Commit Graph

10681 Commits

Author SHA1 Message Date
4b4bf11469 Fix #31172: applying boolean removes uv maps
The issue was caused by CDDM_tessfaces_to_faces not dealing with CD layers.

There was already function BKE_mesh_convert_mfaces_to_mpolys which converted
mfaces to mpolys with converting all CD layers. Made it a bit more general so
it might work with given arrays of faces/polys and re-used it from CDDM module.

Checked with UV and sculpt data from Blender 2.61 and it loaded nice, so
hopefully there's no regressions in loading older files.
2012-06-04 12:10:38 +00:00
90d7e25b4f add select linked operator, works as with meshes. 2012-06-04 11:25:02 +00:00
0747e75cc6 Merging r47382 through r47398 from trunk into soc-2011-tomato 2012-06-04 10:55:05 +00:00
617027fdf3 Fix #31352: Image sequence texture - can't load image after changing image source
Added new flag to Imageuser which indicates whether user frame calculation is needed.
This flag is getting set in BKE_image_signal and handled in actual image usage areas
where both image user and current frame is known.
2012-06-04 10:41:18 +00:00
1511bd8eb4 Correction to recent changes in paint module -- missed NULL check for active object 2012-06-04 07:44:57 +00:00
46cd2a6a38 Fix #31093: Brush's "Paint curve presets" in Image paint in UV\Image Editor doesn't work if weight paint mode is active
Some operators like curve presets, color sample and some more were using object's
mode to distinguish in which mode user is currently painting. Such approach fails
in cases when there's paint mode active in 3D viewport and Image Editor.

Changed logic here to use some context's state like active space which helps
distinguishing current paint mode more accurate.

Ported all areas which uses paint_get_active() to new paint_get_active_from_context().
There're still some calls to paint_get_active(), but that shouldn't be harmful due
to that places indeed have object's mode as priority when getting paint mode.
2012-06-04 07:29:45 +00:00
329b05dcd7 Merged changes in the trunk up to revision 47381.
Conflicts resolved:
source/blender/blenloader/intern/readfile.c
2012-06-03 21:11:10 +00:00
49a0f8f73b - adding subdivided points now interpolates weights along the spline.
- the handle lengths are now interpolated based on the new points projected location along the spline.
2012-06-03 19:39:19 +00:00
4413024cdc svn merge ^/trunk/blender -r47325:47381 2012-06-03 18:25:57 +00:00
1aa27e240c code cleanup: replace some non utf8 chars 2012-06-03 11:16:13 +00:00
f69cec4596 Compile fix - "spf" was undefined 2012-06-02 22:47:33 +00:00
76af5fb50d Cloth collisions: Revert 47335. 2012-06-02 22:01:04 +00:00
4fa34b5cf7 Commenting out unused var, prevents my debug Blender to build... ;) 2012-06-01 17:47:05 +00:00
9efc294d45 Followup fix Bugfix [#31629]: Cloth simulation collisions used still too high repulsions. 2012-06-01 16:50:12 +00:00
3ea554e0a2 Smoke Bugfix: Velocity of moving objects was too high after scaling patch.
Spoted by MiikaH.
2012-06-01 15:49:39 +00:00
341a99189e Ignore track's disabled channels when requesting for pattern used in keying screen node 2012-06-01 14:42:55 +00:00
c9aa6cf80d Merging r47307 through r47325 from trunk into soc-2011-tomato 2012-06-01 14:08:18 +00:00
1ced356009 Action Group Colors for Bones (Part 2)
Colors used by Bone Groups are now copied/assigned to Action Groups too when
they're created now. This completes the work started in r.46960 to restore this
functionality from 2.48.

Currently, there is no control over when/whether these colors are copied over
(although it is possible to disable the display of these colors for relevant
animation editors if desired). Originally I was going to make this a more
generic Keying Sets feature, though that turned out to be a bit too complex to
manage.

Other notes:
* Split out the code for copying colors to a common library function
2012-06-01 13:54:44 +00:00
7f0be018bf Style cleanup of own recent changes 2012-06-01 13:46:38 +00:00
Lukas Toenne
17935168c0 Reroute nodes, by Jeroen Bakker (patch #28443).
By holding shift and "cutting" a node link a new reroute helper node can be inserted. This consists of a single socket that can be used to insert additional connection points into a link. This can be used to keep a connection point in the tree when  deleting a node, or to control the path of long connections for layout cleanup.
2012-06-01 12:38:03 +00:00
44693e709a Change in debug print for BKE_mask_spline_ensure_deform -- "alloc new spline" was a bit misleading,
changed with "alloc new deform spline"
2012-06-01 12:34:44 +00:00
1450bc244f Cleanup in spline diffirintiation code - encapsulate max segment length
to resolution calculation functions rather than doing this from callee.

