Commit Graph

10681 Commits

Author SHA1 Message Date
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
b461cc9cd4 code cleanup: merge doxygen comments into C source. 2013-10-26 03:56:32 +00:00
a304b5a988 correct typo 2013-10-25 22:12:05 +00:00
8bb39a536b Making real need to remove proxies
Otherwise some invalid pointers will be left
which could be harmless if real object stays
local, but crashes when linking them to
another files.

Was discovered here in the studio during
Project Pampa, and the steps to reproduce are:

- Create lib.blend, put armature and cube to it.
  Create a group with them.
- Create scene.blend and link group from lib.blend.
- Make a proxy from armature.
- Make group real.
- Add real objects to a group.
- Create comp.blend and link group from scene.blend.
  This step will creah.
2013-10-22 15:19:37 +00:00
df553892c9 Bugfix: Renaming bones now renames the corresponding F-Curves in actions used by
Action Constraints
2013-10-22 11:36:48 +00:00
c80c1c6f5c add copy_v4_fl4, replace QUATSET macro. 2013-10-22 03:31:21 +00:00
6193963daa style cleanup 2013-10-22 03:03:56 +00:00
7c8c49a34a style cleanup 2013-10-21 23:35:08 +00:00
ce741bc223 Code cleanup: de-duplicate implementation of get_texture_value
Expect to be no functional changes :)
2013-10-20 13:01:07 +00:00
e9d5e9813c Code cleanup: added generic function copt_m3_m3d 2013-10-20 12:08:51 +00:00
e783611098 Arg! Fix another bug in split normal core algorithm (some flat faces were ignored, depending on the order of evaluation)... :/ 2013-10-19 13:48:51 +00:00
3887d33374 Remove paranoid check which was marked as unneeded for a while already 2013-10-18 23:41:11 +00:00
fc8b0ed5e5 Move utility functions from mball to mathutils 2013-10-18 23:38:51 +00:00
9afddac727 Fix for wrong active render layer after copying hr scene
Also fix crash for files which could have been saved with
wrong active render layer.
2013-10-18 09:45:21 +00:00
Kevin Mackay
4230b8f9c4 Patch [#37115] Surface split and separate operators
Added surface support to recent curve split operator, completing quick hack todo
Updated nurbs separate operator to make use of new split logic, completing tools todo
Added 'Delete segment' option to surfaces and improved surface duplication, used for split/separate
2013-10-17 19:57:14 +00:00
Lukas Toenne
27a662f670 Missing ParticleSystem->parent pointer check in BKE_object_unlink. 2013-10-17 19:31:59 +00:00
56373ea271 Fix crash in scenes without camera markers, after recent fix for #37097,
first_camera variable was used uninitialized.
2013-10-17 15:51:12 +00:00
a0da34871a Fix for GCC bing stupid and not casting float*[3] to const float*[3] without a wanring :S 2013-10-17 14:44:23 +00:00
eb1b4c3b55 Fix #37097: Setting scene frame does not update active camera
The issue was caused by uncertainty of current camera when
there're no markers to the left of current frame.

Now in this case camera from the top-left marker will be used.
2013-10-17 14:10:03 +00:00
abee8a8717 Fix #37109: missing cycles texture display in edit mode.
My previous fix for uninitialized texture coordinates was not working well,
and in fact there was a bigger issue with GLSL drawing and missing attributes
with immediate draw mode. Now it will explicitly pass zero rather than having
it use whatever value was set last.
2013-10-17 14:04:10 +00:00
089d0ad8f9 add IDP_FreeFromGroup(), replaces IDP_RemFromGroup(), IDP_FreeProperty(), MEM_freeN(). 2013-10-16 05:29:28 +00:00
e7f1e1aed1 edits to r60777 - move ED_object_hook_reset_do into BKE object (if RNA needs to call ED_* functions its a hint they might be better in BKE). 2013-10-15 20:15:45 +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
Lukas Toenne
a90b8ebe48 Fix for crash from double-freeing in nodes:
The way node groups check for localized trees in the ntreeFreeTree_ex function does not work. When the main library is freed on exit it also frees genuine node groups trees (which is correct), but then
node groups referencing these trees will not find them in the library and interpret that as a localized group, attempting to free them a second time ... Nicer solution is to just use a special flag on
localized node trees so we can clearly distinguish them from genuine trees in main.
2013-10-14 08:03:55 +00:00
Lukas Toenne
dfea1dd0d7 Fix #37057, Detach (Alt + D) doesn't work in nodes editor / compositor.
The operator exits early when there are no internal links. This prevents it from removing links which have no internal connection.
2013-10-14 08:03:53 +00:00
52296b941e code cleanup: remove duplicate assignments 2013-10-14 07:15:59 +00:00
78de5efec1 fix for array index use before checking range 2013-10-14 07:10:38 +00:00
cbba50a3a1 fix for over-alloc in dyntopo, was allocating the vertex size, not pointer size (~85% wasted space). 2013-10-13 05:13:38 +00:00
b6db417ee4 code cleanup: use const's for vector args. 2013-10-12 02:19:37 +00:00
Dalai Felinto
029f4b9767 adding WITH_IMAGE_OPENIMAGEIO and removing the PSD build option
As per Brecht van Lommel's suggestion.
2013-10-11 16:38:04 +00:00
afab39b9d6 code cleanup: use const's for static arrays 2013-10-10 20:22:17 +00:00
e220d3228f add MEM_SIZE_OPTIMAL to avoid memory fragmentation & waste lost to slop-space. 2013-10-10 18:18:13 +00:00
4be7427346 Weight Paint Tools: Add "Subset" option to "Normalize All"
This option is needed when vertex groups are used for both armature
deformation and the other purpose such as influence of mesh modifier.

