Commit Graph

11497 Commits

Author SHA1 Message Date
6b1b20ef0d code cleanup: BKE_mesh_nurbs_displist_to_mdata(), use const bool for
'conv_polys'
2013-05-08 12:53:52 +00:00
3e4db4969c code cleanup: remove unused 'dm' arg from BVHTreeFromMesh. 2013-05-08 12:53:34 +00:00
cf3d638681 remove unneeded null check in draw_viewport_name 2013-05-08 12:53:14 +00:00
34c28e3a0e fix [#35259] Crash when enabling mesh analysis intersect. 2013-05-08 12:40:23 +00:00
a0800cb8b3 And here's the epic 2.67 splash and version!
Celebrating Freestyle :) Kudos to dfeveloper Tamito and Malaysian artist Mclelun!
2013-05-07 16:27:55 +00:00
5455928262 Fix #35122: Blenderplayer crashes when loading level
Issue was caused by ntreeUpdateTree calling for a ntree
which is not in G.main.

This lead to issues in ntreeVerifyNodes (which is called
from ntreeUpdateTree).

Made is so ntreeUpdateTree now accepts main as an argument.
Will work for the release, later we could either solve the
TODO mentioned in ntreeUpdateTree which will eliminate need
in main there or make it so context's main is used from all
over where ntreeUpdateTree is called (currently there're
still some usages of G.main).
2013-05-07 15:28:42 +00:00
88129ac395 Fix for crash when using 2D stabilization for float movie clips
Also removed unneeded image buffer scaling, it was only needed
for "early output" if there was no rotation. That is no longer
supported since it used to pixelate result a lot and interpolation
is always used now.

Saves quite a few of memory and CPU cycles.
2013-05-06 17:59:02 +00:00
9aed3f62d3 Fix missing angle zerolization when 2d stabilization is disabled.
Not sure how it wasn't noticed for so long, probably check happens
in callee as well, but better be safe than sorry here.
2013-05-06 17:24:30 +00:00
62087935ec Fix #35209: cycles generated texture coordinates did not stick to deforming meshes. 2013-05-05 05:56:41 +00:00
0e27e71962 correct own recent commit, confused totloop with dm_totloop, rename vars & correct even though in this case the error was harmless. 2013-05-03 08:37:18 +00:00
4a4f091155 Fix #35174: dynamic paint displacement missing in render.
A previous bugfix disabled the dynamic paint modifier for orco texture
coordinate evaluation of the modifier stack. However the MOD_APPLY_USECACHE
flag is not a good way to check if the modifier is evaluated for orcos.

Instead I've added a MOD_APPLY_ORCO flag. Also removed a bunch of
applyModifierEM callbacks, none of them served a purpose except for the
subsurf modifier.
2013-05-02 14:42:05 +00:00
29ffcf408f remove re-allocations while building weight paint color array, move button to show weightpaint below other overlay buttons in the 'Mesh Display' panel. 2013-05-02 01:49:10 +00:00
d7e8356846 Fix 2D painting gave squares rather than a disk for the "Max" curve falloff shape. 2013-05-01 19:50:37 +00:00
c8cf9415de Fix #35149: solidify modifier + vertex parent not working after going in and out
of editmode on the child object.

Problem was that the object custom data mask was not taken into account when
rebuilding the derivedmesh in some cases, which is needed for the derivedmesh
to contain the mapping back to the original vertices. Now this data mask is
used for any derivedmesh build that will be cached.

Also problematic was that the datamask for the active object was applied to
all objects in the scene, which caused the parent object to be recalculated
when it didn't need to be. Now this datamask is only used for the active object.
2013-05-01 14:34:12 +00:00
950b4f5ec9 style cleanup 2013-05-01 02:53:45 +00:00
9e75d276e3 holding ctrl when using arrow keys in the text editor didn't navigate newlines. 2013-05-01 00:15:22 +00:00
576e579925 More painting fixes:
* 2D image painting with textures that contained alpha did not work correctly,
  had been broken for a while.

* 2D image panels texture (mask) panels showed wrong buttons for texture overlay.

* Texture map mode 3D now also uses masking, like Tiled and Stencil the texture
  does not move along with the brush so it works fine.

* 2D image paint View mapping did not work correct, especially noticeable with
  Rake rotation.

* Masking is now disabled for the smear tool, this can't really work because
  the original image is constantly changing and gave artifacts.
2013-04-30 16:07:52 +00:00
3b04b861bd Fix another part of #35141: there was no way to reset the stencil transform after e.g.
scaling it along one axis, now there's a Reset Transform button.

The Image Aspect button is now also hidden unless the texture is an image texture.
And also hide the color wheel for painting tools that don't use colors.
2013-04-30 10:32:02 +00:00
9461af89f1 Fix #35141: stencil and 3D texture mode did not work with 2D image paint. 2013-04-30 09:59:40 +00:00
63f05576b8 More image painting fixes:
* 2D image painting support for masking to limit the max contribution of a stroke
  to a pixel, to get it working compatible with projection painting. Not strictly
  a bugfix, but the inconsistency here was annoying.

