Commit Graph

10681 Commits

Author SHA1 Message Date
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
32c7e22d36 Merged changes in the trunk up to revision 37388.
Conflicts resolved:
release/scripts/startup/bl_ui/properties_render.py
source/creator/SConscript
source/blender/blenlib/intern/bpath.c
source/blender/editors/space_outliner/outliner.c
2011-06-11 00:22:10 +00:00
a24dac8b8f Fixed Multi-Paint so that it doesn't stop painting unless the maximum cap has been met.
Also, the color display now only shows colors for the areas that are shared by the selected groups.
Finally, Multi-Paint responds to auto normalize, it determines when it can not be edited.
2011-06-10 19:47:53 +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
42e062fc88 Made the Multi-Paint check box control what was being drawn so that it doesn't always draw the groups together when multiple bones are selected. 2011-06-09 16:38:47 +00:00
f122a74b1e svn merge -r37078:37335 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-06-09 15:20:29 +00:00
15d0d3f41e replace log() calls with constants 2011-06-09 14:27:51 +00:00
b967d8695f Heard that multi-bone selection would be better used for painting multiple bones; took out select lock.
Added a basic multiple bone group paint feature "Multi-Paint" and its corresponding checkbox next to "Auto Normalize," but I need to access the ToolSettings for it in armature to make bone selection function/draw correctly

When you multi-paint, it paints on selected bones while keeping the weight ratios on a vertex of the selected groups the same.  You can't currently multi-paint on a vertex with a locked deform group.
2011-06-08 19:05:17 +00:00
b5bd86e590 svn merge -r 37212:37306 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-06-07 21:20:25 +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
e55833a094 fix [#27572] Mirror Shapekey and Mirror vertex Group not working for Lattice. 2011-06-06 06:40:09 +00:00
ef5f78ecc7 3D Audio GSoC:
Making it possible to access blenders internal sounds via Python.
2011-06-05 22:06:29 +00:00
a1c22262fe Bake from multires mesh
=======================

Added option to baked named "Bake From Multires" which is avaliable for
normals baking and displacement baking.

If this option is enabled, then no additional hi-res meshes and render
structures would be created . This saves plenty of memory and meshes
with millions of faces could be successfully baked in few minutes.

Baking happens from highest level against viewport subdivision level,
so workflow is following:
  - Set viewport level to level at which texture would be applied
    during final rendering.
  - Choose Displacement/Normals baking.
  - Enable "Bake From Multires" option.
  - You're ready to bake.

Displacement baker had aditional option named "Low Resolution Mesh".
This option is used to set if you want texture for realtime (games)
usage.

Internally it does the following:
  - If it's disabled, displacement is calculated from subdivided
    viewport level, so texture looks "smooth" (it's how default
    baked works).
  - If it's enabled, dispalcement is calculated against unsubdivided
    viewport levels. This leads to "scales". This isn;t useful for
    offline renders much, but very useful for creating game textures.

Special thanks to Morten Mikkelsen (aka sparky) for all mathematics
and other work he've done fr this patch!
2011-06-05 20:54:04 +00:00
Nick Samarin
5ceb8b3d35 synched with trunk at revision 37212 2011-06-05 18:51:00 +00:00
522f9111a5 =bmesh= sortof fixed subsurf crasher, need to do it properly still but at least it doesn't crash anymore. 2011-06-05 01:06:44 +00:00
e40debc51b =bmesh= removed extraneous debug printf 2011-06-05 01:00:36 +00:00
88676349a4 Code holiday commit:
- fix: user pref, window title was reset to 'Blender' on tab usage

- Undo history menu back:
  - name "Undo History"
  - hotkey alt+ctrl+z (alt+apple+z for mac)
  - works like 2.4x, only for global undo, editmode and particle edit.

- Menu scroll
  - for small windows or screens, popup menus now allow to display
    all items, using internal scrolling
  - works with a timer, scrolling 10 items per second when mouse 
    is over the top or bottom arrow
  - if menu is too big to display, it now draws to top or bottom, 
    based on largest available space.
  - also works for hotkey driven pop up menus.

