Commit Graph

5592 Commits

Author SHA1 Message Date
1fd33b6e77 cmake option to build without smoke sim: WITH_MOD_SMOKE 2011-07-13 18:40:21 +00:00
5e841e4b4a fix for animation playback and build error when compiling without WITH_AUDASPACE 2011-07-13 17:24:33 +00:00
7dfe34864e Fix #27912: crash after mesh.materials.pop(). 2011-07-11 09:08:08 +00:00
8ca556a32a Fix #27921: optimal display with 2 subsurf modifiers fails. 2011-07-11 09:05:10 +00:00
897cbe4b42 Fix for [#27398] Particle systems with animated groups render incorrectly in viewport
* Hmph.. depsgraph and group duplication == illogical.
2011-07-10 23:49:59 +00:00
2fb4a37baa Fix for [#27289] Hair: Render Option - Object does not point objects to end of "hair path"
* Objects are now always rotated in the directions of the hair paths
* Secondary fix: particle size wasn't updated for hair particles, so dupliobject size couldn't be change after the hair was edited
2011-07-10 17:30:31 +00:00
de7592b489 Fix for [#26873] Animated displacement modifier on an object doesn't work with hair particle objects
* Noise is now considered an animated texture as it changes with every frame
* Converted a few places in particles code to use the particle system's own random table instead of BLI_frand.
2011-07-10 17:04:56 +00:00
de10ffab75 Bugfix #27761
Material nodes: when no output node was active, it sets one.
Not common to happen anymore, only for deleting output nodes
without clicking on nodes.
2011-07-09 17:03:35 +00:00
5506d18fa8 Fox #27866: Curve handle snaps/locks when it shouldnt
It was a precision error in calchandleNurb. Do not align handles
along handle which si too short.
2011-07-09 14:22:52 +00:00
abdf420a6d == GPU Buffers ==
This patch attempts to clean up and document the GPU buffers
code. There are a few bug fixes as well.

Patch reviewed here: http://codereview.appspot.com/4631052/

Summary:

* Bugfix: make GPU_buffer_copy_normal convert from shorts to floats
  correctly, also fixed the use of cached face normal CustomData.

* Bugfix: changed the `mat_nr' field of GPUBufferMaterial from char to
  short.

* Changed color buffer setup to not alloc a temporary copy of color
  data, just passes the MCol data in directly.

* Changed the GPU buffer pool code to make clearer what operates
  specifically on the global pool.

* Lots of refactoring for GPU_drawobject_new; should operate mostly
  the same (except got rid of one unecessary allocation), just split
  into more functions and without macros now.

* Converted some #defines into enumerations.

* Made some stuff private, pulled out of header file.

* Deleted unused function GPU_buffer_pool_free_unused().

* Removed GPU_interleaved_setup and related #defines. (I think this
  was used for editmode VBOs, but those were disabled.)

* Added lots of comments.

* Added a few comments in the code signed `--nicholas' to note places
  where I am unsure about design or usage, would be good to address
  these better.

* Code formatting changed to be more consistent with the rest of
  Blender.

* Renamed some fields and variables to be more consistent with
  Blender's naming conventions.

* Renamed some fields and variables to use more descriptive names,
  e.g. renamed `redir' to `mat_orig_to_new'.

* Removed print outs with DEBUG_VBO -- don't feel too strongly about
  this one, just not used elsewhere in Blender, could be easily added
  back if others disagree though.

