Commit Graph

1356 Commits

Author SHA1 Message Date
6cd62026b9 - Previews for composite nodes didn't scale correct for portrait sized
images (should make it narrow then)

- Forgot to press 'save' for changes in Juho's flip node, previous commit
2006-11-15 16:55:40 +00:00
3959fbcf1f Patch #5166, Juho V (bebraw)
New Composite Node: Flip (X/Y/both)
2006-11-15 15:18:06 +00:00
5d8efc9756 Patch #2307, by Bob Holcomb
Loadsa new compo nodes, most added in new menu "Mattes".

- Seperate into YCC
- Combine YCC
- Seperate into YUV
- Combine YUV

- (Chroma) Difference Matte
- Chroma Key
- Luminance Key

- Color Spill correction

Main problem is missing docs still... Bob is working on it, he'll also
make tooltips for all buttons.
Some UI things might change too, like more clear names.
2006-11-15 14:41:04 +00:00
e50112d441 Bugfix #5230
Vertex Parent option didn't have index correction for editing Meshes.
That caused the parenting to flip around when you deleted or added stuff.
2006-11-15 11:10:00 +00:00
a3c1c543f6 == Action Editor ==
A Plumiferos wishlist item: Markers working in the Action Editor too.

* The user can choose between displaying the scene markers (i.e. the
markers shown in the timeline) or the markers specific to each action,
by using the next list box on the action editor header. This is specific
to each instance of the action editor.

* The display of the markers currently still needs improvement. At the
moment, the triangle icons + text are drawn below all the last row of
keyframes. As such, I've made it draw yellow vertical lines which
span the height of the action editor, to also indicate markers.
Comments on this and also help getting the triangle thingies to 'float'
above the bottom scroll bar are warmly appreciated.

* There are a few minor update issues with editing a marker in the
timeline and the markers in the action editor which will be fixed soon.

* There are also a few hotkeys to still add.

Enjoy!
2006-11-15 10:41:28 +00:00
ed25eb9d9e Group Proxy: now drivers from proxy to Shape keys work :) 2006-11-14 21:06:11 +00:00
85c90b4951 Fixes in commit for Group Proxy feature;
- Groups with hidden parts didn't render OK
- Layer buttons sent out wrong events
2006-11-14 20:41:38 +00:00
a8ca44ea41 Bugfix in group-proxy, Deleting objects didn't reset proxy pointers. 2006-11-14 18:50:23 +00:00
9ab91ab361 New dupli-group feature: you can now set in Groups the layers you want
a group to show when used for duplicators. Is in the Object Buttons,
"Object and Links" panel. Note that the duplicator layer itself still
defines still visiblitily of entire group.
2006-11-14 17:16:15 +00:00
c0e9d77188 Next level of Proxy support for animation: Proxy for duplicated groups.
Notes:
- Only referenced groups (from other files)
- Only 1 group (no more duplicates using same group yet)
- Only Proxy working well for Armature or Empty

Is going to be reviewed in Plumiferos team; but target is that this will
solve a major animation pipeline bottleneck :)

Usage; select group, alt+ctrl+p, pick an object you want to proxify.
2006-11-14 15:27:43 +00:00
1113df4a9a Totally ancient year zero bug:
Deleting one object that's referenced from other file crashes when this
object still was pointed to by other referenced data.
2006-11-13 21:43:09 +00:00
Ken Hughes
2e133599da Python API:
Bugfix #5075: make curve.update() recalculate bezier curve handles.  This
would/should be called after changing the handles of a BezTriple.
2006-11-13 21:14:48 +00:00
b771cd9ca8 Two tiny compositor annoyances;
- Image Node: after loading new file it didn't update the header name
- File-out Node: header color suggested there was only 1 'active', which
  it isn't.
2006-11-13 16:43:45 +00:00
a43ba01c84 Fix for bug #5220: crash on edgeloop delete. 2006-11-13 15:36:33 +00:00
6c941bb3e1 Bugfix #5217
Call to refresh Image Icon on load should not be done for background
renders... crashed blender then.
2006-11-13 13:32:52 +00:00
fb9f21b614 Set the default material preview type to 'sphere' for newly added materials. 2006-11-13 01:24:46 +00:00
bbfb7e5483 bugfix
crash with duplicated softbodies
in copy_softbody() scratch pointer was not initialized to NULL in copy
did not know that function exists at all
2006-11-12 16:51:29 +00:00
e4a1eb4e09 Added custom vertex data support to editmode. Only used for vertex groups
now, others can be added later (sticky, shape keys). Beside one small fix
for knife exact vertex group interpolation, is intended to work the same
as before.

