Commit Graph

3973 Commits

Author SHA1 Message Date
0185e24861 Make linked animdata working again, copies NLA too, as well as ObData animdata where types match 2010-01-10 20:23:59 +00:00
8fedb7d65f Bug [#20572] Crash Blender - Gkey in Video Sequence Editor
Missing null check in durian fcurve hack (always enabled for some reasons)
2010-01-10 19:19:22 +00:00
04dec46c6a Color management fixes
Now it's a bit more robust, tagging images with profiles when they're loaded, 
which then get interpreted later on by conversion functions. Just Linear RGB 
and sRGB profiles at the moment, same as before.

This commit fixes Martin's problem with EXRs and Multilayer images loading/
saving too dark, and it also makes the sequence editor work correctly with it too.

Also fixes:
[#19647] gamma correction with color management is reset when resetting Curve
[#19454] 2.5: Dither does not work when Color management is enabled
2010-01-09 00:16:35 +00:00
9ceed4043f Fix #19659, #20387, #20489, part of #20565. VBO's in edit mode were not
working well, and no one seems to be fixing it, so I've just removed the
code for this. It has to be replaced eventually for bmesh anyway.
2010-01-08 17:53:17 +00:00
1f1245a92a Remap Relative paths save option.
If you have a blend file and want to save in a new directory enabling this will save with the paths corrected relative to the new directory.
2010-01-08 17:50:55 +00:00
14646a143b Fix #20613: crash with subsurf+shrinkwrap+smooth modifiers. 2010-01-08 17:38:16 +00:00
a868e8623c - RNA support for returning copied strings from functions, flagging strings as PROP_THICK_WRAP does this.
- scene.render_data.frame_path(frame=num), returns the output path for rending images of video.
- scene.render_data.file_extension, readonly attribute, gives the extension ".jpg", ".mov" etc
- player support was guessing names, use the above functions to get the actual names used, accounting for #'s replacing numbers.
2010-01-08 13:52:38 +00:00
28b1824fd0 Bugfix #20605: Shape key values not keyable from mesh data panel. Keyable from Datablock browser.
See the bugreport comments for full breakdown of the fix. 


--

The change in brush.c is to get blender compiling again, after my previous commit which tried to fix a compiler warning related to this (but in the header file instead).
2010-01-08 02:02:52 +00:00
cddd784e44 Grease Pencil: Lock current frame option
It is now possible to make Grease Pencil Layers to keep displaying and editing the current sketch-frame with this option. This allows to draw a frame which contains markings made for different times (i.e. a spacing/timing chart that you can keep adding to as you scrub to different points on the timeline).

Use the clipboard/camera toggle (the one beside the visibility toggle) to enable. This should get an icon of its own at some point...
2010-01-08 01:39:41 +00:00
f3a6474537 Animation Visualisation Cleanups - Part 2:
* Finished baking code for motion paths, generalising it so that it works for both Objects and Bones. 
It is based on the old code for baking bones, although I have modified the updating code to use a more 'correct' method of updating dependencies. However, this may turn out to be too slow, and another API method should be added for that...

* Moved some of the old version-patching code for animviz settings out of the drawing functions, instead doing this on the version patching proper.

* Added RNA support for the new AnimViz types, and included RNA access via their users too. The old settings have still been left in for now, since there are still some things not ready to use yet.

----

* F-Curve's with sample points (i.e. sounds to F-Curves) now perform linear interpolation between sample points instead of using constant interpolation.
2010-01-07 22:54:05 +00:00
6426a43c3c Make scene optional in BKE_write_ibuf (only used for stamping) 2010-01-07 16:57:17 +00:00
bce42d6b5e group instance still didnt work in some cases, now tag ID flag when linking as well as appending so its easy to know if an ID is newly added or not. 2010-01-07 16:19:38 +00:00
d3a718dc2f fix for own but in recent driver optimization [#20580] Driver Crasher rev [25763]
recalculate names when needed
2010-01-06 22:42:13 +00:00
83f677d9cf Fix #20519: shrinkwrap modifier doesnt work with subsurface modifier.
Fix #20516: subsurf modiefier+pressing add for smoke sims results in crash.
Fix retopo not working correct on subsurf mesh.

Various deforming modifiers were not correctly taking into account that a
derivedmesh is not necessarily a CDDerivedMesh, made utility functions for
this now.
2010-01-06 12:05:46 +00:00
4ba5b70d2f Node editor tweaks
* Cleaned up dead code, removed all traces of socket selection

* Modified border select so it's possible to have border select on mouse tweak.
With this change, by default, click+dragging on a node will select and move it, 
but click+dragging on empty space will border select.
2010-01-06 03:00:19 +00:00
06e6011ae9 Restored Compositor 're-render single layer' functionality (buttons on renderlayer comp nodes).
This works with operator properties - if you pass the name of a scene and renderlayer to 
the screen.render operator, it will render that layer as a single layer re-render.
2010-01-06 00:09:07 +00:00
d51e0594fb sanity check that prevents crashing when syncing poses,
attempted to do a partial sync with pose mode however this seems not easy at all since connected data gets lost, parents are invalid etc.
2010-01-05 19:34:19 +00:00
6fb1d0e6a3 More Driver Fixes:
* Fixed Driver version-patching code to work correctly again with the new system.