- User pref "DPI" follows widget/layout size
  - widgets & headers now become bigger and smaller, to match 
    'dpi' font sizes. Works well to match UI to monitor size.
  - note that icons can get fuzzy, we need better mipmaps for it
2011-06-04 17:03:46 +00:00
c6f3fabd16 fix [#27568] Segmentation fault in Sequencer when adding an effect strip with python
disallow negative length effect strips.
2011-06-04 10:39:04 +00:00
185663b52b FModifier Influence/BlendIn-Out
Following on from my commit to introduce frame ranges for FModifiers,
those frame ranges can now have blend in/out values. By setting a
blendin or blendout value, you're specifying the number of frames for
the modifier's "full influence" to take effect or fade out relative to
the start/end frames.

The "full influence" above needs a little clarification.

When the "use influence" setting is enabled, "full influence" is taken
from the "influence" slider (a new setting). Otherwise, it uses 1.0
(i.e. unmodified influence, same as old behaviour before the
introduction of influence controls). The influence slider basically
says how much the modifier's effects are allowed to contribute to the
final result.

---

Notes:
- This opt-in "Use Influence" approach is really forced upon us
because there are heaps of old files for which we cannot easily
version patch without spending some effort going through all the data
in the file, hunting out the F-Modifiers.
- interpf() seems to use a backwards order compared to everything else
2011-06-04 06:22:01 +00:00
e27fe1c049 Actions are no longer created with Fake Users
Due to overwhelming support from animators, Actions are no longer
created with fake users by default. If you're mainly creating action
libraries (the primary use case and argument for having this, mostly
used for creating a set of motions for games or perhaps to use in
NLA), you're really in the minority here.

For the most part, fake users just lead to heaps of "dangling" actions
in files which newbies (and even experienced users) may often be
unaware of. Since Fake Users are really more of an "opt-in" system
everywhere else (i.e. when creating Material Libraries), the same
should applied for Actions and creating Action Libraries.
2011-06-04 02:23:17 +00:00
cd04cff180 Merge with trunk revision 37149. 2011-06-03 23:24:01 +00:00
05a1c144ad Experimental Feature: Frame Range Masks for FModifiers
Using this feature, it is now possible to for example have different
noise-profiles for different parts of a curve, which makes it possible
to do animate camera shake for example.

Or perhaps, for having greater control of mixing and matching
different parts of F-Modifier effects, such as combining several
generator modifiers to get multi-case functions for instance.

See http://aligorith.blogspot.com/2011/06/gsoc11-fmodifier-range-
masks.html for details.
2011-06-03 13:34:02 +00:00
6480ab10db Fix for [#27461] Particle Instance modifier doesn't work correctly with Hair Dynamics.
* Wrong matrix used for dynamic hair.
2011-06-03 05:51:39 +00:00
83609edd51 Fix related to #27309: group nodes with a linked datablock that was missing would crash. 2011-06-02 17:34:01 +00:00
b4872b84c8 fix for [#27410] Manual save kills actual .blend file if disk space is low
- moved do_history into WM_write_file after successful write of .blend@ temporary file
- Added new file flag, to avoid writing history on writing the startup.blend, autosave files and undo.

