Commit Graph

356 Commits

Author SHA1 Message Date
e9587a89fa Hair dynamics with cloth simulation
- Hair dynamics have their own panel in particle settings with the settings from cloth panel that apply to hair.
- Basic internal friction force to quickly emulate self collisions and volume preservation. (Still very early code, but gives some idea of what's possible).
- Softbody simulation is no longer used for hair.
	* Old files with sb dynamics should just load the hair without dynamics so new dynamics can be applied.
	* Invasion of particles exceptions in sb code is finally over.
- Collisions with other objects are disabled for now and will be worked out in the future.

Other changes/fixes:
- Particle mode editing flag wasn't saved properly.
- Some old files with edited hair didn't load correctly.
- Disabled delete & specials menu in particle mode for non-hair editing.
- Fixed yet one more cloth & softbody pointcache update issue.
- Disconnect/connect hair now uses only the deformed mesh so it works correctly also for subsurfed emitters.
- Hair editing now updates correctly with a moving emitter.
2009-09-10 22:32:33 +00:00
8b6b31b41f Made Nurb->type only store the type rather then mixing the type with flags.
moved CU_2D to Nurb->flag in do_versions
This made simple type checks confusing to read.

many... if( (nu->type & 7)==CU_BEZIER)
replaced with ... if(nu->type == CU_BEZIER)

made setting rna curve_2d clamp the Z values. still more RNA/UI changes to do.
2009-09-08 00:23:33 +00:00
f09d605410 Some particles cleanup & fixes:
- Some big refresh issues with softbody & cloth point cache usage should now be fixed.
- Removed sticky objects from particles (better stuff will come back when I get to updating reactor particles).
- Some initial easy memory efficiency cleanup for ParticleData struct. The ultimate goal is to get particles less memory hungry -> more particles possible in single scene.
- Wrong path timing clamping caused hair particles to seem disappeared when changing between normal<->hair particles.
- "Calculate to current frame" in cache buttons baked instead of the intended function.
- Boids particle data is now a bit better organized.
2009-09-04 23:06:15 +00:00
77c587a825 2.5 Paint:
* Removed the BKE_sculpt file and moved it's contents (basically just the sculpt session struct) to BKE_paint
2009-08-28 21:47:11 +00:00
c15db042cc Grease Pencil: WIP Code Reordering + Context Stuff
* Shuffled some code around, and renamed some functions used for getting context info
- Split UI-buttons into a separate file from stroke-drawing code
- Removed some obsolete code (i.e. old paint code that used to be in _edit, but which has been moved to _paint). 

* Made drawing in 3D-View default to using the active object as the owner of the Grease Pencil data. For now, the drawing code will therefore only show the GP data for the active object only. More work to come on this.

* Fixed freeing code for Objects/Scenes with GP data.
2009-08-28 12:41:45 +00:00
4893cdc338 2.5 - Warning cleanups (for mingw+scons)
Also, made the Outliner's horizontal scrollbar work better for keymaps view. It's still using an approximation of the width, but at least you can scroll now.
2009-08-26 00:38:43 +00:00
e2d91a5e5f Pointcache:
* change function names
2009-08-25 18:53:20 +00:00
1d1e8595f2 Pointcache:
*introducing unique ID's following brechts hint from ML

Enhancements resulting from this:
* multiple caches per modifier stack position
2009-08-25 18:41:36 +00:00
be1efd74d1 2.5/Sculpt:
* Made sculpt mode local to object.
* This also fixes loading files from 2.4x saved in sculptmode

