Commit Graph

28186 Commits

Author SHA1 Message Date
c82da98f3d bugfix [#25824] Quats + Camera + Fly = Madness
ensure quat, delta rotation is set to a unit quaternion on older files.
2011-02-06 09:01:01 +00:00
967299ad97 fix [#25947] Smart Project is broken SVN r34664
own recent mathutils updates broke this script.
2011-02-06 06:59:11 +00:00
48a8cba7a9 fix [#25948] blender-thumbnailer.py does incorrect checking for the number of arguments
noticed by Shinsuke Irie (irie)
2011-02-06 06:54:19 +00:00
6705d5c7e7 SVN maintenance. 2011-02-06 00:49:58 +00:00
dd924bb93b [#25693] Netrender "shadow" images with last frame always appear
More debugging info with -d

Also fix some conditions that didn't check the proper list in the ui.
2011-02-05 22:46:59 +00:00
2ed0ddef04 todo list item:
3D View:
In quad-view mode, the options to set back/bottom/left views were
blocked. Now they work again.

Note: the oparator polls don't have a check for properties... so it
cannot be finegrained here. Checks are inside code.
2011-02-05 19:07:54 +00:00
00d95fb4bf Another fix for the raytracing commit, forgot that it also included vertex
reordering to be consistent with the rest of the render engine. That means
the self intersection issues with non-planar quads should also be gone now.
2011-02-05 17:54:00 +00:00
6011bac989 Bugfix #25944
Save image (F3) didn't remember the last saved path on 2nd use.
2011-02-05 16:32:56 +00:00
dbce60448f This fixes: [#25608] Video Sequence Editor: problem using cut on a strip with a custom proxy file. 2011-02-05 15:11:29 +00:00
626de1f3a2 Bugfix, own todo
Saving a file for the first time (after opening blender) didn't
use the last directory as saved/loaded from in a previous session.
2011-02-05 15:05:17 +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
90cf78eb54 Fix bones moving when changing between editmode and posemode.
Patch #25901 by Tobias Oelgarte.

Bone transformations would be converted back and forth between different
representations when changing modes, which due to numerical errors could
lead to bone transformations slowly changing as you edit the armature.

Now the editmode head, tail and roll values are stored in bones and used
directly when entering edit mode. Head and tail were already there but
now we ensure they are the exact same value, roll was not yet there, so
we have a version patch for it.

The sub version was incremented to 1 for the version patch.
2011-02-05 13:19:14 +00:00
fe99f35210 Renamed texture.c in render module, to prevent debuggers to
complain about the same named file in blenkernel.
2011-02-05 13:10:20 +00:00
df9fade564 Bugfix 25871
Using displacement with new bump caused NaN values or crashes.
Since displace code doesn't provide derivatives, it now falls
back to "old bump" by default.
2011-02-05 13:07:51 +00:00
311f5a8d78 accidentally left scaling code commented out when testing. 2011-02-05 11:46:44 +00:00
d694115ac4 mathutils fixes noticed when refactoring.
- comparing eulers was ignoring the order.
- printing Euler()'s now prints the order too.
- un-orderable types (all except for Vector's), were not raising an exception when compared with >=, >, <, <=.
2011-02-05 10:40:42 +00:00
998198a041 mathutils rotate functions for Euler/Quaternion/Matrix/Vector types.
each accept Euler/Quaternion/Matrix types.

eg:
  Euler.rotate(Quaternion(axis, angle))
  Vector.rotate(Euler((pi/2, 0, 0)))

matrix.resize_4x4() and euler.make_compatible() were still returning an instance of themselves, now return None.
2011-02-05 09:57:02 +00:00
8b52087d83 update for changes in mathutils. 2011-02-05 07:04:23 +00:00
dd08305e75 Rename python mathutils functions and split in-place methods from those that return new values.
http://wiki.blender.org/index.php/Dev:2.5/Source/Python/Mathutils
This completes the changes proposed.

