Commit Graph

2284 Commits

Author SHA1 Message Date
57f72623e3 Fix #37270: Blender crashes in several situations
Issue was caused by cloth modifier used for particle
system dynamic have an invalid error field pointer.
Seems at some point cloth failed to apply and set an
error,

This commit only fixes crash with existing file,
will look further into why exactly such situation
happened,
2013-11-01 04:24:29 +00:00
Dalai Felinto
a7b44c82e5 Triangulate Modifier: using different ngon and quad methods
Quads: Beauty, Fixed, Fixed Alternate, Shortest Diagonal
Ngons: Beauty, Scanfill

* Shortest Diagonal is the default method in the modifier (popular
  elsewhere), but beauty is the default in Ctrl+T).

* Remove the need for output slot and beauty operator to be called
after Clt+T

Patch with collaborations and reviewed by Campbell Barton
2013-10-29 02:42:51 +00:00
9f32e83175 Weighted tracks
Added a weight slider to track which defines
how much particular track affects in a final
reconstruction. This weight is for sure
animateable.

Currently it affects on BA step only which in
most cases will work just fine.

The usecase of this slider is to have it set
to 1.0 most of the time where the track is
good, but blend it's weight down to 0 when
tracker looses the track. This will prevent
camera from jump.

Tutorial is to be done by Sebastian.
2013-10-26 13:22:38 +00:00
Lukas Toenne
2871b0d7df Fix #37110, After deletion of large scene, file still huge.
Objects were not being freed when unlinked from all scenes, due to user count increments on the ParticleSystem->parent pointers. These were referencing the objects themselves, creating a user count of 1
and preventing free. Object pointers should not usually do user counting, except in some cases like scenes and groups (thanks to Brecht for clarifying this).
2013-10-17 20:18:48 +00:00
eb69cb7de3 Get rid of Allow Fallback option
It was rather confusing from the user usage point
of view and didn't get so much improvement after
new bundle adjuster was added.

In the future we might want to switch resection
to PPnP algorithm, which could also might be a
nice alternative to fallback option.
2013-10-15 15:21:41 +00:00
ef765b3606 Fix [#37077] User prefs > Input and Outliner Keymaps mismatch in representation.
Remove KeyMap mode from outliner, was an old half-finished features redondant with user preferences settings...

Also moved key map item's "event type to map type" and map type defines at WM level, this is too much generic to be at RNA level.

Also added a check in versionning code to convert all outdated outliner modes to a valid one (seems old 'verse' ones were not handled as well).

Thanks to Brecht for reviews and advices!
2013-10-15 13:55:06 +00:00
afce7e071a Fix particle group use count option losing objects for linked groups. There
was no reason to go through newlibadr here, go->ob should already have the
right pointer.
2013-10-14 20:13:40 +00:00
0973270fbf * Code cleanup, comments in readfile.c. 2013-10-08 17:15:49 +00:00
e6ce07a5d4 Cycles / SSS:
* Remove the compatible falloff SSS implementation. We shouldn't support two implementations in the long term, and 2.7x is a good release number do break some compatibility as well. 

* Version patch added, so Files with Compatible falloff will automatically use Cubic now. 

It was already mentioned in the manual, that Compatible is deprecated. 
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF
2013-10-08 17:07:18 +00:00
6aedad4bff fix for crash on load if the file was saved in editmesh,
BKE_mesh_uv_cdlayer_rename_index was checking editmesh pointer before it was NULL'd by direct_link_mesh.
2013-10-07 16:48:26 +00:00
4b8fee11b6 workaround for [#36314], ensure all id-properties are groups on load (which are expected to be groups). 2013-09-30 13:44:16 +00:00
6317f1eafd fix [#36291] Applying subsurf to mesh or setting subdivisions to zero crashes Blender
issue was mesh somehow had a mismatch of UV/texpoly layers. we may want to allow this in the future but for now sync on load just in case.
2013-09-16 06:00:25 +00:00
b938293576 Fix memory leak reading mesh data after change to skip saving temporary
custom data layers.
2013-09-13 13:34:10 +00:00
f81f6c5019 take the decender into account when drawing console text.
also add data types wm and mask to dataname() and unshadow var in ghost/x11
2013-09-11 04:14:27 +00:00
e052fc9819 Fix #36271: missing (+) icon for toolbar in compositing layout in default startup.blend. 2013-09-10 13:25:39 +00:00
e492fad130 shrink-wrap constraint, improve and remove some limitations.
- ability to change the space the axis is projected in (so you can choose worldspace or -space, was always local-space before).
- support projecting on a negative axis, without this some very simple clamping is not possible if the direction happened not to be positive.
- add distance limit (same as modifier), without this single meshes surrounding an object would make the constraint impossible to use in some cases (it would snap to the wrong side).

