Commit Graph

11497 Commits

Author SHA1 Message Date
8f969fdc40 Fix for a crash when freeing copied scenes.
The problem was caused by the fact that BKE_scene_copy() was simply doing "memcpy"
to duplicate render layers including lineset settings without taking care of pointers
in the linesets.  For this reason, freeing the original scene and copied one resulted
in freeing allocated memory buffers twice.

Now BKE_scene_copy() properly duplicates linesets as part of render layers.

Also some code clean-up was made in the modified files.

Problem report by IRIE Shinsuke (with a patch to fix the crash).  Many thanks!
2013-01-29 03:12:49 +00:00
004d0a3a9a Whitespace 2013-01-29 01:23:29 +00:00
774ff1c246 style cleanup: also remove unneeded NULL check. 2013-01-28 01:59:59 +00:00
6cadd2bee3 Fix drivers and shape keys not handling subframes / frame mapping properly.
Change Scene.frame_set so that it ensures subframe in range [0,1[ as Blender
expects, otherwise some things like physics point cache lookups don't get
evaluated properly.
2013-01-27 16:45:00 +00:00
1a97efb1ba Very old todo: Packed file UI
- The "ID" buttons (for browse images, for example) now show a Pack icon, for packed
  Images. Using this button allows unpack.

- Pack and unpack operations now give a Info report on what happened.

- Not restored yet: option to set "AutoPack".
2013-01-27 14:28:45 +00:00
556912792a Merged changes in the trunk up to revision 54110.
Conflicts resolved:
source/blender/blenfont/SConscript
source/blender/blenkernel/intern/subsurf_ccg.c
source/blender/makesdna/intern/makesdna.c
source/blender/makesrna/intern/rna_scene.c
2013-01-26 23:49:13 +00:00
c84383301c Fix [#34005] blender will close immediately in debug mode on deleting objects
Was silly mistake from rigidbody merge, base was used after it's been
freed.

Now don't free base in BKE_scene_base_remove() and rename it to
BKE_scene_base_unlink().
2013-01-26 17:38:45 +00:00
7e49a39acd Check for deletion before moving vert in dyntopo collapse edge
Fixes [#33964] Dyntopo crash with edge collapse + undo
projects.blender.org/tracker/?func=detail&aid=33964&group_id=9&atid=498
2013-01-26 17:19:21 +00:00
4f565d48fb Motion Path calculations for objects now takes rigidbodies sim effects into
account
2013-01-26 05:28:58 +00:00
c411cde415 header cleanup, include BLI before BKE, also use bool for ntreeShaderExecTree 2013-01-24 21:57:13 +00:00
da4028d4a8 Fix #33953: blender crash after few steps with .exr image in compositor
Issue was caused by FILE multilayer ImBuf sharing buffers with render
result, and SEQUENCE multilayer ImBufs duplicating buffers. Which is
nice by it's own. But, changing image source wouldn't remove any loaded
image buffers, meaning if you've got loaded FILE multilayers they'll
likely became invalid.

That behavior of handling multilayers on changing source was done as
a fix for #24976, which is now actually not needed (removing check
for multilayer doesn't change behavior at all).

Just to be sure added check to RNA, so signal wouldn't be fired if
source wasn't actually changed form a menu.
2013-01-24 17:21:22 +00:00
b12a019948 Usability
- Cycles materials now render in Blender Internal too, skipping the nodes.
  Not very useful, but at least things then show up on renders and in
  previews.

- Node editor: if wrong shader nodes are in a tree, they draw with thene
  color RED ALERT headers now. (Switching render engine will show it).
2013-01-24 16:11:07 +00:00
1da7d7d1a0 use bool for new code. 2013-01-24 14:48:08 +00:00
66bf63d7af use inline functions for subsurf MVert,MEdge mesh array functions, also some include cleanup for scons/cmake. 2013-01-24 11:28:26 +00:00
9592cade86 Armature rigging:
Added more clear warning print for cases when a Proxy cannot be resolved.
2013-01-24 11:21:40 +00:00
8a60c7dc7d fix for missing initialization of vert data in ccgDM_copyFinalVertArray 2013-01-24 09:36:22 +00:00
296f91c4cc add 'deform - integrate' option to mesh-cache,
This means the deformation on the input to the modifier can be re-applied ontop of the mesh cache.

In practice this is most useful for using corrective shape-keys with mesh-cache.
2013-01-24 04:02:30 +00:00
5489d5c2b5 rigidbody: Fix [#33971] Bullet Physics crash + patch
BKE_rigidbody_aftertrans_update() can be called before rigid body is
validated so check before updating physics_object.

Thanks to Antony Riakiotakis (psy-fi) for the initial patch.
2013-01-24 03:49:30 +00:00
c24777ee9e style cleanup 2013-01-23 23:42:18 +00:00
Lukas Toenne
6558a22b91 Fix for missing function stub when WITH_BULLET is disabled. 2013-01-23 14:55:41 +00:00
b9472cbd83 Code cleanup: move render baking code into own file. 2013-01-23 13:13:16 +00:00
419ce840f9 rigidbody: Make rigid bodies kinematic during transformation
This allows moving rigid bodies on frame > startframe.
Also rigid bodies can now be picked up and trown around while the
simulation is running.

