Commit Graph

47594 Commits

Author SHA1 Message Date
80a6654a81 Masks api improvements
- Added MaskLayer.splines.new (which creates single spline
  and returns pointer to it).
- Added MaskLayer.splines.remove() to remove given spline.
- Added MaskSpline.points.new() which creates new point
  in the origin and returns pointer to it.
- Added MaskSpline.points.remove() to remove given point.
2013-05-23 10:50:55 +00:00
0ff22044cd Support for bridge tool subdivisions, smoothing and shape along the profile.
also added the underlying subdivision as a standalone operator in the edge menu, named: subdivide edge-ring.
http://www.graphicall.org/ftp/ideasman42/bridge_subd.png
2013-05-23 06:19:04 +00:00
6bc2d57235 Fix #35449: image sequences to drive e.g. particle length or used in modifiers
were no properly updating when rendering animations.

The render engine was only updating the image user current frame on images used
by material textures. Now moved the function that updates all from the editors
to blenkernel level and do it on all frame changes.
2013-05-22 22:17:07 +00:00
3f8a146a1e Weight tools: Clean added additional selection options in operator Panel 2013-05-22 22:03:14 +00:00
be8649065b wrong list member size for memory setting(was too short) 2013-05-22 20:46:48 +00:00
b068563ec8 Fix #35459: global texture coordinates not working with GLSL shaders. Got broken
in shader uniform binding optimizations in revision 55527.
2013-05-22 20:18:17 +00:00
81dadaf7bf Fix #35469: image editor smear and soften paint tools not working correct for
float images, was not taking premul/straight convention into account properly.
2013-05-22 20:06:50 +00:00
ba4fb6bf43 Temporary fix for [#35467] wrong lines with panoramic camera.
A warning message is shown when the panoramic camera is combined with Freestyle.
2013-05-22 19:21:42 +00:00
f594e9b6ac Texture Nodes:
* Use node size presets as well, some nodes were too small and also too limited in max size.
2013-05-22 17:24:52 +00:00
1840cb84b2 De-duplicate zero resolution check in marker add operators. 2013-05-22 06:28:59 +00:00
b1d7205aa9 Fix #35458: SIGSEGV ( crash ) in imagewraposa()
Was missing a NULL-check.
2013-05-22 06:22:28 +00:00
4c0e50011e Fix #35461: Marker gets initialized to arbitrary position
Use center of currently visible frame part instead of
center of the whole frame for position of marker which
is adding from toolbox.

Used separate operator for this to keep operators more
atomic and not confuse with lots of conflicting properties.
2013-05-22 06:06:22 +00:00
aa0caa448e utility bmesh functions, for edge loop creation, optionally pass array BM_edge_split_n() to get verts created. 2013-05-22 06:00:26 +00:00
2d19e97ee6 Mark toggling and create missing and non-save properties for brush selection
Re-using this properties were rather confusing -- selecting mask brush once
lead to changes in behavior of other brushes hotkeys.
2013-05-22 05:41:39 +00:00
7808adbf0c Fix for a crash due to de-referencing of a StrokeVertex Python wrapper object.
Problem report by flokkievids in the BA Freestyle thread, thanks!
2013-05-21 23:11:25 +00:00
6fd12c5310 Added new method Stroke.remove_all_vertices() for removing all vertices from the stroke.
Patch from flokkievids in the BA Freestyle thread, thanks!
2013-05-21 22:59:44 +00:00
07ee0e6f7d Shader Nodes:
* Use unified node sizes, as already was done with compositor nodes. Only Mapping node uses a custom size. This way we don't have too small nodes on creation anymore.
* Don't show Script Category for Blender Internal nodes.
2013-05-21 20:21:46 +00:00
a8ec403d72 Fix: Smoke adaptive domain applied velocity in wrong unit space causing high velocities never apply additional margin ahead the fluid.
Also skip new flow velocity because thats not accurate enough to be of any use in there.
2013-05-21 18:59:46 +00:00
68b9794a40 Fix #35232: Marker right-click misbehavior on adding
Made it so Add Marker button from toolbox will place
marker in the middle of the frame.
2013-05-21 14:44:50 +00:00
8360c14f14 Fix #35443: Animation player doesn't play some movie formats
Need to initialize FFmpeg for animation player.

This is a bit confusing, but the only way to do this
properly and clear is to call IMB_ffmpeg_init from
playback_mode command line callback.

This is because this callback is blocking and
"usual" FFmpeg initializetion (which happens after
command line parsing) was never called.