* Fix python errors in Texture Mask panel in image editor, was missing overlay
  options.

* Clamp paint mask to 0..1 in case some texture exceeds it, this could give black
  pixels due to integer overflow.
2013-04-30 06:07:42 +00:00
511e3466da Fix [#35110]: Dynamic Paint does not paint accurately in baked "Image Sequence" on Armature-Posed-Mesh
Dynamic Paint was also being calculated during "orco" mesh generation, causing image sequence baking to use orco derived mesh instead. This likely affected vertex type surfaces too in some cases.
2013-04-29 15:02:54 +00:00
f2f113fbd3 tweak for epsilon of intersection check, was too small for some cases. 2013-04-28 22:35:08 +00:00
c3ddd1169c fix for inserting a color-curve point.
- was reading outside memory bounds checking the 'x' point.
- inserting a point to the right of the last point would add a point to the very left instead.
2013-04-28 20:25:25 +00:00
608dc78241 warning cleanup: assignment to unused vars, r56359 changes how brush falloff is used slightly but this isn't so important so just remove falloff adjustment. 2013-04-28 15:37:18 +00:00
1cc52288d5 fix for crash while drawing editmesh with weights in rare cases when the length was set but array NULL. 2013-04-27 23:42:42 +00:00
1fe4a27305 quiet warning, color blend c file was missing own include, also minor style tweaks. 2013-04-27 17:41:10 +00:00
8f9150871c Fix part of #34233: bad alpha blending for 2D image painting. This is a very
old issue, the formulas here were never quite right, should all work ok now
with byte and float images.

Some differences:

* Colors with zero alpha from the background will never have an influence, so
  you don't get alpha fringes when painting over such areas. This does give
  hard edges when looking at the RGB channels alone, but there's no way to
  avoid that and fringes at the same time, same behavior as other painting apps.

* Add/Subtract/Multiply/Lighten/Darken now leave the alpha channel unchanged
  and work only the RGB channels, again same behavior as many other apps.

* Erase/Add alpha now compensates for premultiplied float images to keep the
  straight RGB colors the same.

Next: fix projection painting.
2013-04-27 12:51:23 +00:00
2b640a2519 fix for own commit r56204, wasnt checking edges exist before adding. 2013-04-27 01:16:38 +00:00
5018ea5e29 real fix for [#35097], (curve cap flipping).
previous commit was incorrect, the face flipping depended on the orientation of the curve.

fix by passing the bevel direction to the fill function so we can have a reliable front/back.

This also gives some speedup for all curve filling since we can avoid calculating the normal since its already known.
2013-04-26 21:04:12 +00:00
357198d885 fix [#35097] only one curve cap is visible while backface culling is enabled - (again)
also replace array copying with memcpy.
2013-04-26 20:04:58 +00:00
63891a7638 game engine: Use 0.04 as default collision margin
0 is to unstable as a default.
2013-04-26 16:27:20 +00:00
eda757d4c8 Bugfix [#34645] NlaStrip Tweak Mode - No automatic action length sync on exit
Originally I was thinking of not restoring this functionality (see report for
further details). However, upon rechecking the code, it seems that there was
actually a define set up for this already, but which wasn't actually hooked up
yet. So, this commit basically exposes this option ("Sync Length") which ensures
that when exiting tweak mode on a NLA Strip, that strip instance (and not other
users of the same action) will be updated to include the newly added keyframes.
This option is not enabled by default, and shouldn't really be needed in most
("intended") workflows.
2013-04-26 13:42:55 +00:00
0d488c5580 add subsurf limits, in RNA, there were none, but subsurf would assert at 29.
Checked and subsurf level 11 gives over 3 million faces from a single triangle. So use this as a limit.
2013-04-26 11:30:16 +00:00
708622c7f2 Fix #35082: Blender Freeze when change smoke domain setting
Issue was introduced by svn rev56273 and was caused by
both smokeModifier_do and smokeModifier_reset (which is
called from smokeModifier_do) do mutex lock/unlock.
This lead to quite undefined behavior caused by the same
thread released mutex twice.