note: this removes the ability to project on multiple axes at once but this option only added up directions and didnt project on multiple axes as you might expect.
2013-09-07 12:59:16 +00:00
b9b806e0a0 BGE: Removing the touch sensor and converting all touch sensors to collision sensors. 2013-09-04 22:14:14 +00:00
2663d3833d Fix compile error with strict compile flags. 2013-09-03 18:01:31 +00:00
d14121308d Fix #36189: link group, delete instanced object, link group again would not
create an instance. Now it creates the instance even if the group was already
linked into the .blend file.
2013-09-03 17:24:07 +00:00
75a2b5ee35 add attributes to ghash and edgehash functions. 2013-09-01 22:47:44 +00:00
113997a03c Last uiList patch (for now!): filtering and reordering of shown elements.
Thanks to Brecht for the reviews. :)

This commit adds a show/hide extension below each uiList, containing by default an option to filter and/or reorder items by name (and to reverse those filtering and reordering).

Each derived uiList class in Python can define more specific filtering by implementing callbacks: the draw_filter() function to draw options in UI, and the filter_items() function to effectively filter/reorder items.

Note: the advanced options for vgroups shown as "proof od concept" in patches do not go in trunk for now, we have to find a better way to get those vgroups info for UI code, we can't afford to loop over each vertex here!

And doc (release notes and uiList example) is still to be updated, will do this in next days.
2013-08-29 12:55:31 +00:00
6b51c27414 uiLists enhacements: dragresize and better GRID layout.
Many thanks to Brecht for the review!

* You can now drag-resize uiLists (in default or grid layouts).
** Note about "default" size: when you drag below minimal size of the uiList, it will automatically reset to automatic sizing (i.e. size between rows and maxrows, depending on the number of items to show). This often means (e.g. in Materials list with many mat slots) that the list will grow again to maxrows!

* Grid uiLists now have a customizable number of columns (previously it was a fixed value of 9), and they will respect the rows/maxrows settings as well (i.e. show a scrollbar when needed), instead of growing indefinitly!
2013-08-27 15:27:41 +00:00
52eb61f84b Fix state losses for recursive outliner trees (e.g. datablocks editor)
In previous optimization in outliner I assumed that order in treehash was not important.
But testing outliner in datablocks mode revealed a problem: when user expands multiple recursive levels and then closes any element, it always closed the top level of recursion.
Now it should work fine with recursive trees.
Now treehash contains groups of elements indexed by (id,nr,type). Adding an element with the same (id,nr,type) results in appending it to existing group. No duplicates are possible in treehash.
This commit should also make lookups a little bit faster, because searching in small arrays by "used" is faster than searching in hashtable with duplicates by "id,nr,type,used".
2013-08-23 20:35:00 +00:00
785a67f396 Partial revert of recenr cu->disp merge commit
That ended up in tricky code trying to mimic depsgraph
branch behavior API-wise preserving texspace and bound
box calculation compatible with previous releases.

So for now bring cu->disp back to the trunk but keep
texpsace and boundbox APIs the same as in the branch.

This keeps texpsapce and boundbox behavior fully compatible
with previous releases and still makes API the same as
for meshes.
2013-08-21 07:40:19 +00:00
2dcb1d7002 Remove unused bounding box from MetaBall
--
svn merge -r58150:58151 ^/branches/soc-2013-depsgraph_mt
2013-08-19 09:41:13 +00:00
527ddb0a5b Move bevel list and path from Curve to Object datablock
I know this is not so much nice to have this guys hanging
around in a general Object datablock and ideally they better
be wrapped around into a structure like DerivedMesh or
something like this. But this is pure runtime only stuff and
we could re-wrap them around later.

Main purpose of this is making curves more thread safe,
so no separate threads will ever start freeing the same path
or the same bevel list.

It also makes sense because path and bevel shall include
deformation coming from modifiers which are applying on
pre-tesselation point and different objects could have
different set of modifiers. This used to be really confusing
in the past and now data which depends on object is stored
in an object, making things clear for understanding even.

This doesn't make curve code fully thread-safe due to
pre-tesselation modifiers still modifies actual nurbs and
lock is still needed in makeDispListsCurveTypes, but this
change makes usage of paths safe for threading.

