Commit Graph

19626 Commits

Author SHA1 Message Date
b1a05da291 re-project: operators for projecting from a view screenshot rather then a camera.
- new mode for projecting an image with the view matrix saved in the image id-properties rather then using the camera matrix.
 - operator to screenshot the view and create a new image with the view matrix stored in the image.

these will be used for better re-project integration and are not immediately very useful.
2010-03-06 19:46:21 +00:00
c0f56503bf disallow naming ID datablocks an empty string, this wont work, you cant select them in the ID user input and it can mess up writing files based on names.
also fixed some warnings.
2010-03-06 18:21:57 +00:00
c846136cd0 Full Path for GL include, fixing compile for scons.
Note: /include doesnt have a scons script yet, so fixing it this way.
2010-03-06 13:43:47 +00:00
a53ef075ae python api function for rna objects: object.as_pointer()
This means we can write low level apis in pyton or C where blender data is passed to external C modules without having to have blender support this directly.

Example use case is to get an image pointer then use ctypes to get the image buffer and pass it to a C image processing function.
2010-03-06 12:37:29 +00:00
1687a0b21e RNA/Py API from 2.4x
Image functions: reload(), update(), gl_load(), gl_free()
2010-03-06 12:02:27 +00:00
e3c10b9d08 Fixed memory leak caused by incorrect adding data to mesh's layer in nurbs_to_mesh(). 2010-03-06 10:22:27 +00:00
6bfbffef56 Bugfix for #21466, paste and copy ramps doesnt work
Fixed typo
2010-03-05 23:43:28 +00:00
1d21d6ca9a reproject
- use render mesh settings rather then view settings.
- fixed bug with brush size being overwritten and allowing non mesh objects to be projected onto.
- made the paint loop less messy & minor cleanup
2010-03-05 22:01:42 +00:00
0d9cb64624 reprojection
- blend in the projected image by its alpha rather then copy its alpha. this way you can easily mask out areas not to touch.
- undo was crashing.
2010-03-05 20:22:17 +00:00
6fd13b904c bug from own commit 27277, ortho wasnt being disabled in render data once set. 2010-03-05 19:57:10 +00:00
5658ef4501 Bugfix for #21452, Crashdown in Video Sequence Editor
Added some NULL checks
2010-03-05 19:35:17 +00:00
94d5b31b9d reproject operator, use to reproject edited renders back into textures.
- uses project paint options (UV bleed, normals, culling)
- bicubic interolation from the image
- multithraded

TODO.
project into multiple objects at once.
2010-03-05 18:19:32 +00:00
d0c70ad1d5 Constructive modifiers for curves and surfaces
Used approach with creating DerivedMesh for curves whet they've got such modifiers.

Available modifiers are: array, edge split, mirror, solidify, subsurf.
2010-03-05 16:47:52 +00:00
bf4d8ffe3a Fix #21458: tangent space normal maps didn't work correct in some
cases due to recent fix to avoid division by zero.
2010-03-05 15:36:05 +00:00
422241c4e6 Fix #21442: RNA mesh texture face layer was giving corrupt data while
in edit mode. Accessing this data would require editmesh wrapping, so
for now just don't allowed this to be accessed in edit mode.
2010-03-05 15:16:37 +00:00
d08c480cfe Fix #21374: OS X Makefiles missed optimization flags in 2.5 since at least
two years, got (presumably) commented out for some test and never added back.
2010-03-05 14:29:48 +00:00
f4298de8aa utility function object_camera_matrix, moved code from RE_SetCamera into this.
use for getting the render matrix of a camera (view plane, winmat, clipstart/end) without rendering.
2010-03-05 14:06:39 +00:00
19154014b8 remove viewfac from Render struct, its only used locally 2010-03-05 13:00:48 +00:00
b055e596cc Bugfix #21434: 'Ghost' for Rotation F-curves was not taking unit conversions into account, so the ghost curves were calculated+stored wrong 2010-03-05 11:35:15 +00:00
Dalai Felinto
8f5c9f64e2 Bringing back "Auto Start" option in the Game Menu.
It's (still) not working since the pool in the operator will not allow this operator to run without context.
For the window/area/screen has to be created somewhere (maybe in WM_init_game ).

