Commit Graph

10681 Commits

Author SHA1 Message Date
8bbf27dfbd Temporary fix for "freezing when pointcache is baked":
* WM_timecursor is broken somehow, so pointcache baking makes the cursor disappear.
* For user this seems like blender has frozen although it's just a matter of no progress indication.
* This fix just sets the default "busy" cursor for the whole duration of baking and reports progress in the console.
* If there's and easy fix for this then it should probably be done straight away, but I want to re-implement baking using the job system soon anyways, so a proper fix for this is not strictly necessary.
2010-11-04 20:17:38 +00:00
27de85af37 Fix for [#24513] VSE curves displaced from effect when source is moved numerically 2010-11-04 17:02:32 +00:00
f478cef43b Fix #24388: multires base mesh
- MDisp should be re-allocated if face changed amount of vertices
- Allocate disps array in layerSwap_mdisps to prevent loosing all highres data
2010-11-04 16:00:28 +00:00
81fe9d2d04 workaround [#24392] 2d Image paint editor: no clone/smear/soften tools etc
the brush system matches the brush mode with the object mode, but this doesn't work for 2D image view paint.
since the poll() function doesnt have access to the context, for now just check if no paint modes are active, default to texture paint.
2010-11-03 21:23:02 +00:00
ee4b32c41a Fix for [#21958] Dupli group doesn't show up if linked on a layer that is different from the group layer
* Object layer flag was set too soon for group duplication.
2010-11-03 16:51:25 +00:00
c31536fc53 bugfix [#24445] NLA reverse option flickers
UnMapping the reversed NLA strips timing was incorrect.
2010-11-03 08:46:14 +00:00
fe8d5b81b0 use c90 compatible static initializers. 2010-11-03 06:31:53 +00:00
6b767b8018 fix [#24499] Consistency Issue with LassoSelect/ExtendOption
Added extend option to lasso. 

also...
- selecting bones wasn't checking their layer of if they were hidden in a number of places.
- fixed memory leak.

small unrealed changes
- added PBONE_VISIBLE macro
- renamed functions used for paint selectoin from *_tface to paintface_*. sine they no longer have anything todo with tface's.
- removed scanfill include from BLI_blenlib.h, this is only used in very few places and quite specific.


Noticed lasso select is broken for metaballs and face mask mode but this has been the case for a while, will look into it next.
2010-11-03 01:56:02 +00:00
09435ec149 Oops, particle collisions didn't take simulation subframes into account at all.
* This caused nearly all particles to leak through the collision surface if simulation subframes were used and the collision object was moving.
* In addition to fixing this I also did some more cleanup of the collision code and refined some of the comments.
2010-11-02 21:16:41 +00:00
130088300b Fix for [#24501] Apeend object with cloth sim from another file crash. 2010-11-02 15:21:43 +00:00
369a5cc29e fix for compiling with the c90 standard, support for non-static variable initializers is a c99 feature. 2010-11-02 13:12:30 +00:00
5d7ed88f17 Fix #24436: GLSL + Node material gives wrong color. 2010-11-02 12:18:49 +00:00
5fb6c942b7 Fix #24485: Applying scale to multires object end up in a blender crash
Fixed multires_apply_smat to work properly with different current and
total subdivision levels.
2010-11-02 10:55:49 +00:00
f890b00851 Sequencer: fix for the fix of: #23318
also known as: broken multicam strip caused by other fix.

Calculated render_size where it belongs (within the glow effect) and 
restored old functionality.

also: renamed render_size to preview_render_size at all relevant places, 
where the naming wasn't used correctly.

Hopefully it's now a little bit more clear. 

render_size := render size from scene (just rescales width/height)
preview_render_size := preview render size from sequencer preview, 
  controls the resolution and the use of sequencer proxy sources
2010-11-01 18:55:12 +00:00
daa4feaaea bugfix [#24477] Can easily create bones with duplicate names
- fixed this error 7 different functions (deform groups, uv layers & similar).
- support for numbers over 999.
- renamed splitIDname() to BLI_split_name_num(), moved to BLI_path_utils
2010-11-01 07:19:41 +00:00
3367ef8b65 initialize structs to zero rather then using memset(). 2010-10-31 15:39:37 +00:00
0876fce009 rename and negate DISABLE_PYTHON --> WITH_PYTHON 2010-10-31 04:11:39 +00:00
97d2ca8a33 Sequence editor code cleanup
* The logic in some parts of the sequencer code was rather cryptic, so I cleaned it up a bit.
* There should be no functional changes what so ever from these changes.
2010-10-30 21:55:17 +00:00
90e9970094 change mat4_to_eulO, mat3_to_eulO to calculate 2 rotations and return the smallest one.
mat4_to_eul & mat3_to_eul are already working this way.