Once modifiers will stop modifying actual nurbs, curves
will be fully safe for threading.

Actually, this commit also contains wrapping runtime curve
members into own structure

This allows easier assignment on file loading, keeps curve-
specific runtime data grouped and saves couple of bytes in
Object for non-curve types.

--
svn merge -r57938:57939 ^/branches/soc-2013-depsgraph_mt
svn merge -r57957:57958^/branches/soc-2013-depsgraph_mt
2013-08-19 09:25:24 +00:00
0312b18319 Get rid of a display list stored in Curve datablock
This display list was only used for texture space calculation,
and even there this display list was only used for bounding
box calculation.

Since we already do have bounding box in a curve datablock
there's no reason to duplicate non-modified display list
just to calculate bounding box later, let's just calculate
bounding box at the first point.

This makes code a little be more thread-safe but curves are
still not safe for threads at all because of bevel list and
path. That would be solved later.

--
svn merge -r57939:57940 ^/branches/soc-2013-depsgraph_mt
2013-08-19 09:13:15 +00:00
47c23750e8 style cleanup: indent/whitespace 2013-08-19 01:48:44 +00:00
24ce60cfe4 Merge plane track feature from tomato branch
This commit includes all the changes made for plane tracker
in tomato branch.

Movie clip editor changes:

- Artist might create a plane track out of multiple point
  tracks which belongs to the same track (minimum amount of
  point tracks is 4, maximum is not actually limited).

  When new plane track is added, it's getting "tracked"
  across all point tracks, which makes it stick to the same
  plane point tracks belong to.

- After plane track was added, it need to be manually adjusted
  in a way it covers feature one might to mask/replace.

  General transform tools (G, R, S) or sliding corners with
  a mouse could be sued for this. Plane corner which
  corresponds to left bottom image corner has got X/Y axis
  on it (red is for X axis, green for Y).

- Re-adjusting plane corners makes plane to be "re-tracked"
  for the frames sequence between current frame and next
  and previous keyframes.

- Kayframes might be removed from the plane, using Shit-X
  (Marker Delete) operator. However, currently manual
  re-adjustment or "re-track" trigger is needed.

Compositor changes:

- Added new node called Plane Track Deform.

- User selects which plane track to use (for this he need
  to select movie clip datablock, object and track names).

- Node gets an image input, which need to be warped into
  the plane.

- Node outputs:
  * Input image warped into the plane.
  * Plane, rasterized to a mask.

Masking changes:

- Mask points might be parented to a plane track, which
  makes this point deforming in a way as if it belongs
  to the tracked plane.

Some video tutorials are available:
- Coder video: http://www.youtube.com/watch?v=vISEwqNHqe4
- Artist video: https://vimeo.com/71727578

This is mine and Keir's holiday code project :)
2013-08-16 09:46:30 +00:00
7a6f3d9e43 fix [#36349] Separate mesh by material creates meshes with all the materials from the original 2013-08-14 14:36:43 +00:00
3627541894 BGE: Fixing the memory leaks reported when the BlenderPlayer exits.
They were caused by not having a free_windowmanager_cb set and by not having registered SpaceTypes, which meant data allocated for thosse SpaceTypes could not be freed. These were solved by defining a free_windowmanager_cb for the player that just frees wmWindows, and by making sure we only allocate memory for registered SpaceTypes.
2013-08-10 21:17:46 +00:00
a6c4c6dbc6 Linking Brushes did not link the mask texture properly 2013-08-08 09:45:59 +00:00
9a80fc62d4 Fix crashes that could still happen opening files with the outliner bug that existed
between revision 58855 and 58959. Now it ensures the memory is not freed before reading.
2013-08-07 19:29:15 +00:00
4f29aeeff2 code cleanup: some structs were declaring data when only typedef's were intended, make local vars and functions static. 2013-08-07 03:44:05 +00:00
8052bf0ec2 add missing NULL checks from BKE_constraint_get_typeinfo(), so constraints from the future dont crash.
also remove some redundant NULL checks.
2013-08-03 22:03:15 +00:00
66a4077927 fix for [#36260] 2,300 Objects Makes Blender Unresponsive
- performance of outliner was low because of unoptimal data structures.
- now it uses BLI_mempool instead of custom mempool and GHash to make searches for duplicates faster.
- also fix undesired behaviour of BLI_mempool_as_arrayN

thanks to Campbell Barton and Lukas Tönne for helping me get a better fix put together.
2013-08-03 11:35:09 +00:00
5302469834 Some versioning changes/patching of the brush system:
* Change overlay alphas to 33 if not initialized. This should have been
done for 2.67 but better do it now to avoid frustration with overly
transparent overlays. For users that have set this low manually this
will reset the setting to 33 but I think it's less irritating than users
who unwillingly had the setting to 1 and saw nothing when activating the
overlay.