I have no idea on what should be done to initialize it here, so if anyone knows how to proceed, please help here.
* side note: should we also have it as a command line option?
2010-03-05 10:37:55 +00:00
4eeb6b5755 re-arrange paint initialization (no functional change) 2010-03-05 10:26:23 +00:00
c2d6001598 minor change to dupli draw looping, no functional changes. 2010-03-05 08:53:16 +00:00
Dalai Felinto
1935a276b6 partial fix for: [#21400] bpy.ops.view3d.game_start() in a startup script (-P) crashes Blender
Creating a proper pool for the game_start() operator. I still want to find a way to force the start of a game from the commandline.
2010-03-05 07:42:46 +00:00
61e84a77b2 Patch #21459: Expose viewmat (in Region3DView) via the py API
Patch by Martin Burbaum (pontiac), with some changes from me

Added access to the View (from patch) and Perspective (additional change) matrices for 3D Regions in RNA. 

Also, made these non editable for now (my change), since although users might need to get these matrices to make it easier to determine any projections that may be needed for funky operator drawing-hacks to be done, there is almost certainly no need for changing those matrices...
2010-03-05 03:16:16 +00:00
9df5b624ae Bugfix #20574: New 3D View regions were all had their 'type' set to 'RGN_TYPE_UI', which meant that the same region contents would get drawn in instances all over, causing quite some confusion. 2010-03-05 02:43:40 +00:00
f7909598e4 Bugfix #21463: Bone driven Shapekey broken in 2.5Alpha2 (for drivers from 2.49b)
Animation conversion needed to make transform channel driver vars (for bones) to be in local space, since that's what the old code did (albeit in a slightly more roundabout way).
2010-03-05 01:29:56 +00:00
75bafb1fcc Bugfix #21215: Panning Properties header shows unnecessary space.
There was an additional 'magic number' offset for the header width, from the days when there was the frame number and subtabs in the header.

--

Removed an obsolete and commented out line.
2010-03-05 01:18:12 +00:00
4b744ad9cb using displist with dupli objects logic was flawed, it would only try and use a displist with a new object if the previous one worked with a displist.
rather then this, if the object changes, re-test if a displist is possible.
also check if the next object matches before making a displist else there is no point since it will be freed right after.
2010-03-04 15:58:27 +00:00
d425ac9059 minor fix to dupli drawing, compare with the previous drawn object (not the last object which may not have been drawn) 2010-03-04 14:59:20 +00:00
f5c8ba586f effector shape names: old/new --> point/plane 2010-03-04 11:17:13 +00:00
Dalai Felinto
790d6ca256 small png include adjustments (ifndef NOPNG ...).
* gameplayer is now probably not going to build without PNG turned ON.

To fix that it would be necessary to use #ifndef NOPNG  around the GPC_Canvas::MakeScreenShot.
Since I don't this function it's working in 2.5 yet it's better to wait for that before doing it.
2010-03-03 19:34:17 +00:00
ef0dd615c6 select roots of the hair verts when converting hair into a mesh. 2010-03-03 19:22:02 +00:00
Dalai Felinto
c5231858d4 fix for CMake compile in windows. ($PNG_INC was needed) - partial revert of commit 27251 2010-03-03 19:18:50 +00:00
5de69e9545 [#21436] Do not set BASACT to NULL when new base wasn't created in convert_exec
by Sergey Sharybin (nazgul)

