from one object to
another, including edit data (grooming).

This uses basically the same method as the existing connect/disconnect
feature. The main difference is that it allows working with multiple
objects and transferring the //particle/hair data// instead of the
//mesh// data (which is what connect/disconnect expects). This is a much
more realistic workflow when rigging, topology etc. changes and
groomed hair has to be transferred to the changed model.
2015-01-20 09:30:11 +01:00
8f9f55498e Removed unused particles pointer from particle edit data. 2015-01-20 09:30:11 +01:00
2fe96f3f88 New texture influence option for particle kink amplitude (as opposed to
frequency).
2015-01-20 09:30:11 +01:00
9698182227 Renaming "Kink" texture influence to "Kink Frequency" to be more
specific.
2015-01-20 09:30:11 +01:00
68608c5428 Spiral rotation axis was not always fully normalized, avoid an assert. 2015-01-20 09:30:11 +01:00
dcfa75bc89 Make random child length work again with the spiral kink mode. 2015-01-20 09:30:11 +01:00
c2a7f26cbc Add missing stub to the player, so buildbot keeps delivering gooseberry builds 2015-01-20 09:30:10 +01:00
6c908790e7 Allow clumping and roughness in Spiral kink mode as well.
This requires interpolating the parent key properties, because no single
parent key can be mapped to each key on the children any more.
2015-01-20 09:30:10 +01:00
90e46ae6c0 Optional randomization factors for the spiral radius and axis orientation. 2015-01-20 09:30:10 +01:00
76c7d693d9 Support in Cycles for the extra spiral keys in hair paths. 2015-01-20 09:30:10 +01:00