* Moved the PBVH drawing code down to the bottom of the file, before
  was sitting in the middle of the other VBO code
2011-07-08 19:58:02 +00:00
a5906de7c4 Fix #26962: softbody collision doesn't respect subsurf+displace modifiers.
Softbody was still using a flag to determine if it should use the final or
deform derivedmesh, but this wans't exposed in the UI. Others systems use the
collision modifier, now softbody uses it also to get vertices and faces, but
with own collision code.
2011-07-08 13:22:58 +00:00
29f2cbdd8f Fix #27876: particles instancing a whole group didn't take group offset into account. 2011-07-06 10:05:27 +00:00
959cd0fe69 Fix #27777: vertex color disabled when in a reused node material. 2011-07-05 19:45:26 +00:00
1ff54f91ff Fix: #27861 bevel angle limit at 90° wasn't working well on cube, tweaked
epsilon value to be a bit smaller.
2011-07-05 08:28:54 +00:00
db2d737f0e Fix for [#27182] particle/collision kill interacting strangely
* Particle die time wasn't taken correctly into account in certain situations when calculating dynamics.
2011-07-05 02:56:14 +00:00
35965308a8 Fix for [#27579] Particles Cache Problem
* Horrors from the ancient world of deprecated code: object animation offset can't really work correctly with particles unless point cache takes full control of particle system timing.
* Disabled the non-working offset control from effecting particles so that for now particles will work consistently and the offset is only applied to the object.
2011-07-05 02:18:55 +00:00
830fe8af84 Updated the indent, sorry! 2011-07-04 19:22:37 +00:00
e814f2c71d ====== Proposal: Nodes property windows enhancement ======
===== Situation before this patch =====

in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function.

With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other.

When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself.

===== Situation after this patch  =====

This patch separates the draw functions of the property panel and the node panel.
When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback'

===== Impact =====

==== BKE_node.h ====

add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc.

==== node_buttons.c ====

if the uifuncbut is set, call it. currently calls the uifunc method

==== drawnode.c ====

static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc. 

===== Final note =====

! PS. this is not limited to the compositor it also works for Materials and Textures !
! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function !
2011-07-04 18:48:36 +00:00
c4491f558b Current situation
A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done.

In blender movies this feature is known to be implemented, but until now it never got integrated into trunk.
Proposal

With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index.

In the compositor the ID Mask node can be used to extract the information out of the Render pass.
Impact
User interface

On the properties-space the next changes will be done

    Scene⇒Render layer⇒Passes⇒Material index will be added
    Material⇒Options⇒Pass index will be added

DNA

    Material struct will get an new field called “index”. this will be a short-type.
    Material struct the field pad will be removed.
    A new Render-layer pass will be added (bit 1«18)

RNA

    Material RNA is updated (based on “pass index” from object)
    Render layer RNA is updated (based on IndexOB)

Blender internal renderer

The Blender internal renderer will process the render pass as a copy of the Object index.
Blender compositor

The render layer input will get a new output socket called “IndexMA”
Usage

An example on how to use material index can be found at:

https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend

This is also example of a commit message longer than the commit itself :)
2011-07-04 18:14:41 +00:00
bd81fde1ff Packaging variable named 'a' for release 2011-07-01 14:46:14 +00:00
7f1fe0fdc2 fix for own mistake with key shortcuts r37850 2011-06-30 15:43:38 +00:00
85dc00e254 Fix for undefined "index" in key.c.
Probably forgotten to be remaned to defgrp_index after
recent commit here.
2011-06-30 07:35:41 +00:00
5c3e73fd56 replace inline loops for get_weights_array with calls to defvert_find_weight() 2011-06-30 03:04:39 +00:00
ae49f6deb0 fix for a leak in sound_read_sound_buffer(), used when drawing the sequencer waveform. 2011-06-27 05:03:58 +00:00
308cd73d8b scenes now adjust brush usercounts on copying and freeing, pointed out by Jason Wilkins 2011-06-27 04:05:19 +00:00
1186bdfc08 Putting back blender.org and release number in info header.
Worked always great for tutorials in past, to check what's been used.
2011-06-26 17:01:10 +00:00
12e02fd474 own patch [#27752] Python Callback (Scriptlink functionality)
Python:
 * adds bpy.app.handlers which contains lists, each for an event type:
   render_pre, render_post, load_pre, load_post, save_pre, save_post
 * each list item needs to be a callable object which takes 1 argument (the ID).
 * callbacks are cleared on file load.