* Fix for bug #20484, by adding a new driver variable type ('Transform Channel') which makes it easier to use object/bone transforms as in the past. The main differences with using this (compared with the 'Single Prop' type) are that this allows for 'final' transforms to get used instead (i.e. constraints are also taken into account), and also that this variable type can only be used for transforms (more limited scope -> less flexibility -> point-n-click goodies can follow). Mancandy now loads correctly again.

* Added toggle for local vs worldspace transforms when working with Rot/Loc Diff variable types, and also for the newly added Transform Channel

* Removed some dead code from sequencer...
2010-01-05 11:59:12 +00:00
22c32973e7 IDGroup utility function to copy a group inside another one 2010-01-05 03:29:41 +00:00
a9861e3381 Durian Request: Drivers Recode
Highlights:
* Support for Multi-Target Variables
This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that.

* New Variable Types
With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones).

* New Driver Types
In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to.

* Fix for Driver F-Curve colouring bug 
Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used.


Notes:
* This commit breaks existing 2.5 files with drivers (in other words, they are lost forever). 
* Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later.
* Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
29f90af19c Fix: curve reset for brushes now gives proper smooth curve as default,
also moved brush curve presets code into curvemapping code.
2010-01-04 17:28:37 +00:00
5dd7b4d490 Sculpt:
* Fix #20482: grab brush + size pressure sensitivity don't work
  together, disabled the pressure sensitivty for that case now.
* Fix for smooth brush messing up mesh sometimes, smooth factor
  is now clamped to reasonable range.
* Fix #20449: smooth brush + mirror modifier could crash.
2010-01-04 16:53:32 +00:00
d92a6f140d copy modifiers, as "Link Modifiers" - in Ctrl+L menu. difference between copy and link is vague especially since particle systems are ID data. 2010-01-04 16:26:07 +00:00
7a67b662bd * Tweaks for node editor Make Links (F key)
Testing a new method that hopefully will be faster to use than finicky socket 
selection - now just select multiple nodes and press F - available output sockets 
on the selected nodes will get automatically connected to the active node.

It works for one socket type each time, to avoid getting lots of extra connections 
when you join up, but as a shortcut you can easily press F again to connect up 
other socket types. For example, to connect a render layer node (with vector pass) 
to a vector blur node, select the render layer then the vector blur, and press F 
three times to connect up the Image, Z and Vector sockets. It now also 
preferences sockets with the same name to connect up first.

There's also another option (ctrl F) which will replace existing input links, rather 
than only connecting up links to available input sockets.


* Also changed socket link knife cut to a more convenient shortcut - Ctrl LMB tweak
2010-01-04 04:26:28 +00:00
f02dde5de7 Patch from Raul Fernandez Hernandez - volume render multiple scattering fixes
Also: Changed 'Spread' value to be proportional to the light cache voxel grid 
(i.e. 0.5 spreads half the width of the grid), so that it's independent of light 
cache resolution. This means that results should be similar as you increase/
decrease resolution.
2010-01-03 23:45:13 +00:00
c6e40798fb Stickness factor for particle collisions, patch submitted by Raul Fernandez Hernandez (farsthary). 2010-01-03 14:51:34 +00:00
251ef0a47f Changes to Brush texture workflow
This changes how textures are accessed from Brushes, with the intention of simplifying 
the workflow, and reducing the amount of clicking. Rather than the previous texture slots 
(which didn't work as a stack anyway), brushes now have a single texture linked. Rather 
than taking time having to set up your slots in advance, you can now select and change 
textures directly as you sculpt/paint on the fly. For complex brushes, node textures can 
be used, or for fast access, it's easy to make a duplicate of your brush with the texture 
you like and assign a hotkey.

Brush textures can now be chosen from a new Textures panel in the brush tool 
properties - click on the thumbnail to open a texture selector. This is done using a new 
variation on the ID template - the number of rows and columns to display in the popup 
can be customised in the UI scripts.
2010-01-03 08:37:18 +00:00
ca4a5f309e solidify supports original mapping, so enable in the modifier.
this means you can select the copied face (as with the mirror modifier)
2010-01-03 05:49:56 +00:00
bf6fc75161 freeing particle modifier would access freed memory (only to tak the psys to be deleted), set to NULL after freeing and check before tagging. 2010-01-03 04:35:51 +00:00
a7d268d38e Cessen Rigging Request: "Copy Transforms" Constraint
This constraint simply copies the transformation matrix of the target, and assigns it to the owner.
2010-01-02 04:14:17 +00:00
4ab4d2dd20 Fix some build warnings 2010-01-01 15:48:14 +00:00
e6f26957ea Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)

Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...

Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
174eccf078 Huge new year audio commit!
* Refactored the whole audaspace library to use float as sample format over all readers.
* Added new Readers like the linear resampler, envelope, lowpass, highpass and butterworth.
* Note: The butterworth filter isn't working correctly, some bug in there... Maybe also true for the envelope.
* Added a sound to f-curve operator that behaves mostly like the soundtracker script of technoestupido.
2010-01-01 05:09:30 +00:00
74829be79a Fix for [#20430] Boids options for Flying and climbing do not work
* Boids didn't yet use global gravity
2009-12-30 15:58:59 +00:00
Dalai Felinto
e37e3845a1 BGE: stereoscopic settings changes: (1) eye separation is the UI (2) focallength uses camera focallength
Now the default eye separation value is 0.10 (reasonable for games with 1 meter == 1 B.U.
The focallength used is the camera focal length (DOF settings). It allow you to even use different focal lengths for different scenes (good for UI)

In order to change it you can change the camera focal length or use Rasterizer.setFocalLength.
If you use the Rasterizer method it will use this value for all the cameras.

ToDo:
- Blenderplayer settings
- Update wiki documentation (any volunteer)?

* Note to stereo fans:
I don't have a real stereo environment to test it (other than cheap cyan-red glasses). If you can give it a try in a more robust system and report bugs or problems with BGE current system please let me know. I would be glad to help to make it work 100% by the time Blender 2.5 is out.

For the record, BGE is using the method known as 'parallel axis asymmetric frustum perspective projection'. This method is well documented here:
http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/stereorender/
2009-12-29 15:47:20 +00:00
5cd837a562 * speedup for animating bones, in one scene with sintel and a dragon animated its over 4x faster.
* utility function BLI_findstring to avoid listbase lookup loops everywhere.
  eg: 
    ListBase *lb= objects= &CTX_data_main(C)->object;
    Object *ob= BLI_findstring(lb, name, offsetof(ID, name) + 2);

* made some more math functions use const's, (fix warnings I made in previous commits)
2009-12-29 15:40:26 +00:00
8177f343a0 - object.add_shape_key(name="Key", from_mix=True)
- ensure new shape key names are unique
- Transfer ShapeKey now can have its settings changes (redo operator)
2009-12-28 18:03:04 +00:00
32656ad4ba moved shape key insert function into BKE_object.h 2009-12-28 15:26:36 +00:00
860e46082f Assorted Animation/RNA fixes:
* Fix for compiler warning in mesh.c from previous commit
* Fix for wrong name for dopesheet filter button used for meshes
* Added RNA defines for the default values for quaternion and axis-angle rotations, so that clearing these to their default values "does the right thing (TM)"
2009-12-28 03:45:24 +00:00
03c1e4374b Fix for [#20032] outliner cuts off long names after pasing them
The system that ensures unique ID names chopped off the end 
of the name to add a number suffix (.001 or so) regardless of 
whether it already had a number or not. In this particular case, 
(no suffix number) it now just shaves off the last letter of the 
name until it's unique.

I've been testing this patch here for a while, and seems to work 
properly, if anyone would like to have a quick look over this 
commit and doublecheck, that would be great too.
2009-12-28 01:31:47 +00:00
be55097353 Mesh Animation + Depsgraph Tweaks:
* Mesh data/settings can now be animated. It is not recommended that geometry be animated directly, but other settings such as autosmooth, etc. can be...

* Code cleanups for depsgraph, making sure that drivers get included for all object data types.
2009-12-28 00:52:31 +00:00
ff31d2d65c Try to get soft body to curve working 2009-12-28 00:07:24 +00:00
310d417334 Curve/Nurbs/Font Animation Bugfixes:
* NURBS and Font animation data now appear in the animation editors. 

* Fixed depsgraph tagging code for determining if the AnimData attached to object data blocks (i.e. animation for curve or lamp data) needs to be tagged for updates on frame changes. This means that animating curve settings now works.
2009-12-27 23:37:13 +00:00
d5592fe254 fixes for errors/warnings found with cppcheck 2009-12-26 20:23:13 +00:00
20ab9a4d9b Particles bug fix: Particle birth location between frames weren't calculated correctly for moving emitters as the functionality of where_is_object_time has changed a bit in the new anim system. 2009-12-26 15:59:07 +00:00
7a19832a78 Fix for [#20294] Switching to particle mode after changing number of hair particles causes blender to crash.
* Particle edit mode wasn't freed when the particle amount was changed.
2009-12-26 00:17:54 +00:00
fc066a6a5d Fix for [#20458] Segmentation fault when trying to enable Hair dynamics
* The hair mesh vertex index was stored as a short, but vertex counts can easily go higher than what fits in a short so changed this to an int.
* Also removed particle life looping, which didn't work correctly anyways. Similar functionality will become available when I get to recoding reactor particles into a better system.
2009-12-25 23:51:29 +00:00
99e3423a50 fix for accessing invalid memory when loading a new file. 2009-12-25 23:50:35 +00:00
b0b3e27471 Particles bug fix: using virtual parents for child particles crashed in some cases. 2009-12-25 22:58:11 +00:00
4dd3e6c360 support for registering operators using the same internal rna api as panels, menus, headers & render engines since there was a fair bit of duplicate functionality.
will remove the old system and update scripts next.
2009-12-24 16:10:26 +00:00