This will break scripts (fixing coming up next), for full list of changes see mathutils.c comments.
2011-02-05 06:14:50 +00:00
Dalai Felinto
f2a6395e21 Logic UI: multiple fixes on Constraint Actuator
1) damping factor is not percentage (it's in frames, who would know that)
2) angles as degrees (cleaning the tooltips for those too)
3) setting Direction to None when changing from Loc and Fh Consts to Ori - negative axis is not supported in Ori Const. Buggy since ever (2.49).
2011-02-04 21:25:57 +00:00
25044dfa1b - Drivers should now be updated correct when curve changes topology
- Fixed regression with keeping alive f=curves for deleted CVs
  (was a mistake in previous commit in this area)
2011-02-04 21:10:27 +00:00
849ce60a32 Fix #25923: Active area of text editor line numbers too big
Area with width 60px was used for determing should we jump to line or
input new cahacter. Reduce this area to actual line numbers margin width.
2011-02-04 16:28:19 +00:00
4925581820 Fix #25933: Drag Dog stroke method uses Jitter if set for other stroke method, but no jitter available.
Manually disable jitter usage for anchored and drag dot brush stroke metdhods.
Jitter slider is hidden in UI for this strokes so users can't set it to 0 by hand
and even if this slider would be visible in UI jitter gives wierd result for
this stroke methods.
2011-02-04 16:10:30 +00:00
4e8a8d1e8f Improvements for particle grid distribution:
* Particles that aren't shown are now actually deleted (huge memory savings for flat objects).
* Grid distribution for flat objects is now done on the surface object surface without offset.
* Invert grid option wasn't in ui and it didn't work for non-volume grids.
* New parameter to randomize the grid point locations.
* Resolution soft/hard limits changed to even 50/250.
2011-02-04 15:48:13 +00:00
Nathan Letwory
b407702c5f Fix [#19997] Duplicating window results in graphics corruption in UI
reported by Micael Dias (and many others, see duplicates list)

On closing the first ("main") Blender window the very first OpenGL context
got deleted too. This context needs to be retained, since we share quite a
bit of OpenGL data through it to the newly created contexts (new windows).
Thanks to Ton Roosendaal for thinking out loud while trying to figure out
what the actual cause was.
2011-02-04 13:22:02 +00:00
Nathan Letwory
f3a19f4324 small typo fix 2011-02-04 13:18:44 +00:00
deefe52821 Quick Animation Feature: Paste Pose "Selection Mask" option
After discussions with ZanQdo, it was agreed that the current workflow
for making a pose symmetrical was a bit too cumbersome, especially
when auto-keying was enabled, requiring pasting the flipped pose on
another frame so that the changes could be merged back in without
overwriting the "good" half of the rig.

This option for the Paste Pose operator makes things easier, by adding
an option which will make the pose only get pasted on to selected
bones instead of overriding the entire pose. By default this option is
turned off, but can be easily enabled either from the toolbar
(operator properties) or through the F6 popup.

The intended workflow with this option for making a rig symmetrical is
now:
1) Copy pose
2) Select "bad" bones
3) Paste Flipped
4) Enable "On Selected Only" for the operator

If there is sufficient interest, this option can even be enabled by
default. But, we'll see about that later
2011-02-04 11:43:30 +00:00
2ef93b1d92 swap Matrix.Shear(...) arguments so matrix size is the second argument, matching other constructors. 2011-02-04 09:41:59 +00:00
feed9c3d1f mathutils.Matrix.OrthoProjection(plane, size, axis), merged axis and plane args. since axis was only allowed when plane was 'R'.
This was already done with Matrix.Rotation().
2011-02-04 09:35:20 +00:00
736a7b7a22 pep8 cleanup 2011-02-04 09:27:25 +00:00
f0eb3b56de hard- and ui-limit for particle grid resolution were vice versa. 2011-02-04 09:02:47 +00:00
a155d8895d Moved Auto-Keying "Insert for KeyingSet only" option from UserPrefs to
Scene (Toolsettings, i.e. alongside "layered" option for using NLA
while doing auto-keying)

This option makes all Auto-Keying operations use the active Keying Set
to carry out keyframing operations instead of picking and choosing
their own Keying Sets to use, thus cutting down on the number of
unwanted keys.