Note: There is a small glitch with cancelling tansform during simulation
but it's tricky to get rid of.

TODO: Avoid static-static collision warnings
2013-01-23 12:06:18 +00:00
d2161ec488 Blender 2.66 Release Cycles:
* We enter BCon3 now, ongoing module work, stabilization of new features and fixes.
2013-01-23 11:00:57 +00:00
69ddc5eb99 make bullet optional again 2013-01-23 07:26:39 +00:00
c48238fac6 rigidbody: Add generic spring constraint
Behaves like the generic constraint but has optional spring on each axis.

TODO: Add option to set rest length.

Patch by Markus Kasten (markus111), thanks!
2013-01-23 05:57:01 +00:00
47c96081d0 rigidbody: Add rigid body constraints
Constraints connect two rigid bodies.
Depending on which constraint is used different degrees of freedom
are limited, e.g. a hinge constraint only allows the objects to rotate
around a common axis.

Constraints are implemented as individual objects and bahave similar to
rigid bodies in terms of adding/removing/validating.

The position and orientation of the constraint object is the pivot point
of the constraint.

Constraints have their own group in the rigid body world.

To make connecting rigid bodies easier, there is a "Connect" operator that
creates an empty objects with a rigid body constraint connecting the selected
objects to active.

Currently the following constraints are implemented:
* Fixed
* Point
* Hinge
* Slider
* Piston
* Generic

Note: constraint limits aren't animatable yet).
2013-01-23 05:56:56 +00:00
2d8637946b rigidbody: Add rigid body simulation
Add operators to add/remove rigid body world and objects.
Add UI scripts.

The rigid body simulation works on scene level and overrides the
position/orientation of rigid bodies when active.
It does not deform meshes or generate data so there is no modifier.

Usage:
* Add rigid body world in the scene tab
* Create a group
* Add objects to the group
* Assign group to the rigid body world
* Play animation
For convenience the rigid body tools operators in the tools panel of the 3d view
will add a world, group and add objects to the group automatically so you only have
to press one button to add/remove rigid bodies to the simulation.

Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23 05:56:44 +00:00
089cf12435 rigidbody: Add point cache support
Add read/write/interpolate functions.

In order to get rigid body point cache id from object it's now required to pass the
scene to BKE_ptcache_ids_from_object().

Rigid body cache is drawn in the orange color of the bullet logo.
2013-01-23 05:56:34 +00:00
fc377c17e3 rigidbody: Add force field support
Force fields work with rigid bodies just like they do with other simulations.

Increase min and max strength of force fields so they can influence heavy rigid
bodies.

TODO: Adjust force field strength based on the time step taken.

Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23 05:56:27 +00:00
27601aaf01 rigidbody: Add DNA/RNA/BKE infrastructure for the rigid body sim
This is just the basic structure, the simulation isn't hooked up yet.

Scenes get a pointer to a rigid body world that holds rigid body objects.
Objects get a pointer to a rigdid body object.

Both rigid body world and objects aren't used directly in the simulation
and only hold information to create the actual physics objects.

Physics objects are created when rigid body objects are validated.
In order to keep blender and bullet objects in sync care has to be taken
to either call appropriate set functions or flag objects for validation.

Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23 05:56:22 +00:00
8b8d4ba7ef sim: Remove "continue physics" code
This was left over from 2.4x days and is not used anymore.
Now simulations are always interactive.
2013-01-22 20:47:03 +00:00
78f5d531a4 Fix/workaround for GLSL textured and matcap modes for dyntopo
Currently used special checks in DM draw code, perhaps better would be
simply to flush changes from PBVH to DM.

Anyway, now things seems to be working OK, will check on better solution
from code point of view later.
2013-01-22 16:06:09 +00:00
e7ed4605eb Bugfix #33945
OSX: in HiDPI mode, the brush circle doubled on every use.
Was caused by new code storing and setting brush sizes.
2013-01-22 15:30:29 +00:00
e11d22a6b7 Matcap support in 3D Viewport.
Full log is here:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.66/Usability#Matcap_in_3D_viewport

Implementation notes:

- Matcaps are an extension of Solid draw mode, and don't show in other drawmodes.
  (It's mostly intended to aid modeling/sculpt)

- By design, Matcaps are a UI feature, and only stored locally for the UI itself, and
  won't affect rendering or materials.

- Currently a set of 16 (GPL licensed) Matcaps have been compiled into Blender. 
  It doesn't take memory or cpu time, until you use it.

- Brush Icons and Matcaps use same code now, and only get generated/allocated on
  actually using it (instead of on startup).

- The current set might get new or different images still, based on user feedback.

- Matcap images are 512x512 pixels, so each image takes 1 Mb memory. Unused matcaps get 
  freed immediately. The Matcap icon previews (128x128 pixels) stay in memory.

- Loading own matcap image files will be added later. That needs design and code work 
  to get it stable and memory-friendly.