Without this we get problems with constraints, eg:
 rotation on the Y axis over 90d can be represented by setting the X and Z to -PI, Y would decrease to 0 (infact 180d).
2010-10-30 19:29:11 +00:00
44e6026626 the pivot constraint was translating when the pivot was offset along the rotation axis.
fixed by projecting the pivot along the axis of rotation and subtracting this from the pivot.
2010-10-30 18:42:11 +00:00
d29d972e33 Fix for [#23318] SEQUENCER EFFECT: Glow blur amount should be relative 2010-10-30 15:20:48 +00:00
210915e3c7 Fix for items 3 and 8 of [#24443] Trying to bake a smoke simulation crashes blender, and other smoke bugs. 2010-10-30 08:51:50 +00:00
6a9a49f8af bugfix for grease pencil freeing order.
it was freed before objects which would then decrease its usercount - accessing freed memory.

Also fixed error in own last commit.
2010-10-29 07:11:45 +00:00
b7c8df231b partial bugfix [#24425] Blender 2.54 Beta crashes when starting rendering
Fix for one of the causes of crashing.
Applying armature deform wasn't thread safe since the pose bones had deform data written into them when deforming a mesh.

This fixes crashing immediately, on every render for me but blender still crashes calculating the subsurf sometimes.
2010-10-28 10:12:57 +00:00
35807b20be bugfix [#24418] NLA Crashes blender on Undo 2010-10-27 16:36:25 +00:00
7a56940207 Fix for [#24401] Fluid particles leak through walls of moving object 2010-10-27 14:56:53 +00:00
1d68058f77 ad-hoc test sys that can handle paint stuff. temporary. 2010-10-27 02:22:55 +00:00
e3f8bcbe88 bugfix #24334] Filename looses all parts after a dot when saving
replacing the extension could remove the frame number added to a path when writing images, so just add the extension rather then replacing even though it gives odd names at times. eg: foo.png0001.tga
2010-10-26 23:28:10 +00:00
ef7904f2c4 commit of wip copy to work on other comuter 2010-10-26 19:13:17 +00:00
d5f66ea925 partial bugfix [#24002] Constraint "Limit rotation" doesn't work properly
this fixes the obvious problems but there are still some rotation jumping when clamping in some cases.
2010-10-26 16:55:38 +00:00
f8ec6b8654 move matrix decomposition out of object.c into BLI_math_matrix function: mat4_to_loc_rot_size(), use this now for pchan_apply_mat4() to support negative scale, visual keying now uses compatible eulers.
also added access to this in python's mathutils.Matrix()
 loc, quat, scale = matrix.decompose()
2010-10-26 12:48:07 +00:00
d327f08f9a Fix #24255: Multires object gets modified when joining it to another multires object.
Fix #22018: joining objects with different multires levels loses levesl from the higher multires object

- Synchronyze mulires subdivision level when joining objects
- Apply scale on MDISP layer when applying scale
- Re-calculate MDISP when joining scaled objects
2010-10-25 08:03:05 +00:00
904f82b49f bugfix [#24376] Fly mode disturbs the rotation or scale of the camera object 2010-10-25 07:12:29 +00:00
1713f07e5e first part of bugfix [#24376] Fly mode disturbs the rotation or scale of the camera object
object_apply_mat4 was incorrectly negating the matrix values,