* Allow overlay alpha to be zero as well

* Reset old, now obsolete BRUSH_FIXED flag for brushes that still use
this. I am doing this here to avoid patching hell when the paint brush
is merged, since it's not possible to know the merged version
beforehand, and this flag will be used.
2013-08-02 00:24:34 +00:00
576161b186 fix [#36262] Paste strip with video or sound content from another file crashes Blender
existing code was very stupid.

- all ID pointers for clipboard strips are handled uniformly.
- clipboard stores a duplicate ID pointer which are restored on paste.
- restoring pointers...
-- use ID's that are still in the database (copy&paste within the same file).
-- fallback to name lookup.
-- fallback to loading them from the original filepath (movie-clip and sound only).

also fix bug pasting where initialing the sound wasn't done if there was no frame-offset.
2013-07-24 06:51:04 +00:00
c8ed6f79b5 Fix #36225, spacing was halved and set to zero for texture paint brushes that had spacing of 1. Related to own changes to maintain spacing consistent between 2.67-2.66. 2013-07-23 11:13:39 +00:00
824ec5a388 code cleanup: case & brace placement 2013-07-19 10:40:43 +00:00
Lukas Toenne
d75e0f320b Fix #36024. This part fixes user counting for node editor trees. The user count previously would only work correctly for node trees which are part of material, scene, etc. or linked by group nodes. Any
custom pynodes tree edited directly as library data would get a 0 user count on reload and subsequently not be saved. Now the node space follows the same pattern as the image space: the node tree(s) user
count gets incremented on file load and opening in the editor ensures a real user. This leads to 1 "unreal" user for the editor (dropped on reload), but seems to be the only viable solution atm.
2013-07-08 11:38:11 +00:00
e64ae3ad7c fix [#35914] Blender crashes when trying to use vertex selection masking on a copy directly after using SHIFT+d 2013-06-30 22:04:03 +00:00
37f5945188 style cleanup 2013-06-25 10:44:30 +00:00
447e9a4cd5 add option to enable auto-execute scripts, but exclude certain directories. 2013-06-18 18:11:52 +00:00
0fab77023d fix for building c++ rna api with recently added smoothgroup api call. 2013-06-14 14:57:35 +00:00
cc3476b07e Fix for
* [#35724] Backdrop zoom can be set to a very small value, making the backdrop disapear.

There were checks in the drawnode that needed to be placed in the readfile.
The checks checked if the zoomlevel was 0.0, then it was defaulted to 1.0, but the zoomvalue had a minimum limit of 0.01, hence it did not work.
Moved the check to the readfile and checked for all values smaller then 0.02. These values are then reset to 1.0

Jeroen & Monique
 - At Mind -
2013-06-14 13:56:00 +00:00
a6b505ef0b style cleanup 2013-06-06 06:02:46 +00:00
Lukas Toenne
4c2a51e1f9 Fix #35640, part 1. Set the id.lib pointer for nested bNodeTree data blocks inside material, scene, etc. on lib_link, so that the UI buttons get disabled when editing linked node trees. Thanks to Brecht
van Lommel for suggesting this fix.
2013-06-05 19:06:27 +00:00
Lukas Toenne
281e538be0 Fix #35570, old group nodes with empty socket name strings crash. The identifier assignment was not taking potentially empty name strings into account. In addition some of the BLI_uniquename calls were
not passing a valid defname parameter, also crashing.
2013-05-30 11:51:21 +00:00
d3a6c0c834 Smoke simulator: Add flow subframes and ability to set custom particle size.
Previously it was nearly impossible to have fast moving objects emitting smoke or they would just leave behind a row of smoke poofs instead of continious stream of smoke. Now it's possible to set number of subframes for each smoke flow.

Another new thing is ability to set size of smoke flow particles instead of using closest smoke cell. This also works with my earlier "full sample" commit, so no more blocky particles either. :)

For more info check my blog post: http://www.miikahweb.com/en/blog/2013/05/17/blender-smoke-subframes

This commit also includes couple of fixes I spotted while testing:
* Fix: dissolve was applied at different time for low res and high res simulations.
* Fix: full sample setting didn't get copied with domain.
2013-05-17 17:45:37 +00:00