- The GLSL code uses the ID PreviewImage for matcaps. I tested it using the existing
  Material previews, which has its limits... especially for textured previews the
  normal-mapped matcap won't look good.
2013-01-22 11:18:41 +00:00
95a13a2c02 Fix projection texture painting crash
It was caused by own mistake by not noticing externtex is used not
only by render engine. Now this function uses pool passed as argument
rather than using R.pool.
2013-01-22 08:05:00 +00:00
d1a211188b property change reporting now uses the context again, rather then checking a dir() on context, hard-code common paths.
eg:
  bpy.context.scene.render.resolution_x = 1921
  bpy.context.object.data.use_auto_smooth = True
  bpy.context.object.active_material.diffuse_intensity = 1
  bpy.context.scene.world.exposure = 0.1

also remove duplicate GS() defines
2013-01-22 04:24:01 +00:00
caac27dcbc mesh-cache deform modifier,
supports MDD and PC2 formats.

see wiki docs:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Deform/Mesh_Cache
2013-01-21 15:41:00 +00:00
8380646798 Fix image pool crash when acquiring buffer for NULL image 2013-01-21 11:38:15 +00:00
88dd983f3c fix regression in own recent commit, vertex flags were left uninitialized. 2013-01-21 09:54:33 +00:00
86991fbcb0 Fixed render time regression in Blender Internal
It was caused by image threading safe commit and it was noticeable
only on really multi-core CPU (like dual-socket Xeon stations), was
not visible on core i7 machine.

The reason of slowdown was spinlock around image buffer referencing,
which lead to lots of cores waiting for single core and using image
buffer after it was referenced was not so much longer than doing
reference itself.

The most clear solution here seemed to be introducing Image Pool
which will contain list of loaded and referenced image buffers, so
all threads could skip lock if the pool is used for reading only.
Lock only needed in cases when buffer for requested image user is
missing in the pool. This lock will happen only once per image so
overall amount of locks is much less that it was before.

To operate with pool:
- BKE_image_pool_new() creates new pool
- BKE_image_pool_free() destroys pool and dereferences all image
  buffers which were loaded to it
- BKE_image_pool_acquire_ibuf() returns image buffer for given
  image and user. Pool could be NULL and in this case fallback to
  BKE_image_acquire_ibuf will happen.

  This helps to avoid lots to if(poll) checks in image sampling
  code.

- BKE_image_pool_release_ibuf releases image buffer. In fact, it
  will only do something if pool is NULL, in all other case it'll
  equal to DoNothing operation.
2013-01-21 08:49:42 +00:00
38cee985bb code cleanup: style & warnings. 2013-01-21 02:30:40 +00:00
8e934014d7 Ommit extraneous check for paint tool in 3d mapping case (Only draw tool
uses this anyway) and avoid copying of coordinate for 3D case.
2013-01-21 01:01:15 +00:00
e6f8261989 3D mapping for projective texture painting (only for draw brush). Useful
to draw with procedural textures on surface of object. 2D painting will
still paint as if tiled.

When we unify the paint systems, the texture sampling functions will
need to be changed. Sculpt uses a slightly different system that passes
both screen and 3d coordinates to the sampling function. This commit
however is not too disrupting for that however so it can go in now.
2013-01-20 21:32:14 +00:00
f414d2980a code cleanup: remove some paranoid checks which would have crashed anyway earlier on.
Also some minor formatting.
2013-01-20 14:50:50 +00:00
bc44e81dff fix own bug with uninitialized arrays in subdivide (from recent BLI_array.h update)
also quiet warning.
2013-01-20 08:05:23 +00:00
4ca7bad748 Delete loose edges left behind by sculpting with collapse-short-edges
After deleting a face, check for unused edges and delete them.

Fixes bug [#33891]
projects.blender.org/tracker/?func=detail&aid=33891&group_id=9&atid=498
2013-01-20 00:46:33 +00:00
4256ad7566 Update object bounding box during sculpt
Fixes the sculpt object being incorrectly clipped during drawing due
to an out-of-date bounding box making it seem that the object had gone
outside the view.

Added a BKE_pbvh function to get the top-level bounding box. In
sculpt_flush_update(), where the PBVH bounds are updated, the result
is copied to the object's bounding box.

Fixes bug [#33790]
projects.blender.org/tracker/?func=detail&aid=33790&group_id=9&atid=498
2013-01-20 00:19:57 +00:00
9a50f45469 Skip hidden faces in PBVH BMesh ray intersection test
Moved the GPU function gpu_bmesh_face_visible() to BKE_paint and
inverted the test to match equivalent tests for other mesh types:
paint_is_bmesh_face_hidden().

Changed BKE_pbvh_bmesh_node_save_orig() to not save hidden faces into
the triangle array.

Modified the non-use-original branch of pbvh_bmesh_node_raycast() to
skip hidden faces.

Fixes bug #33914:
projects.blender.org/tracker/index.php?func=detail&aid=33914&group_id=9&atid=498
2013-01-19 16:10:21 +00:00
162c331417 style cleanup 2013-01-19 06:12:25 +00:00
5006a39c27 replace calloc with malloc for arrays that are filled in right after. 2013-01-19 02:37:04 +00:00