This worked in most cases but even when it worked would end up with negative scales too often.
now when no negative scale is used they will all stay positive and from my tests it works in all cases now.
2010-10-25 06:59:18 +00:00
acef2ca4c5 Closing #24367 (Incorrect behaviour for Optimal Display option) and reopening #22634 (sculpting/multires and wireframe display mode glitches)
* Reverting my earlier changes to subsurf edge drawing; seems to be causing more bugs than the minor bug it fixed.
2010-10-25 02:58:32 +00:00
bc1b41eca5 * Another attempt to fix the bug partly addressed in revision 31419.
* Fix for the missing function declaration of strcpy.  This caused
a linker error in the Debug build with x64 VC 2008 and CMake.
2010-10-24 16:10:45 +00:00
3b2515ba0e Merged changes in the trunk up to revision 32684. 2010-10-24 13:05:09 +00:00
Nathan Letwory
a301d2c898 Remove the unsigned, since totbits is signed too. 2010-10-24 12:54:52 +00:00
Nathan Letwory
715fa82769 Make sure separation between modifier keys is communicated from GHOST upwards too (BGE at least uses this). 2010-10-24 12:45:47 +00:00
619a8b6952 bugfix [#24357] Font folder can be specified but is not opened
- open operator was incorrectly checking if the font path was set.
- rna ID editable check was also incorrect, checking the ID name rather then the filename.
- use define FO_BUILTIN_NAME rather then "<builtin>".
2010-10-24 07:02:19 +00:00
ea5670f4b5 Fixed bug #24364, "subsurf modifier causes wire-only meshes to disappear in object mode."
* Re-added code to draw loose edge
2010-10-24 02:02:37 +00:00
1de1d6537e Fully disable AUD's FFTW3 usage. 2010-10-24 00:09:23 +00:00
2d9be2226a warning fixes. 2010-10-23 16:03:31 +00:00
Nathan Letwory
dad9423dd6 Include BLI_storage.h where zlib.h is also included. Some systems need _LARGESOURCE64_FILE defined for zlib to not throw errors. 2010-10-22 14:04:54 +00:00
d3ac70909e Bugfix #20708: segmented bones don't work well with spline IK
There was a slight discreptancy between the tail values calculated on the spline before the head was displaced for the "chain offset" option and after this operation. However, only the original version got set. 

This small difference resulted in B-Bones thinking that the endpoints of the bones were in places that they were not in, hence causing the curly patterns observed in the report.
2010-10-22 11:38:10 +00:00
347900a3d6 [#21331] Pose snap not working in some cases
The bone option 'Local Location' (flag BONE_NO_LOCAL_LOCATION) makes the location apply differently so snap to cursor failed for pose bones.
2010-10-22 06:25:14 +00:00
2fe940f8df Fix for snapping pose bones with axis-angle rotation.
- armature_mat_pose_to_bone() was missing axis-angle check.
- added loc_axisangle_size_to_mat4() for completeness.
- use 'const' prefix where possible in math rotation functions.
2010-10-22 03:56:50 +00:00
8259321a5f fix warnings 2010-10-21 22:45:54 +00:00
cfcf82803a Temporary fix for sequencer bugs #22925, #21429, #21783, #24165
* This fix is really only a bandage, as the underlying issue is that sequencer preview render doesn't yet use the job system.
* The sequencer preview can start a full render of the scene, and this can collide with other preview/actual renders in many cases.
* Drawing the sequencer preview is now disabled when an other render is in progress, but the sequence preview rendering could have already been started before the other render, so this doesn't really fix anything.
* For now only OpenGL rendering can be used for the sequencer preview reliably until it's reimplemented using the job system.
* Using the job system in the future can handle the clashes between different renders properly and will give users a nice progress bar to indicate something is happening while the preview is recalculated.
2010-10-21 17:00:38 +00:00
76a0de3a0d Changes to "evaluation time" for Curves:
After discussions with Campbell regarding #24336 and #24309, we've decided to make this property for curves to only get set when an F-Curve explicitly animates it. 

As a consequence...
- ALL OLD FILES using follow-path constraints that depended on this changed behaviour will currently need manual patching to add an appropriate F-Curve
- Ctrl-P (Parenting to Curves -> Follow Path option) will now automatically create such F-Curves mimicking the old behaviour so that creating camera-following-path setups still works smoothly.
- Directly adding a Follow Path constraint bypasses this, so you'll need to manually add such F-Curves if you need them.

The main problem with the old approach was that there were many cases in which curve data could get added but the ctime would be incorrect until a frame change (i.e. on render) flushed this.
2010-10-21 10:28:06 +00:00