Touched a lot of things here, let me know if anything breaks

TODO:
* The other paint modes should be converted as well
2009-08-15 18:58:01 +00:00
47a41ad055 Proper copy code for multiple point caches. 2009-08-14 16:25:59 +00:00
cd905eef70 2.5 - Make Proxy Tweaks
* Drivers are now copied across and relinked as appropriate
* Drawtype is also copied now (especially useful for rigs)
2009-08-03 12:11:50 +00:00
ffb8ac01a2 remove scriptlinks,
they were not working and we have plans for better script integration in 2.5
2009-07-22 09:41:41 +00:00
b4353a8443 Initial code for boids v2
Too many new features to list! But here are the biggies:
- Boids can move on air and/or land, or climb a goal object.
- Proper interaction with collision objects.
	* Closest collision object in negative z direction is considered as ground.
	* Other collision objects are obstacles and boids collide with them.
- Boid behavior rules are now added to a dynamic list.
	* Many new rules and many still not implemented.
	* Different rule evaluation modes (fuzzy, random, average).
- Only particle systems defined by per system "boid relations" are considered for simulation of that system.
	* This is in addition to the boids own system of course.
	* Relations define other systems as "neutral", "friend" or "enemy".
- All effectors now effect boid physics, not boid brains.
	* This allows forcing boids somewhere.
	* Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength).
	
Known issue:
- Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly.
- Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code.

Other new features:
- Particle systems can now be named separately from particle settings.
	* Default name for particle settings is now "ParticleSettings" instead of "PSys"
- Per particle system list of particle effector weights.
	* Enables different effection strengths for particles from different particle systems with without messing around with effector group setting.

Other code changes:
- KDTree now supports range search as it's needed for new boids.
- "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles)

Bug fixes:
- Object & group visualizations didn't work.
- Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
d7564761c0 operator macro playback (run operator reports in the console)
- reports can be selected with RMB, Border (bkey) and (de)select all.
- delete reports (X key)
- run operators in the console (R key)
- copy reports (Ctrl+C), can be pasted in the text editor an run with alt+p

Details
- Added "selected_editable_objects" and "selected_editable_bases" to screen_context.c, use the scene layers, this was needed for duplicate to run outside the 3D view.
- RNA_property_as_string converted an array of 1 into "(num)" need a comma so python sees it as a tuple - "(num,)"
- add flag to reports, use for seletion atm.

opens a new world of context bugs :)
2009-07-19 00:49:44 +00:00
1ef7293585 Colour Management
- 1st stage: Linear Workflow

This implements automatic linear workflow in Blender's renderer. With the 
new Colour Management option on in the Render buttons, all inputs to the 
renderer and compositor are converted to linear colour space before 
rendering, and gamma corrected afterwards. In essence, this makes all 
manual gamma correction with nodes, etc unnecessary, since it's done 
automatically through the pipeline.

It's all explained much better in the notes/doc here, so please have a look:
http://wiki.blender.org/index.php/Dev:Source/Blender/Architecture/Colour_Management

And an example of the sort of difference it makes:
http://mke3.net/blender/devel/rendering/b25_colormanagement_test01.jpg

This also enables Colour Management in the default B.blend, and changes the 
default lamp falloff to inverse square, which is more correct, and much 
easier to use now it's all gamma corrected properly.

Next step is to look into profiles/soft proofing for the compositor.

Thanks to brecht for reviewing and fixing some oversights!
2009-07-17 02:43:15 +00:00
26ef6da24b 2.5
* Objects now support up to 32767 material slots. It's easy to
  increase this further, but I prefer not to increase the memory
  usage of mesh faces, it seems unlikely that someone would
  create 32767 distinct materials?
* Forward compatibility: the only thing you can potentially lose
  reading a 2.5 file in 2.4 is object linking (instead of default
  data), though usually that will go fine too. Reading files with
  > 32 material slots in 2.4 can start giving issues.

* The ob->colbits variable is deprecated by the array ob->matbits
  but I didn't remove the ob->colbits updates in very few places
  it is set.
* I hope I changed all the relevant things, various places just
  hardcoded the number 16 instead of using the MAXMAT define.

* Join Objects operator back. This is using the version from the
  animsys2 branch coded by Joshua, which means it now supports
  joining of shape keys.

* Fix for crash reading file saved during render.
2009-07-13 00:40:20 +00:00
6fb0181b50 Keyed physics refresh:
- Keyed targets in one list instead of "chaining", this opens up many more possibilities than before and is much less obscure.
- Better keyed timing possibilities (time & duration in frames).
- Looping over keyed targets list.

Other changes:
- New child setting "length" with threshold (great for guard & underfur with a single particle system)
- Modularization of path interpolation code.
- Cleared "animateable" flags from many particle settings that shouldn't be animateable.