Solved by not locking mutex from inside routines calling
from smokeModifier_process -- mutex is locked in parent
function anyway.
2013-04-26 08:30:55 +00:00
ed68497700 style cleanup 2013-04-25 16:35:57 +00:00
8df319f5e6 minor fixes for freestyle
- update copying code for linestyles to copy gaps
- update copying code for freestyle line modifiers to copy mapping flags and seeds
- fix drawing code for Material modifiers after a recent refactoring
2013-04-25 16:23:23 +00:00
2043d801e8 Fix #34806: rigid body world settings were not copied with a full scene copy.
Now copying a scene will also duplicate groups that consist entirely of objects
that are duplicated with the scene. The rigid body world will then also pointers
to these new groups.
2013-04-24 23:09:25 +00:00
dbeec2be86 Fix #34783: smoke simulation crash when changing frame while preview rendering.
Added a mutex lock for smoke data access. The render was already working with a
copy of the volume data, so it's just a short lock to copy things and should not
block the UI much.
2013-04-24 17:31:09 +00:00
Lukas Toenne
6cdc12dc74 Fix for #34739 and #35060, avoid ambiguity in compositor viewer nodes.
The design changes coming with pynodes for the node editor allow editing multiple node groups or pinning. This is great for working on different node groups without switching between them all the time, but it causes a problem for viewer nodes: these nodes all write to the same Image data by design, causing access conflicts and in some cases memory corruption. This was not a problem before pynodes because the editor would only allow 1 edited node group at any time. With the new flexibility of node editors this restriction is gone.

In order to avoid concurrent write access to the viewer image buffer and resolve the ambiguity this patch adds an "active viewer key" to the scene->nodetree (added in bNodeTree instead of Scene due to otherwise circular DNA includes). This key identifies a specific node tree/group instance, which enables the compositor to selectively enable only 1 viewer node.

The active viewer key is switched when opening/closing node groups (push/pop on the snode->treepath stack) or when selecting a viewer node. This way only the "last edited" viewer will be active.

Eventually it would be nicer if each viewer had its own buffer per node space so one could actually compare viewers without switching. But that is a major redesign of viewer nodes and images, not a quick fix for bcon4 ...
2013-04-24 16:36:50 +00:00
d2daa230d6 Fix bug #34611: bevel overlap limit
The previous fix limited overlap, but is sometimes
too conservative, and artists want way to turn off
the limiting, so added 'Allow Overlap' option to
modifier.
2013-04-24 12:39:37 +00:00
3b8221045f simple optimizations for bvhtree_from_mesh_faces() for editmesh, was quite inefficient (unneeded loops, not breaking out of face loop early).
also correct own oversight - use TRANSFORM_DIST_MAX_RAY rather then when checking for max value in snapDerivedMesh.
2013-04-24 00:25:12 +00:00
b64ec6c51e alternate fix for [#24887] - r33294.
Casting a ray onto an editmesh was building a derivedMesh, raytree, then freeing for every ray-cast.
Noticed while using ruler+snapping in editmode.

Instead of attempting to align the MFace and edit-mesh tessfaces, just use editmesh for ray-casting.
2013-04-23 23:57:27 +00:00
9465ecf634 use string escaping when renaming animation paths - BKE_animdata_fix_paths_rename() 2013-04-23 20:24:10 +00:00
7dde355185 fix [#34958] keyframe many items would fail if there was a (") in the text. 2013-04-23 20:10:22 +00:00
51010f5035 Allow hiding separate hiding of overlays on stroke. 2013-04-23 00:32:51 +00:00
157244b13c Add stencil control for mask overlay. Key combinations are the same as
regular stencil but use Alt as well, so Alt-Rclick is translation, Alt-
clamping to avoid scaling of stencil to zero.
2013-04-23 00:06:22 +00:00
e066b077fb Overlay fixes:
* Clobbering enum
* Cursor overlay not dependent on mapping (again!)
* Brush overlay not updating when size is tweaked
2013-04-22 22:20:38 +00:00
84ba424213 Fix part of #34882: mesh active face not drawing stippled with the mirror modifier. 2013-04-22 21:12:11 +00:00
36e476ede6 Overlay refactor:
Allow separate control for tex/mask/cursor overlay. This commit implements
separate overlays for mask textures and cursor curves. The user can turn on
and off separate parts of the overlay by using the appropriate widgets.
The cursor overlay widgets are located at the tool selection panel

Also fixed alpha masks not getting correctly masked and mask texture mapping
not having the correct update callback
2013-04-22 20:46:18 +00:00
5580b56876 Bugfix [#34836] Crash when driver variable has path == 'data'
Most of the places which relied on RNA_path_resolve() did so believing that if
it returned true, that it had found a valid property, and that the returned
pointer+property combination would be what the path referred to. However, it
turns out that if the property at the end of the path turns out to be a
"pointer" property (e.g. "data" for Object.data), this would automatically
become the pointer part, while the prop part would be set to null. Hence, if a
user accidentally (or otherwise) specifies a path for the single-property driver
variable type like this, then Blender would crash.

This commit introduces two convenience functions - RNA_path_resolve_property()
and RNA_path_resolve_property_full() - which mirror/wrap the existing
RNA_path_resolve() functions. The only difference though is that these include a
check to ensure that what was found from resolving the path was in fact a
property (they only return true iff this is the case), and make it explicitly
clear in the name that this is what they will do so that there's no further
confusion. It is possible to do without these wrapper functions by doing these
checks inline, but the few cases that had been patched already were pretty
hideous looking specimens. Using these just make it clearer and simpler for all.

I've also beefed up the docs on these a bit, and changed these to using bools.
2013-04-22 13:22:07 +00:00