Thanks to Campbell for code review!
2013-10-10 06:33:23 +00:00
ea8b44cc15 style cleanup 2013-10-09 21:19:25 +00:00
110b32cf6f Fix [#37012] The new export split normal does nor produce correct results.
Was a silly error introduced in algo during optimization, vertices having sharp and smooth edges would only get the first poly's normal for each "smooth loop group".

Also done a (minor) optimization, and some comment fixes.
2013-10-09 17:48:27 +00:00
Dalai Felinto
4abb8fde95 Photoshop PSD support
We now support the combined layer of Photoshop files (stored as layer 0
in the file). This way users can keep their files as multilayer PSD and
Blender always handle them as flat images.

For perfect alpha this requires an OpenImageIO update:
342cc2633f

Photoshop sample files:
https://github.com/OpenImageIO/oiio-images

Brecht has some pending fixes to push for OIIO as well, so we may as
well wait to update our libraries.

What works:
===========
* 8bit images (with or without alpha)
* 16bits images (alpha discarded)
* Photoshop files saved with 'Maximum Compatibility'
* Cycles, Blender internal,  BGE (and player)

Known limitations
(due to OIIO dependency):
=========================
* Images with less than 4 channels show a wrong thumbnail (bug may be in  OIIO)
* Packed images are not supported
* We do not write PSD files.

Note: old Blenders have support for PSD via Quicktime library. But due
to license issues this was discontinued.

Many thanks for Brecht van Lommel for reviewing the patch, suggesting
multiple improvements and to help solving the alpha issue.
2013-10-08 21:17:24 +00:00
525d0cac82 remove toolsettings (unused for a long time). 2013-10-08 13:07:09 +00:00
98a4ae8562 use booleans in BKE_nurb_handles_autocalc and BMO_op_vinitf 2013-10-08 12:35:58 +00:00
b0bb5cc6b2 replace len_v3v3 with len_squared_v3v3 for comparisons. 2013-10-08 12:03:49 +00:00
Lukas Toenne
31433a3809 Fix #36981, Removing Sample line fails during render.
The SAMPLELINE flag in histogram was set during the BKE_histogram_update_sample_line function. That function in turn is called during every scope update in area draw function, meaning that during render
it constantly gets set. OTOH the operator tries to disable the flag on invoke, which "cancels" the sample line by default. So during render the operator un-setting of the flag has no effect, because the
render job immediatly triggers a redraw, which updates scopes and sets it again.

Moved the flag out of the actual sample line update function into the operator execute. Now only the operator enables/disables overall sample line drawing, while the rest of the update works as before.
2013-10-07 09:25:39 +00:00
c7882ec3bb Fix for my last customdata fix, accidentally left in comments. 2013-10-05 19:56:32 +00:00
b20c3f97a4 rename presets not to use '+' character, also some typo fixes. 2013-10-05 14:19:39 +00:00
7cb10c60af Fix for unnecessary customdata warning with empty meshes. 2013-10-05 13:36:55 +00:00
b0c36617c6 Remove prints from own r60549, sorry for the noise. 2013-10-04 17:49:26 +00:00
d1827ff5d7 Fix obvious bug in particle code (copying normal into nor when in if(ornor) block...), though probably harmless in current code... 2013-10-04 14:28:32 +00:00
cdb8736f83 Fix #36930: dynamic topology sculpting with masks gave bad results:
* The mask was not subdivided properly on splitting edges, which gave interesting
  but definitely wrong fractal-like borders around masks.

* Edge splitting was only done where the mask was < 50%, with the reasoning that
  you can't do a 50% topology update. But this gives an ugly border in the mesh.
  The mask should already make the brush move the vertices only 50%, which means
  that topology updates will also happen less frequent, that should be enough.
2013-10-04 13:40:21 +00:00
Lukas Toenne
e1a34f22d7 Fix #36939, Objects with nodes appear in gray in viewport, using Solid shade, and the Blender Engine (or Game Engine).
The "active ID node" concept has become slightly more complex with pynodes. To find the active material or other ID links in a node tree recursively requires a hash key based on the "parent" tree of the
current node group. To avoid returning NULL in case this key is not yet initialized (i.e. ID node has not been activated yet), just accept 0 key as well for the base node tree.
2013-10-04 08:27:54 +00:00
43217da6d9 set mempool debug in the game-engine-player too. also remove redundant mempool includes. 2013-10-03 16:34:00 +00:00
98ee7fdd9a Fix an own regression introduced in the dyntopo cleanup commits. Do not
remove a vertex from the pbvh if the only face it was part of was
removed from the pbvh. This should work but no time to investigate now
properly, and better have a solid release. The problem could be seen
when sculpting to open meshes. Some vertices and faces on the boundaries
would become stuck and unresponsive.
2013-10-02 22:18:23 +00:00
ba01e5e3eb fix [#36919] Cannot delete keyframe of animated simulation parameter if simulation has been disabled 2013-10-02 16:37:47 +00:00