Commit Graph

7176 Commits

Author SHA1 Message Date
da0433e01d Temporal fix probably... Campbell has crashes in depsgraph, but that case
should not happen. This commit adds a harmless NULL check, but still.
2006-12-08 22:08:52 +00:00
2edcd75f9c Crash fix in adding lightgroups: previewrender.c sets ob->data to NULl for
a lamp it uses for preview... something I never thought of could get
rendered!
2006-12-08 22:00:44 +00:00
7f1e3874f9 Node editing usablity!
- Removed stupid idea to insert convertor nodes in Node Shaders, when a
  link is created by non-matching sockets. Now it works like Compositor,
  doing a default conversion. Works like this:

1 from 3 or 4 values: take average
3 from 1: copy to all
3 from 4: copy 3
4 from 1: copy to 3, set alpha to 1
4 from 3: copy 3, set alpha to 1

- Added select-linked in Nodes. Lkey or Shift+L. Also in pulldown menus
2006-12-08 21:20:36 +00:00
4cdf96ae19 Lightgroups!
Functionality was a bit limited still; now added the option to bind
a group of Lamps entirely to a Material, excluding them from any other
Material. Note that Lamp visibility layer options still work as for
Lamps usually.

In preview.blend: made a lightgroup for all lamps, and set them to be
the "RenderLayer override". That way it will ignore local material
lightgroups for previews.
2006-12-08 18:37:55 +00:00
c9686f9562 Only-shadow AO was inversed... and it didn't use the material ambient or
the AO strength factor.
2006-12-08 15:07:50 +00:00
45128f458d Another crasher: shadow in a ray-mirror crashed, unitialized vars again...
Gotta review how raytracing code uses memory once :)
2006-12-08 14:40:33 +00:00
9e634957e0 Two bugfixes:
#5387: transparent shadow crashed, caused by passes recode
irc report: buffer shadow for tangent shaders didn't work. (2.42 bug)
2006-12-08 11:51:31 +00:00
902a69a7d3 Numerous fixes in Render code:
- Bug: material emit was ignored (showed in preview render backdrop)
- Bug: world exposure was ignored
- Bug: lamp halo was ignoring 'render layer light override'.

Further reshuffled the way shadows are being pre-calculated, this to enable
more advanced (and faster) usage of Material lightgroups. Now shadows are
being cached in lamps, using a per-sample counter to check if a recalc is
needed. Will also work (later) for Raytracing node shaders.

- New: Material LightGroup option "Always", which always shades the lights
  in the group, independent of visibility layer. (so it allows to move such
  lights to hidden layer, not influencing anything).
2006-12-08 09:40:44 +00:00
3da771fefc Fix for bug #5369, retopology - undo reverts elipse to pen
Moved the retopo tool settings into ToolSettings.
2006-12-08 00:44:44 +00:00
fb261464b0 Bug, caused by render recode for passes: raytraced transparency didn't
clear osa vectors for UV, causing textures to not show correct when
traced.
2006-12-07 21:48:31 +00:00
0bf069e8f3 I ment to commit this earlier but things kept comming up.
Fiddled with the button spacing a little bit so Disable Textures button fits
a little nicer.

Kent
2006-12-07 20:21:43 +00:00
Ken Hughes
02884e88d8 Python API
==========

Fix typo in Scene documentation.
2006-12-07 20:15:52 +00:00
c3fdaac9b4 Fix for bug #5177: EdgeSplit modifier mode "From Flag" doesn't show sharp
edges in Editmode

This bug was due to CCGDerivedMesh (the DerivedMesh backend used to store
editmode subsurf results) not copying edge flags correctly, meaning that
they were unavailable to the EdgeSplit modifier. I have updated
CCGDerivedMesh to copy edge flags correctly.
2006-12-07 18:30:00 +00:00
aae544e9f4 Pass render errors (thanks to irc review, thanks ZanQdo!)
- Color for refraction was added wrong (was using 3 x r, instead of rgb)
- Refraction was added on top of specular in Combined, should not.
2006-12-07 17:54:15 +00:00
40c77590f9 Small plumiferos wishlist item.
Adds a button next to the threads button to disable texture processing
in a render.  If anyone doesn't like the button feel free to revert this
one, its pretty simple.