Also fixes bug #5200, related to editmode undo and vertex groups. And
corrects the editmode to faceselect mode selection conversion, that was
broken in a previous commit.
2006-11-11 23:23:15 +00:00
c41823cdb6 Compile error fix for last commit, using an undeclared variable. How GCC
allowed this to compile I have no idea.
2006-11-11 17:18:42 +00:00
feb210f08e Experimental feature, especially for the animation department:
THE OBJECT PROXY

Or simple said; local control of referenced data from libraries.
Having library files with references is a very common studio setup, and
Blender did do quite well in that area. Were it not that for character
setups it was impossible to use still.

This commit will enable a full rig+character to remain in the library,
and still have - under strict control - local access for animation edits.

Full log:
http://www.blender3d.org/cms/Proxy_Objects.824.0.html
2006-11-11 16:45:17 +00:00
97f892b86b Added custom face data support in edit mode. The code used to do this is
the CustomData module from the modifier stack rewrite, but with additions
to make it also usable in edit mode. Some of the datatypes from that
module were move to a DNA header file, they are not saved to file now, but
will be soon.

The only code that wasn't abstracted is the uv collapse / merging code. It
is rather complicated, will look into that in the future.

There should be no user level changes.
2006-11-11 16:38:37 +00:00
9e717b59cb softbody review
1. UI review -> disabeling options when not available .. giving hints why ( even tried to give usefull tooltips )
1.1 give some more user control to the solving process  (mins,maxs).. optional feedback on the console

2. replacing ugly object level 'sumohandle' with SB (private runtime) level/pointer 'scratch'
which holds runtime data like cached collider data and more .. and it's thread save this way :)

3.related no 2.  write a 'private' history of collision objects to ease the 'fast' collider tunneling syndrome'

4. some <clean> optimizations, 3-BSP for self collision,  general AABB checking before ever going to collision details

5. some <dirty>  ( in the sense of do some inacurate physics noone ever will see ) little tricks to make things faster .. ..fuzzy collision situation bypass .. forward collision resolution
2006-11-10 23:09:16 +00:00
68a2f29db3 Cleanup of evaluation code for Copy Rotation and Limit Rotation constraints.
Made them use the new the two new math functions I've added in arith.c (in
various patches) - Mat4ToEul and LocEulSizeToMat4 - cutting down on the
amount of code reuse.
2006-11-10 23:00:31 +00:00
7ce7d0e7d3 Bugreport in irc:
The Preview panel in UV window, for compositing, sets a 'crop' flag in the
scene when used. Somehow this flag can hang when you switch screens or
close windows. Or even worse, it crashed on renders.

This commit ensures that the compositor survives and gives error prints.
The real issue, hanging flags on closing windows, has to be solved still.
2006-11-09 12:06:06 +00:00
afc880bb45 Oops, added the #define in wrong line. Now displace modifier is back! 2006-11-09 10:12:26 +00:00
5782a80d70 Bugfix #5044 revisited
Displace modifier crashed when used on Curve, the fix removed the flag
that accepts curve objects, but apparently then a flag to accept meshes
has to be added. (eModifierTypeFlag_AcceptsMesh).

Thanks Michael Crawford for notifying this fix.
2006-11-09 08:48:24 +00:00
911362841b Feature: Group duplicators now are recursive, so group-duplid can be
grouped and become a new duplicated group, and so on.