Warning: if the older userpref option was enabled in an old
startup.blend, it may be difficult to turn this option off.
2011-02-04 08:33:07 +00:00
ce5dc02c8c fix for make stub, readlink was used incorrectly and building didn't work on BSD because of CPU detection. 2011-02-04 04:12:24 +00:00
4be9583894 small mathutils changes.
- fix for returning empty slices (was returning list rather then tuple).
- report invalid type when mathutils_array_parse_fast() fails.
2011-02-04 03:39:06 +00:00
36786c18d7 PyAPI: coerce mathutils values. (vectors, quats, eulers) as proposed here:
http://wiki.blender.org/index.php/Dev:2.5/Source/Python/Mathutils#Coerce_Method_Arguments
2011-02-04 03:06:23 +00:00
9d24a17422 SVN maintenance. 2011-02-03 18:57:53 +00:00
b64811b330 - Fixed bug with disappearing curve animation data created in edit
mode for case there was no animation at object before enter editmode
- Fixed memory corruption for case of fcurve groups
- Fixed bug with incorrect re-naming "spline[%d].smth" pathes

TODO:
  - Also update drivers' curves
  - Enable I-key menu and autokeying

  Will do this after consultation with Aligorith, shouldn't harm atm.
2011-02-03 17:03:37 +00:00
54aa4fa3a2 Bugfix #25912
Render bug in spothalo (weird horizontal line).
Appeared to be precision error... even for doubles,
before doing division a check for FLT_EPSILON works
better than DBL_EPSILON (if there's an alternative).
2011-02-03 16:31:03 +00:00
6a23716957 Applying patch #25898 by Shinsuke Irie for rendering total external reflections
* Tracing objects with IOR < 1.0 (like air bubbles under water) wasn't working correctly as a refraction was always assumed to be the first thing that happens for transparent materials.
* This fix is ok, but the fact that the internal renderer is not a physically based one is starting to show, as for example blurred reflections in this case are not really possible nicely without some slightly heavier modifications to the ray code.
* Also some cleaned up logic and better comments for my previous total internal reflection commit.
2011-02-03 15:05:43 +00:00
376e0ae2a3 Audio Bugfixes:
* [#25638] 'Insufficient thread locking' for sounds
  - Actually a workaround for an msvc bug, msvc STL containers are buggy
* [#25922] Sound does not play in BlenderPlayer(r34579)
  - Windows OpenAL doesn't seem to have clear context error state on initialising
2011-02-03 13:25:05 +00:00
1e3ec65edc remove unused variable
also clear scene data before running batch import (utility script).
2011-02-03 11:02:02 +00:00
07e688125a Makefile for convenience on *nix systems.
Running 'make' starts an out of source build with CMake in ../build/OS_CPU, creating the dir and configuring CMake if necessary.

So casual users can just run this without changing dirs:
 'svn up ; make'
2011-02-03 10:07:15 +00:00
fc0d85ac59 Bugfix #25913
Compositor: using "read sample buffers" after load file, without
render layers in composite, crashed blender (NULL read)
2011-02-02 14:36:00 +00:00
f79f9115f2 Fix for [#25899] Renderer can't trace successive total internal reflection
* This was wrong since 2006!
* Raytrace code assumed refractions to go "air -> glass -> air -> glass -> air.." so actually only the first total internal reflection was calculated correctly, but everything after that was wrong.
* Now after a total internal reflection there needs to be an actual refraction before the ray escapes the "glass" object.
2011-02-02 12:04:23 +00:00
a7af789864 Added Read Render Layers and Read Full Sample Layers to node editor menu 2011-02-02 10:33:29 +00:00
14ef1e2d96 Keymap conflict in node editor. Read Render Layers is now Ctrl R to
leave R for rotate
2011-02-02 10:26:14 +00:00
691f2abad1 fix [#25684] Grease pencil strokes with "Surface" option attach erratically to curves.
added new functions
- view_autodist_depth_segment()
- plot_line_v2v2i(), which takes a callback and plots x/y points.
2011-02-02 03:32:58 +00:00
b04bccd44e Bugfix [#25907] Impossible to "select all" on narrow action editors
Marker selection operators now use a special poll() callback which
checks that there are some markers before trying to run them. This
means that when there are no markers, the full screen range is
available, instead of just those areas above the region masked off for
markers which can be quite slim when trying to save space by only
showing the summary channel.
2011-02-02 03:12:39 +00:00
c57cd7c5bd bugfix for setting the worldspace matrix of an object which used quaternion rotation and deltas, was subtracting the values rather then multiplying by the inverse.
effected 'Apply Visual Transform' & pythons obj.matrix_world = mat
2011-02-02 01:01:01 +00:00
95df65f1b5 - some parts of the code to remove rotation were not removing axis/angle rotation (only functional change of this commit).
- use BLI_math functions for removing rotations from objects and pose channels.
- add unit_axis_angle() to avoid setting the Y axis inline anywhere rotation needs removing.
2011-02-02 00:40:55 +00:00