Kent
2006-12-07 16:48:15 +00:00
8d457ec7d9 Stupid me bug! I've removed nicely global variables, which was used for
the N-key panel in 3d window. But, on duplicating the area windows, it
should NULL the duplicated pointer...

Error in Blender since 2006/11/26.
2006-12-07 16:30:28 +00:00
e14f6084e5 Fix in outliner code: var declaration on wrong place (gcc won't warn!) 2006-12-07 14:32:38 +00:00
17231f83f3 Work on RenderLayer and Pass control:
Full log:
http://www.blender3d.org/cms/Render_Passes.829.0.html

In short:
- Passes now have option to be excluded from "Combined".
- RenderLayers allow to override Light (Lamp groups) or Material.
- RenderLayers and Passes are in Outliner now, (ab)using Matt's nice
  'restriction collumns'. :)
2006-12-07 14:17:38 +00:00
80d1d88ef6 == Auto-Keying - Needed ==
Now bones in target-less ik chains get keyed correctly. Reversing
the part of yesterday's commit regarding bones.
2006-12-07 09:31:51 +00:00
bd1fe441d4 CMake: Move genrated dna.c and cmake_blender_libs.txt to binary directories to keep source dir pristine. Also flag removed libraries as status and not "error" messages. 2006-12-07 00:18:57 +00:00
4d3bafd17d =IDProperties C-API tiny update=
IDP_GroupIterNext returned void* rather then IDProperty*.
Made it IDProperty*.

BTW, any people out there interested in using IDProperties
from the C side, feel free to email me comments and (especially!)
file bugreports assigned to me in the tracker. :)
2006-12-06 19:20:06 +00:00
Ken Hughes
383f25f3da Tools
-----

Fix typo in Material "TraShadow" tooltip.
2006-12-06 17:56:38 +00:00
49f1375638 Another fix for pass recode: lamp shadow for lamps not in visible
render-layers or with option "only layer" was still calculated, giving
unnecessary slowdowns.
2006-12-06 15:48:40 +00:00
bd6db18b81 Bugfix (caused by passes work): the 'default material' needed to become
initialized properly before rendering. Effect was that shadow for Objects
without material looked weird.
2006-12-06 15:40:50 +00:00
4a5618a06c Bugfix #5356
Outliner: the new 'restriction' options were drawn as buttons, and created
always even when not visible. Gave big slowdowns on large data sets.

Also: help lines were drawn as shorts, should be floats

Cannot fix: button coordinates are short by default still, giant outliner
data sets draw buttons in wrong location.

Did add nice feature though; on several events the outliner now is not
being re-built anymore, but redrawn only. I want to be a bit conservative
with it though... but it happens for:
- LMB drag to select items
- pageup/down, scrollwheel, mmb scroll
- search item
- show active item
- toggle selection
Makes a good difference :)
2006-12-06 14:37:52 +00:00
c0becb4532 Removed SlowerDraw and FasterDraw buttons in Mesh panel after discussion
with Ton on IRC. This feature was old, something of a hack and didn't really
work well with the modifier stack. To paraphrase Ton: We want to make blender
higher quality, so poorly thought out code should be removed, or replaced
with decent implementations.
2006-12-06 12:34:26 +00:00
a720296999 Another 3-in-one commit:
- Unitialized variable in new shadow code caused Sun lamp shadow to not
  work.
- Ipo handle bug: when the handle was vertical it flipped around
- Loop select: unitialized variable caused it to work unpredictable in
  cases. Also found an unitialized var in collaps_edgeuvs().
2006-12-06 11:17:34 +00:00
54e946e839 Three fixes:
- Crash, caused by commit of 1 hour ago to fix 'All Z' render problem
- Bug: yesterday's fix for node material renders caused some issues with
  precalculating correct shadow.
- Composite Translate node: input sockets allowed multiple inputs
2006-12-06 09:56:20 +00:00
1c54c72eaa Fix Debug build failure with ffmpeg enabled on MSVC 8 2006-12-06 09:48:27 +00:00
0723372c2b CMake: Errors during generation with verse turned off 2006-12-06 09:24:13 +00:00
cf1cbbd979 Render error: option "All Z" for render layers crashed. I forgot it uses
face index -1 for it... :)
2006-12-06 08:10:13 +00:00
c1bd38f55b * Simple fix for bug #5347, edit mode undo didn't redraw the 3D View header 2006-12-06 06:47:59 +00:00
943aeaa443 == Auto-Keyframing 'Needed' ==
A little tweak to the way this works. Now it only tries to insert keyframes
in the ipo curves related to the transform which triggered auto-keying.
2006-12-06 04:41:14 +00:00
6210845e82 == NLA Editor ==
Fix for a few alpha problems with icons beside channels when markers are drawn
2006-12-06 03:38:28 +00:00
34ea39a48f == Action Editor ==
Fix for a few alpha problems with lock icons when markers are drawn
2006-12-06 03:04:34 +00:00
6c138fc6a9 == Action Editor ==
Now it is possible to 'protect' action channels and constraint channels.
* When a channel is 'protected', the only operation possible on keyframes
is selection. All other operations are not able to be performed.
* The padlock to the right of each channel's name toggles the protection
status of that channel. You can only alter the protection status of one
channel at a time.