Thanks Campbell, Brecht for review!
2011-06-02 12:44:59 +00:00
211cd99cbc Fix #27539: Sculpt data is lost after editing base mesh
Face's totdisp was set to correct value, but memory hasn't been
allocated for disps. Handle this in multires_topology_changed(),
so the whole MDISPS layer wouldn't be totally re-allocated when
applying displacement.
2011-06-02 04:58:27 +00:00
62a33391c9 add missing cast 2011-06-01 23:46:48 +00:00
56795262ad svn merge -r37035:37078 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-06-01 23:38:46 +00:00
f5318bc04d =bmesh= edge split modifier uses bmesh code for now, slower but works. 2011-06-01 19:47:21 +00:00
142d87f154 =bmesh= committing not-quite-functional edge split modifier code before replacing it with a bmesh version, taking too much time to debug right now. 2011-06-01 19:30:19 +00:00
81982140b8 Fix #27550: texture node editor header was still showing texture datablock
selector even if there is no active texture slot or node, now it's disabled
in that case.
2011-06-01 16:17:38 +00:00
08d6932c86 svn merge -r36900:37028 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-05-31 05:11:04 +00:00
dcd55cef86 startup.blend: default ffmpeg output audio bitrate changed to 192. 2011-05-30 18:57:28 +00:00
9cfd093a93 Merge with trunk r36987. 2011-05-29 00:48:03 +00:00
5ca36915a6 Silence some unused-but-set-variable warnings.
And small optimization for text search function :)
2011-05-28 14:52:28 +00:00
628a8151da Fix #27505: Text Editor always indent next line when a " is found (which is not always correct)
Do not indent if there's any non-space character after colon.

This only makes life a bit easier, but it's still not 100% correct indentation
strategy. For example when colon is inside non-closed string or so.
Also there's not indentation for { and un-indentation for }.

Handling such cases would require much smarter strategy..
2011-05-28 14:40:42 +00:00
9b5800bcd7 fixed "rather then" -> "rather than" typos all over the place 2011-05-28 13:11:24 +00:00
7154b424e9 Fix: The radial control would fail, in sculpt mode, to set size if object-space sizing was enabled.
This was caused because a small part of sculpt's radial control code did not make it into the new version.  The old code would set a new object-space size by scaling it proportional to how much the new screen-space size was changed.  

The solution I implement here is to do the same scaling inside the RNA callbacks.  This way, users of those properties do not have to worry about inconsistency.

I added a comment warning that brush_set_size, brush_set_unified_size, brush_unprojected_radius, and brush_set_unprojected_radius do not guarantee consistency because it is not always possible to precisely know what the new unprojected radius is in all contexts where you might set the size.  

I would implement the consistency check at the lower level (in those listed functions) but at this time I think it needs to be looked at to make sure that won't cause problems.  In addition, I am not sure that scaling by the ratio of change is strictly correct in all cases.

In any case, this at least fixes the immediate problem.
2011-05-28 11:30:21 +00:00
8246f94317 better error reporting for seq_swap() 2011-05-28 09:59:34 +00:00
42121590f4 == FFMPEG ==
Added central compatibility header file, which enables blender to compile
against very old ffmpeg versions as well as very new versions using the
*NEW* API. (Old API functions are simulated using macros and inline functions)

Added a whole lot of additional checks, tested against 6 different versions
down the timeline, hopefully, now finally all is well.
2011-05-27 23:33:40 +00:00
0381c444fd == FFMPEG ==
Fixed and added additional ffmpeg cruft checking. Oh dear.
2011-05-27 07:47:42 +00:00
50289e62cb == FFMPEG ==
... and another funny version patch, since OpenSuse obviously used some version "in-between"
2011-05-26 23:51:02 +00:00
f1d3982bf6 == FFMPEG ==
Added some API compatibility code again, since some API-changes weren't even documented 
(they even didn't do a proper version-bump, arghh!)

If it breaks again, please tell!
2011-05-26 23:19:15 +00:00
4b9a63c6d3 == FFMPEG ==
* removed a lot of old cruft code for ancient ffmpeg versions
* made it compile again against latest ffmpeg / libav GIT
  (also shouldn't break distro ffmpegs, since those API changes
  have been introduced over a year ago. If it nevertheless breaks,
  please send me an email)
2011-05-26 21:57:02 +00:00
686859afad Use proper checking for image source 2011-05-26 09:46:51 +00:00
9af390ab67 fix [#27485] Create new shapekey on lattice 2011-05-26 06:34:31 +00:00
9a556fd69b fcurve/boolean evaluation, values below zero are no longer evaluated to true. 2011-05-26 05:35:30 +00:00