Example:
 def MyFunc(scene): print("Callback:", data)
 bpy.app.handlers.render_post.append(MyFunc)

C:
 * This patch adds a generic C callback api which is currently only used by python.
 * Unlike python callbacks these are not cleared on file load.
2011-06-24 16:54:30 +00:00
ebff5d5fb2 free_bvhtree_from_mesh was incorrectly useing sizeof() when clearing memory. 2011-06-24 05:34:03 +00:00
Lukas Toenne
587b51831d More flexible size options for particle billboards. This adds scale factors for width and height of billboards, relative to the particle size. It's useful when the particle size is primarily used for collision and the like, so the billboard appearance can be adjusted independently. Also allows non-square billboards.
In addition the billboards can be scaled by the particle velocity with optional head and tail factors (similar to line drawing options). This allows for pseudo-motionblur effects.
2011-06-23 18:59:47 +00:00
99253abef8 allow building with ffmpeg but not aud 2011-06-23 16:10:48 +00:00
bb3742fe91 correction to recent commit & made ffmpeg includes only add when enabled. 2011-06-23 15:58:41 +00:00
2023db70a8 cmake option to build without an audio library. 2011-06-23 09:27:56 +00:00
20e273a695 Upping the release number to 2.58 2011-06-21 16:38:28 +00:00
Dalai Felinto
768184753a fix for build with cmake (patch by Joerg Mueller) 2011-06-20 22:44:35 +00:00
c849a938a0 fix for crash drawing zero length motion path and a leak with zero length paths. 2011-06-20 17:50:59 +00:00
8eb375048e removing python includes for blenkernel since pynodes are commented. 2011-06-19 09:32:37 +00:00
968b2a8afb rename cmake include/libraries to conform with suggested cmake names 2011-06-18 14:12:54 +00:00
f227c4a064 fix [#27675] Bones shift out of place when leaving edit mode
- float precision issue, details commented in the source.
2011-06-16 07:59:22 +00:00
08c155845d remove unused arguments 2011-06-15 14:06:25 +00:00
aaf7dae5f1 Code cleanup: remove unused shaded draw mode code. 2011-06-15 10:17:06 +00:00
5e41807135 Fix #27654: vertex parenting not working with constructive modifiers.
Vertex parents were not requesting the original index layer, now do this as
part of depsgraph building, and make constraints with vertex groups use the
same system. Fix is based on patch by Campbell, but with some changes.
2011-06-15 09:45:26 +00:00
c0dc197257 edit DAG defines to make it easier to add more & modify. 2011-06-14 04:05:58 +00:00
Dalai Felinto
a2dda7c74d BGE Patch: [#27425] Allow to change the damping of the camera actuator
##########
original name: "Allow to change the strenght of the "go behind" constraint of the camera actuator"

The camera actuator is an actuator that drive the camera to follow an object, with a set of constraint.
Currently, when the object followed rotate on himself (like a person, or an helicopter), the camera is really slow to go behind (at least 10 seconds).

This patch gives the UI to tweak the strenght of the 'go behind'[named damping] constraint.
###########

epydocs (rst) updated too
2011-06-13 17:08:33 +00:00
09492d9072 Bug fix: keyed physics didn't work properly if the first key wasn't the keyed particle system itself
* Also some nicer rotation handling for the explode modifier
2011-06-12 11:09:39 +00:00
Lukas Toenne
fbd5b4eb53 Fix for edge mesh BVH: The edge distance callback for leaf nodes was calculating actual sqrt'ed distance, while needing squared distance to be compatible with bounding box checks. This also solves previous concerns about performance when using sqrt in the comparison callback. 2011-06-11 14:08:46 +00:00
eeba877926 fix [#27607] Scene's render.filepath gets cropped to 159 characters
use 240 char limit, remove backbuffer path which wasn't used.
2011-06-10 10:13:50 +00:00
15d0d3f41e replace log() calls with constants 2011-06-09 14:27:51 +00:00
7fd1fe9fc8 draw sequences with invalid effect frame ranges pink to highlight they are invalid and wont render. 2011-06-07 18:34:33 +00:00
b481524fde fix for float projection painting, now updating correctly.
This fix also allows for partial update of the image, speeding up painting. 
The different code path implemented will be used to upload high resolution images to OpenGL when onion branch is merged.
Due to conversion of float textures to/from sRGB, corrections made to brush color sampling to take account of the image profile. This is not 100% correct yet as texture images used for projection painting strokes are not converted to/from sRGB yet(This has been decided due to loss of precision for 8-bit formats). It will have to do for now, though.

last-minute update, exr image loading is broken, will fix asap
2011-06-06 22:10:05 +00:00
e8bc3fe0e3 object-mode lattice bounds were not taken into account when calculating min/max.
effected view-selected, center-origin & local view.
2011-06-06 07:29:57 +00:00