Fixes:
- Keyed particles weren't copied properly (ancient bug).
- Hair rotations depended on global z-axis for root rotation so downward facing strands could flip rotation randomly. Now initial hair rotation is derived from face dependent hair matrix. (This caused for example ugly flipping of child strands on some cases).
- Children from faces weren't calculated straight after activating them.
- Multiple disk cache fixes:
	* Disk cache didn't work correctly with frame steps.
	* Conversion from memory cache to disk cache didn't work with cloth.
	* Disk cache crashed on some frames trying to close an already closed cache file.
	* Trails didn't work with disk cached particles.
- Child rough effects were effected by emitter object loc/rot making them next to useless with animation, why didn't anybody tell me this!!
- Lots of random code cleanup.
2009-07-12 23:38:47 +00:00
6ff4a7229f NLA SoC: Conversion fixes - Curve 'Speed' Curves + Constraints
These fixes get the 'pathJumper.blend' file from our testing suite workable in 2.5 (with a few minor tweaks still needed *)

Changes required:
- Added a 'ctime' var to curve structs for storing the value that used to be obtained by specially evaluating the 'speed' curve when evaluating objects parented to the curve. This can now be animated as a 'proper' var as per normal.
- Added a special hack for detecting constraint blocks, as the old method resulted in paths for Objects instead...

(*) Issues:
- Unfortunately, the paths still don't work out of the box. For some reason, the constraint names in the paths are spelt incorrectly - "Ar" and "Br" instead of "Ap" and "Bp". I'm not sure where this problem is coming from, but changing the paths manually in the Datablocks viewer fixes this error...
- I noticed that in the buttons view, only 1st of the constraints gets shown. This seems a bit like some of the intermittent problems I've had with some arrays/lists not expanding properly in Datablocks view.
2009-06-20 11:44:56 +00:00
7dbc21ae3c NLA SoC: Merge from 2.5
20669 to 20771

(sheesh, that took an hour, not including having to restart the whole process after TortoiseSVN bailed out midway through the first try)
2009-06-10 03:36:28 +00:00
c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00
95af39cc33 NLA SoC: Merge from 2.5 20215:20439 (HEAD) 2009-05-27 00:07:03 +00:00
9b1ce6e556 NLA SoC: Part 1 of NLA-Data Management API
In this commit:
* Added code for freeing NLA data now stored in AnimData
* Started writing some utilities for adding NLA data, especially the 'push-down' concept for Actions
* Cleanups of existing code - removal of obsolete NLA code from various places

Next commits/parts:
* File IO code for new-style NLA data
* Version patching for old data to new data
2009-05-22 01:16:26 +00:00
94902dac97 2.5 UI: Modifier Template
* template_modifier creates the modifier box, and returns a layout
  to put the buttons in.
* Only the armature modifier is now done with python code, all other
  modifiers use C code. To convert a modifier to python, remove the
  corresponding C code and create a function in DATA_PT_modifiers.
* Some modifiers still require some RNA work to get it working well,
  especially to make pointers editable. Mostly that is a matter of
  defining an own _set callback and put some of the modifier C code
  into it.
* Still various buttons that don't work, like for hooks or mesh
  deform binding.
* Fix for crashing decimate modifier (still disabled).

* Removed UI_BUT_NO_HILITE, HMENU.
* Make uiLayoutBox work with align.
2009-05-21 15:34:09 +00:00
59578bfad2 as per discussion with ton, the editmesh accessors now live
in blenkernel.
2009-04-11 08:26:51 +00:00
89b906db9f editmesh accessor functions. most editmesh access now goes through:
EditMesh *EM_GetEditMesh(Mesh *me);
void EM_EndEditMesh(Mesh *me, EditMesh *em);

as discussed on the mailling list, this is to facilitate migration to bmesh.
next step is to merge this this to the bmesh branch.  this was done in the 2.5
branch to prevent too great a divergance.

also, made makesdna/makesrna work on cygwin/msvc2008/scons.
2009-03-30 07:28:37 +00:00
b68aceda2f 2.5: Remove OOPS code from the outliner space, as discussed
this can be brought back as a new space if someone decides to
work on it.