(from the patch)
When new base wasn't created in convert_exec() function. BASACT will set to NULL, which is not convenient. For example,
u can't enter edit mode after converting curve to mesh. Now BASACT changes only if base for active object was changed.
2010-03-03 18:49:26 +00:00
f09efddcda fix for minor errors/warnings 2010-03-03 13:59:57 +00:00
ca7b6e2cd0 fix for more crashes with baked fcurves 2010-03-03 13:20:18 +00:00
58bf4b1ab5 baked fcurves would crash on deleting in the graph editor 2010-03-03 12:53:26 +00:00
74faed26fc marker/camera select, makes active as well as selecting. 2010-03-03 11:48:03 +00:00
0dfb6c4d0b bugfix [#21428] Particle number display offset 2010-03-03 11:40:12 +00:00
7e05205296 worldspace text locations & made some improvements to string formatting for particle number display. 2010-03-03 11:23:59 +00:00
560de5e6e5 set the context on importing bpy module. 2010-03-03 08:56:48 +00:00
Dalai Felinto
0cad3ae24c BGE 2D Filters: filters run per scene now (fix for [#18152]) - it (slightly) breaks backward compatibility !!!
Originally we had 2DFilters (m_filtermanager) stored in RenderTools. That way filters were stored globally and were being called once per each scene. This was producing two big problems: (1) performance and (2) flexibility of use.

(1) Performance - To run the filters 2X == 2X slower
(2) flexibility of use - Very often we want the filter in the scene but not in the UI for example.

For those reasons I believe that 2DFilters with multiple scenes was very useless or unpredictable. I hope they work fine now.
To make it work as before (2.4) you can simply recreate the 2dfilter actuators across the scenes.

* * * * *

Imagine that we have:
(a) Main Scene
(b) Overlay Scene

in Main Scene the Z Buffer and RGB will be from the main scene.
in Overlay Scene the Z Buffer will be from the Overlay Scene and the RBG buffer is from both [(a + 2D Filter) + b].

So in pseudo code if we have a,b,c,d,e scenes we have: (2DFilterE(2DFilterD(2DFilterC(2DFilterB(2DFilterA(a) + b) + c) + d) + e)
2010-03-03 06:38:47 +00:00
c26486f207 Make object stat consistent with the rest of counters (selected-total). 2010-03-02 22:19:32 +00:00
d088bd80ea Splash for testbuild update... 2010-03-02 19:24:20 +00:00
570f9ac0b5 Blender internal number upped to 252, so it matches testbuild
number 2.5 alpha 2
2010-03-02 18:49:09 +00:00
74fcd5b5d4 fairly horrid feature so Colin can see at a glance what cameras are enabled for switching.
draw timeline text 50% alpha when cameras are disabled.
2010-03-02 17:17:34 +00:00
ab2f7b5005 Ctrl+RMB on markers selects their cameras too 2010-03-02 16:57:39 +00:00
cb22649e0b convert to mesh (Alt+C), was failing in cases when MDef was used. make the mesh from the original rather then the copy. 2010-03-02 15:33:33 +00:00
aec7174a42 fix for OBJ exporting Texface images 2010-03-02 14:57:28 +00:00
da3802f559 Info Header: Non-blocking Info Messages
Reports (i.e. 'info' or 'errors') are now shown in the info header in place of the scene statistics if the last executed operator had some, with this info disappearing again once another operator is run (to show scene statistics again). 

For example, this means that info such as the the number of verts merged, or whether a Keying Set successfully inserted keyframes, etc. is now shown again somewhere, and that this is done in a non-blocking manner.

The current implementation is still a bit crude (i.e. lacking fancy polish), but is at least barebones functional. The todos...
* When more than 1 report message is generated by the last operator, there is currently a display of the number of reports. In future, it would be nice to be able to add a button beside this or make the label clickable with appropriate text indicating this (commented out atm) to show popup menu of all the reports...

* There could probably be some kind of coloured backdrop behind the text. Currently using standard box, but that has padding problems, and lacks visual interest.
* Timer based fade out/disappear?
2010-03-02 11:48:40 +00:00