IMPORTANT NOTE!
- no check for eternal loops, so I've hardcoded limited it to 5 levels
- no support for animation or deformation/modifiers/constraints

So, only fun for the props and architecture department :)
2006-11-08 21:20:38 +00:00
011f531359 Modified the way booleans preserve face data, and cleaned up some
duplicate code. Also removed redundant files from the bsp module,
that where replaced by boolop last year, no sense in updating them
for these changes. On the user level things should still work the
same, this is only preparation work.

Not counting the removed files, -1501 lines of code, not too bad :)
2006-11-08 20:14:04 +00:00
376851268a - Action Modifier; paths now support Speed curve.
http://download.blender.org/demo/test/2.43/0001_0150_speed.avi
  By default the Speed maps in the range 0-100 frames, since there's
  not an actual time relationship here.

  IMPORTANT: this didn't work before, and default Curve Paths have a
  speed Ipo, so past saved scenes will work different now!

- Speed curve points are now drawn on the 3D path as well. With select
  info for selected points, if Curve Object is active.

- Duplicating Objects with NLA ActionModifiers now also correctly copies
  object pointers, so a duplicate works as expected.
2006-11-08 10:51:27 +00:00
7de24b7ea8 MSVC compiler is non-posix for some string operations...
Created a BLI_strcasestr and used existing BLI_strcasecmp in code now.
2006-11-07 16:27:31 +00:00
de7b03aca7 Fix for bug #5176: Crash when using display mode "Draw Sharp"
This was a sculpt mode merge problem: the G_DRAWSHARP and G_SCULPTMODE flags
had the same value, so Blender thought it was in sculpt mode when "Draw Sharp"
was turned on, leading to segfaults.

I have moved the G_SCULPTMODE flag to an unused value.
2006-11-07 05:32:39 +00:00
b48c514db8 Added an option in the IK constraint to disable stretching, useful
in rigs with layered IK constraints. Also removed the tolerance
setting, this value wasn't used in the solver anymore.
2006-11-06 23:51:37 +00:00
8e97a2955b Merged Google Summer of Code sculptmode/multires/retopo tools.
From the tracker:
https://projects.blender.org/tracker/index.php?func=detail&aid=5018&group_id=9&atid=127
2006-11-06 01:08:26 +00:00
0d64b4a9f5 - removed debug ouput for particle loading 2006-11-05 19:44:00 +00:00
3bea663ffa - bugfixes
#4742 exported normals are now correct
  #4821 & 4956 for complex movements in/outflows can now also
  use the animated mesh option
- new features
  * isosurface subdivision: directly
    creates a finer surface mesh from the simulation data.
    this increases simulation time and harddisk usage, though, so
    be careful - usually values of 2-4 should be enough.
  * fluidsim particles: extended model for particle
    simulation and generation. When isosurface subdivision is enabled,
    the particles are now included in the surface generation,
    giving a better impression of a single connected surface.
    Note - the particles are only included in the final surface
    mesh, so the preview surface shows none of the particle
    effects.
  * particle loading: different types of particles can now be selected for
    display: drops, floats and tracers. This is a bit obsolete
    due to the extensions mentioned above, but might still be useful.
    Floats are just particles floating on the fluid surface, could
    be used for e.g. foam.
  * moving objects impact factor: this is another tweaking option,
    as the handling of moving objects is still not conserving
    mass. setting this to zero simply deletes the fluid, 1 is
    the default, while larger values cause a stronger
    impact. For tweaking the simulation: if fluid disappears, try
    increasing this value, and if too much is appearing reduce it.
    You can even use negative values for some strange results :)
- more code cleanup, e.g. removed config file writing in fluidsim.c,
  added additional safety checks for particles & fluidsim domains (these
  currently dont work together). I also removed the "build particles"
  debug message in effects.c (seemed to be unnecessary?).