Todos:
* Menus still pop up when trying to do stuff to keyframes even if
all the keyframes selected are from protected channels.
* Shapekey channels shown in action editor should also get locks
2006-12-06 02:37:32 +00:00
4eb3644286 Shift+Tab should exit sculptmode (same as for other modes) 2006-12-06 02:28:15 +00:00
ee0dccbf96 Added slider for the Draw brush that modifies the direction vertices are pulled in relation to the view. 2006-12-06 02:10:27 +00:00
0aeb4c99a5 Correctly propagate selection when switching multires levels on an editmesh. 2006-12-06 01:29:15 +00:00
2279872921 CMake: Proper bundle for blender binary for Mac OS X and just keep blenderplayer as regular binary as with download from blender3d.org 2006-12-06 00:28:13 +00:00
593d9ae738 added missing -DWITH_FREETYPE2 stuff, provided by Eugene Reilly.
Kent
2006-12-06 00:04:53 +00:00
12e92b4ae7 Fixed bug #5361, multiple 3d views additional cursors in wrong place 2006-12-05 23:49:58 +00:00
460db666d3 Another multires triangle fix 2006-12-05 23:36:05 +00:00
406cc2cce0 Fixed broken triangle handling in multires. 2006-12-05 23:25:45 +00:00
1b5e0e3def Updated the vertex color and mtface handling in multires.c to work with editmesh.
This is the last of the changes needed to support all the EditMesh data that
previously worked only with the regular Mesh, so this should fix bug #5331,
Various problems with Editmode Undo and Multi-Resolution Meshes.
2006-12-05 23:01:01 +00:00
09d3d15f45 Node editor: when adding a new node, automatic links are created:
- from all selected nodes
- only connections between highest order socket types; so if there's RGBA
  and Value sockets, only RGBA sockets are connected. This because in
  these cases the Value sockets usually are for user input.
  Example: Mix node.

Thanks Trip for the hint!
2006-12-05 21:33:56 +00:00
5e52bee5a7 Node shaders bug: using 'shadeless' material inside of node tree, a mode
flag messed up that tried to detect if shadow was needed.
2006-12-05 19:47:45 +00:00
084179bb39 Bugfix, irc report:
OSA 16 crashed. Wrong sizeof() for memset...
2006-12-05 18:58:58 +00:00
78d3f7358b Two more fixes for pass composite:
- Blur nodes didn't accept RGB buffers (only RGBA or single channel ones)
- Mix node had maximum for 'mix' on 1.0, for passes edit that could become
  more, made it 5!
2006-12-05 18:27:43 +00:00
2c816da097 Two fixes:
- Shaded view was black, needed to tell it to use 'combined' pass :)
- Crash when deleting in compositor all nodes with an output.
2006-12-05 18:02:43 +00:00