Also switch mask drawing code do the same spline resolution calculation
as used for compositor (which takes frame dimensions into account).
2012-06-01 12:25:18 +00:00
ecac5aef75 Changes to mask point slide operator:
- Original slide would create overall feather for spline
- Sliding of feather points for already defined feather would control
  individual feather points weight
- Sliding of feather points with Ctrl hold down would switch to
  overall feather control
2012-06-01 11:44:52 +00:00
70df1956a9 Small refactor of mask sliding operator
Also aspect ratio correction is not needed for BKE_mask_point_set_handle
2012-06-01 11:44:46 +00:00
04854d9048 svn merge ^/trunk/blender -r47272:47306 2012-06-01 05:50:17 +00:00
7f6dd1861d style cleanup 2012-06-01 05:46:09 +00:00
192a28bb32 rename mask-objects to mask-layers. 2012-05-31 19:12:22 +00:00
02b927b8c4 style cleanup 2012-05-31 18:40:06 +00:00
9547b76c2e This fixes a precision issue in multi-paint so that near zero values do not cause flickering as you paint.
It also changes multi-paint's "zero weight color" to black again--it was unintentionally changed to red some time late last year when an aspect of the colors were changed.
2012-05-31 17:22:52 +00:00
3834134cf0 Add dynamic mask curve differentiation for more accurate feather gradients. 2012-05-31 16:59:25 +00:00
f7fb32fb8a Fix possible memory leak where spline differentiation fails but feather differentiation does not. 2012-05-31 14:36:22 +00:00
0451dedf6f remove some redundant checks when freeing memory after rasterizing masks. 2012-05-31 14:29:09 +00:00
198a914db1 save calling srgb_to_linearrgb() for 0 or 1 when converting mask color. 2012-05-31 13:43:21 +00:00
58a7c451c1 convert mask to linear color. 2012-05-31 13:37:32 +00:00
153259ff74 support for mask keyframing 2012-05-31 12:24:06 +00:00
7443604790 mask object blending and alpha options 2012-05-31 12:12:28 +00:00
332366643b use malloc for point arrays since they are filled in immediately. 2012-05-31 09:46:17 +00:00
038f41c087 minor refactor - use float (*)[2] for 2D point arratys. 2012-05-31 09:35:50 +00:00
1794b9b00f Fixed memory leak caused by not freeing uw array for points in deformed spline 2012-05-31 09:01:15 +00:00
1308cad234 patch from pete larabell - feather support for masking. 2012-05-31 08:39:22 +00:00
d74200a3af svn merge -r47246:47245 . --- revert 47246, this needs more considersation and planning to do this well 2012-05-31 08:24:53 +00:00
1541c5f6d0 fix for own mistake 2012-05-31 07:55:04 +00:00
3795d73235 Adds property to mask splines to allow them to be negated (black masks), still needs work in tracking.c 2012-05-30 21:15:17 +00:00
39e6acfb08 Merging r47215 through r47226 from trunk into soc-2011-tomato 2012-05-30 14:33:24 +00:00
be21080cb6 Provide ray hit/nearest information on which side of the quad the ray hit.
Patch by MiikaH.
2012-05-30 12:53:13 +00:00
ad00c1210a rename macros for mask point selection - were a bit confusing. 2012-05-30 11:52:44 +00:00
03136f0680 mask object hide/reveal - access from H/Alt+H/Shift+H and eye icon in listview.
added alpha setting though its not used for rendering yet.
2012-05-30 06:07:26 +00:00
766307e311 svn merge ^/trunk/blender -r47184:47201 2012-05-30 04:48:10 +00:00
58bc424b3c BGE #30734: add support for physics linear and angular thresholds and deactivation time from python and GUI.
========================
The linear and angular thresholds set the speed limit (in m/s) and rotation limit (in rad/s)
under which a rigid body will go to sleep (stop moving) if it stays below the limits for a 
time equal or longer than the deactivation time (sleeping is disabled is deactivation time is 
set to 0).
These settings help reducing the processing spent on Physics during the game.

Previously they were only accessible from python but not working because of a bug. 
Now the python functions are working and the settings are available in the Physics panel
of the World settings when using the Blender Game render engine.

Python API:
  import PhysicsConstraints
  PhysicsConstraints.setDeactivationLinearTreshold(float)
  PhysicsConstraints.setDeactivationAngularTreshold(float)
2012-05-29 20:30:33 +00:00
3495479b4f Bugfix [#31629] Cloth simulation results are much different from older ones
This is only a partial bugfix, reducing the repulse to 1/3.

Cloth collision will still behave different because it is now catching more collisions.
2012-05-29 19:12:49 +00:00