Some more info on the new features:
Here are two test animations showing the difference between
using the particle generation with isosurface subdivision.
This is how it would look with the old solver version:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg
and this with the new one:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg
Both simulations use a resolution of 64, however, the version with particles
takes significantly longer (almost twice as long).
The .blend file for a similar setup can be found here:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend
(Minor Tips for this file: dont enable subdivions of characters until rendering,
thus leave off for simulation, as it uses the rendering settings! For making
nice pictures switch on subdivion, and OSA.)

And here's a picture of old vs. new (for webpage or so):
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png
2006-11-05 16:30:29 +00:00
587d24bb42 stupid typo spoiling adaptive step sizes in heun solver 2006-11-04 15:53:47 +00:00
b802b3dc75 Bugfx #5033
Displace Modifier cannot displace Curve objects. Disabled it for menus,
and made sure it doesn't get curve objects fed.
2006-11-04 14:22:58 +00:00
8e862a22ea Bugfix #5154
Mesh->mselect (the selection storage) didn't get zero'ed on duplicate,
potentially causing crashes. Bad!
2006-11-04 12:26:35 +00:00
7b53199ef4 Bugfix #5083
Deleting all points in a Curve object created empty DispList blocks. The
drawing code didn't like that.
Secured it by both fixing drawing as skipping adding empty DispLists.

Special thanks to Fernando Bastos for the extensive stack tracing.
2006-11-03 15:55:43 +00:00
787ba4ea08 Bugfix #5085
An Ipo optimize commit of 2 months ago broke the Ipo "Linear" type for
extending.
2006-11-03 14:23:19 +00:00
b29c28c43b Bugfix #5053
Dupli-group doesn't work yet for metaballs. Code entered an eternal loop,
because the group-duplication code calls again the metaball creation code.

Disabled this. MakeDisplist needs review!
2006-11-03 12:38:21 +00:00
4e71f06542 Fix for new Action Modifier: when a Action strip exactly ends where another
strip begins, the deformation was applied twice.

Strip blending for modifiers has to be implemented still...
2006-11-03 08:40:18 +00:00
cd097a0e3c Bugfix #5147
Compositor: added a fixed (frame # based) seed in random, to ensure the
Texture node will give different results per frame.
2006-11-02 10:30:35 +00:00
b693662ba6 Removed a initialize check for NodeTrees.
Apparently being so scroogish for cpu cycles makes crashes in Linux. I'll
add it on todo for later checks, but I need a windows or linux coder for
it!

For users: it might fix crashes when you have NodeTrees in Libraries.
2006-11-01 20:41:39 +00:00
6dd4f6020e Patch #4848, Joshua Leung
NLA Strip "Mute" option, to temporally disable a strip. Option only in
Properties panel still, should be in menus and hotkey.
2006-11-01 15:33:45 +00:00
56cd48a5ea Bugfix #5155
Option "Add UV image" didn't set tilesXY to 1. Caused crash or bad opengl
behaviour when tiles option used.
2006-11-01 12:54:29 +00:00
358a6e6e88 Oops! A debug return in code disabled many constraints to work even :) 2006-11-01 11:54:46 +00:00
cad4d9e5db - Improved cyclic error prints for Armatures
- Improved bone parent error print
2006-11-01 11:41:29 +00:00
2145c35e12 Bugfix #5038
The "Copy Size" constraint was calling a where_is_object(), this caused
the depsgraph to mess up in very weird ways and rare occasions. In the
sample file it showed strange lags in bones for using the "Stride bone"
option.

While trying to locate the bug I've revisited the Pose depsgraph in detail,
trying to figure out how it can print possible cycle errors in dependency.
That has been added now too (in console). Unfortunately the bugreport
example had no cycle errors. :)
2006-11-01 11:26:16 +00:00
cfe1756571 Bugfix #5037
Clear transform (ALT+G/R/S) in Pose sometimes didnt work, for example when
armature is being controlled by other armature. Caused by double depsgraph
flushing.
2006-10-31 20:48:10 +00:00