This also fixes remaining issues with the outliner tree open
and close buttons not working sometimes.
2009-03-26 14:05:33 +00:00
d52400bfbd 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r18677:19317
Notes:
* Sequence transform strip uses G.scene global, this is commented
  out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
  2.5 got merged, but no new files were added. Calls to these files
  are commented out with "XXX etch-a-ton". editarmature.c and
  transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
  (player still fails to link).
2009-03-17 21:44:58 +00:00
236adb4ef3 2.5
Small fixes for animsys:

- Blender 2.4x allowed drivers to exist without object target, these
  got converted resulting in error prints. Now they get skipped.

- Animdata struct was not created for objects with poses, but without
  action/nla linked. 

- An action-channel-constraint-ipo gets inserted in drivers differently
  than a pose-bone-constraint-ipo. Not sure yet how... but it makes a
  different depsgraph relation. 
  Error is of course in depsgraph, that'll get tackled. For correct
  driver eval I've made 'object update ob' also been called for
  the 'object update data' tag.
2009-02-20 16:18:37 +00:00
3bcb1ebdfe 2.5: Silencing MSVC warnings in a few files (many files still have many to clean out some other day). 2009-02-10 09:18:04 +00:00
e7d62464b7 Animato: Hiding all debug prints behind -d flag, as they were causing too many slowdowns on complex rigs with Action Constraints. Many of these prints should eventually be removed, though some of them will still be useful. 2009-01-29 23:27:24 +00:00
8aabcdb883 2.5 - Bugfixes for loading ManCandy
* Objects parented to bones now load correctly again (so Mancandy no longer looks like he had a run-in with a lawn mulcher). Was caused by a typo. I'm not sure how that got in there (or who did it)

* Action/Graph Editors would crash when loading files with Materials with some drivers.
2009-01-27 02:31:39 +00:00
a017982074 Animato - Basic version patching support
This is work-in-progress patching support for converting animation saved in old system to work in the new one. 

* Only IPOs/Actions directly attached to Objects + Shapekeys are converted for now. More types will follow...
* This is currently done as a step outside of do_versions() due to problems with various pointers not having been resolved yet, but which are necessary for correct resolution of issues such as drivers... However, the current code does illustrate how the data should be converted to give best results/compat between the two systems.
* Still need to get the converted data working with depsgraph correctly. Currently, some of my testfiles work, but the BBB files still don't.
2009-01-22 10:53:22 +00:00
bc63213844 2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:

- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes

Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).

To see it work; also added new feature for region split, 
press SHIFT+ALT+CTRL+S for four-split. 
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.

Note about the code:
- currently view3d still stores some depricated settings, to
  convert from older files. Not all settings are copied over
  though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
  for it should keep track of that.

Bugfix in transform: quat initialize in operator-invoke missed
one zero.

Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
53ae509cc5 2.5 - AnimSys Data management stuff...
* Removed nAction struct. We'll be using good ol' bAction structs again, but putting new data in a different list. Apart from that, the data is similar enough to do so.

* Rearranged code in DNA_action_types.h while renaming the structs to avoid confusion over what is currently in use...

* Added freeing and AnimData execution loops for many other ID-types too. (NOTE: I've added AnimData in NodeTree struct too, but it's not clear to me where the relevant data-management calls should go in Nodes code).

* File writing code should now only write the new data to files
2009-01-18 10:41:45 +00:00
f705bdaa89 2.5
Cleanup warnings from Joshua's commit (mostly unused variables,
but also used functions that were not prototyped).

Two bugfixes; passing on &ob->adt instead of ob->adt

But; the DNA system is now messed up, with two structs using
the same ID (nAction and bAction), that goes horrible wrong!
2009-01-17 14:56:12 +00:00
44e5b7788b 2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.

Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. 
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. 
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) 

There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html

So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.

Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
237cd7a7a7 2.5
- Depricated another bunch of globals; all the totobj,
  totmesh, totvert, and so on.
- All code that needs such totals now count it themselves,
  these stats were not supposed to be reliable
- Editmesh now stores and manages own totals.
- Todo: make a scene->stats that tracks notifiers.

Bugfix: selecting failed in editmesh, backbuffer stuff was
too late, already using index ranges before it was set.
2009-01-15 15:01:39 +00:00
1beef956ca 2.5
Instead of many commits, here 1!

- Constraint edit code back
- Removed XXX stubs for constraints
  (make parent follow path works)
- Removed XXX stubs for armature
  (make parent deform, do center, etc works)
- Found a bad uninitialized global Scene * in code, especially
  in kernel it wreaked havoc.
- added missing include in blenkernel/brush.c
- fixed Nicholas' fix for editmode subsurf crash
  (It needed to check for editmode)
2009-01-10 19:34:23 +00:00
1bb2b174cb Fixed subsurf crash reported by mfoxdogg, was caused by not using an
editmesh for derivedmeshes when in editmode.
2009-01-07 18:03:12 +00:00
bf9080d9c1 2.5
Finished a couple of XXX todo's in drawing code,
attempt to fix subsurf crash... didnt work yet!
2009-01-07 14:46:50 +00:00
1fe21f7e8f 2.5
Put back Armature/Pose code, including 'heat weight'.
I've added reeb.h to get things compile, but Martin will
cleanup files and put back?

Now where to put all vertexgroup code.... I guess mesh?

Note for msvc: yep, another new dir to add! :)
2009-01-05 15:19:31 +00:00
Nathan Letwory
9e7643aa7c 2.5 / Cleanup
- remove Verse support. This will be brought back in The Future (probably jiri + me)
  This means 5k lines less in blenkernel.
- fix two small errors for global cleanup, now compiles properly with FFMPEG enabled too.
2009-01-04 18:16:34 +00:00
f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00
a6721c60d9 2.5
From the anti-globalization department: 
G.obedit terminated!

Wherever possible, use CTX_data_edit_object(C) to get this
now. It's stored in scene now, and the screen context has
it defined.
2009-01-02 19:10:35 +00:00
c9b60a7b64 2.5
So, editmode mesh is back! :)
At the moment only TABkey works and mouse select, 1 vertex at a
time. More will follow of course.

Note for the devs:
- G.editMesh has been removed, be careful with old code.
- EditMesh now is property of Mesh itself
  Although it means unlimited editmodes, for migration purposes we
  better stick to 1 "obedit" per scene, which is in Context too
- G.obedit will get removed soon, so use CTX_data_edit_object(C)
  Or if you can't, just scene->obedit for now
- Also removed the CTX_data_edit_mesh(), this has no meaning 
  anymore. EditMesh is not context senstitive anymore, only the
  edit-object for time being is.
- Martin: I've already tucked some EditMesh pointer in T and
  removed all G.editMesh there.
2008-12-31 17:11:42 +00:00
e60e7f3667 2.5
Removed global "workob" from BKE, should now by passed on as an arg.
2008-12-24 11:08:15 +00:00
3d6be3536f Fix saving and loading of the template variable (it incorrectedly counted as a user). 2008-11-13 18:57:10 +00:00
bdfe7d89e2 Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416

Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
  later added in trunk also, but reverted partially, specifically revision
  16683. I have left out this reversion in the 2.5 branch since I think it is
  needed there.
  http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
  for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
  -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
  differently. Since this is changed so much, and I don't think those fixes
  would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
  initialized when running with -P. The code that initializes the screen there
  I had to disable, that can't work in 2.5 anymore but left it commented as a
  reminder.

Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.

Still to be done:
* Go over files and functions that were moved to a different location but could
  still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
a4f8f06479 Fix for two proxy + undo related crashes:
* When making a proxy, the lib linked IPO driver was also changed to
  point to the proxy object, and after undo this local proxy object
  was replaced so the pointer became invalid. In fact it is not needed
  at all to change this because the IPO code maps the pointer to the
  local proxy object already.
* Undoing the make proxy operation would crash because the proxy_from
  pointer in the library linked object would still point to the removed
  object. Now it clears all these pointers before undo, because on each
  undo memory file read they will be set again anyway.
2008-11-02 00:25:39 +00:00
ac4ff83ca6 added scons option BF_WITH_PYTHON (defined as DISABLE_PYTHON) 2008-10-28 18:47:13 +00:00