Could be switched to separate FFmpeg initializtion
and debug level set but let's keep simple for now.
2013-05-21 12:18:35 +00:00
c4ee1f2658 Fluid simulation manual number of threads option now doesn't set the number
of threads to the number of cores when the fluid is created. Rather it is now
set to 0 which means "use the number of threads specified for the scene".
2013-05-21 11:37:42 +00:00
f937379073 Fix to show numpad . instead of NDOF fit as first shortcut key in menus. 2013-05-21 10:13:45 +00:00
0c4cc6c53f Related to #35452: show warning when unwrapping object with negative scale, same
as we already do for non-uniform scale.
2013-05-21 10:13:44 +00:00
13bde6645b code cleanup: remove callbacks only added to wrap MEM_freeN 2013-05-21 08:45:10 +00:00
cd6b27f2b5 remove return value from MEM_freeN, it wasn't used anywhere and was cast to a different function signature. (which evidently works but error prone). 2013-05-21 07:37:59 +00:00
1031676800 fix own bug [#35451] Extrude -> Grab -> Cancel -> Crash 2013-05-21 05:01:14 +00:00
7b36dea115 code cleanup: scons - binreloc include was copied all over the place for no reason, -pthread too. 2013-05-20 18:55:08 +00:00
6de829cb7a code cleanup: split scons includes onto multiple lines, reduce chance of include conflicts later on. 2013-05-20 18:42:28 +00:00
53fd499d28 Fix: smoke noise tile was saved in Blender executable directory, which is often write protected on modern systems.
This caused high resolution smoke to always regenerate new tile when domain was reinitialized, slowing down especially adaptive domain simulations. Now noise tile is saved in Blender temp directory instead.
2013-05-20 17:48:16 +00:00
7759b2743a code cleanup: replace PARALLEL define with _OPENMP 2013-05-20 16:15:16 +00:00
3758193c18 Cycles / Wireframe node:
* Added a wireframe node (Input category) to get access to Mesh wireframe data. 
The thickness can be controlled via a "Size" parameter, and is available in world units (default) and screen pixel size. 
* Only the triangulated mesh is available now, quads is for later. 

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wireframe

Render and Example file:
http://www.pasteall.org/pic/show.php?id=51731
http://www.pasteall.org/blend/21510
2013-05-20 15:58:37 +00:00
38dc85f296 Math Node:
* Added a Modulo operation to the math node, available in Compositor, Shader and Texture Nodes.
2013-05-20 14:38:47 +00:00
0fb5c9117f no need to add own define for openmp. 2013-05-20 14:38:43 +00:00
19f11fc783 Cmake / Fluids:
* Possible fix for Fluid threads UI not being shown with cmake builds.
2013-05-20 14:00:19 +00:00
7781312346 code cleanup: rename bmesh operator files to be more consistent 2013-05-20 07:38:11 +00:00
5cdddb12d9 fix [#35434] Segmentation fault switching screen layout from python 2013-05-20 05:06:52 +00:00
51f04bf7b8 code cleanup: remove unneeded elements in uv NearestHit. 2013-05-19 18:05:34 +00:00
7e3b06da6d code cleanup: bmesh/uv
- uv_mouse_select() move from BLI_array to alloca
- was unnecessarily looping over faces for an index lookup when an array is already created.
2013-05-19 17:45:42 +00:00
12eb88788d code cleanup: remove some kludge from uv loop select 2013-05-19 17:20:10 +00:00
c47bbae8f0 code cleanup: uv_find_nearest_vert
was doing unneeded lookups on face uv's when the adjacent uv's are known.
2013-05-19 16:52:44 +00:00
eacb629c72 style cleanup 2013-05-19 15:11:25 +00:00
ae0220332e code cleanup: simplify fast_ray_nearest_hit() 2013-05-19 15:03:36 +00:00
196f7f0f1f fix memory corruption: allocated memory space did not match the needed space 2013-05-19 09:45:53 +00:00
61dafba0bc fix for mistake in r56903 2013-05-19 08:46:17 +00:00
3b2256f9af Fix for last fix, compile error in smoke code. 2013-05-19 04:12:00 +00:00
0abe993435 Fix #35407: different particle behavior compared to 2.66, reverted part of 56073. 2013-05-19 04:07:01 +00:00
76ee6d3fc5 BGE: Applying patch [#35416] "Missing python properties on ActionActuator: layer, layerWeight" from Florian Bantner (scheintodx). 2013-05-19 03:15:50 +00:00
b614b81a77 Fix for [#35245] Freestyle getting stuck on view map creation + memory leaks.
There were two issues:

- Line visibility computations are very slow in the case of the provided .blend file, which gave
an impression that the rendering process got stuck.  The slowness can be explained by the present
data structures used for the line visibility computations, together with the specific mesh distribution
of the test scene.  At the moment Freestyle uses a regular grid in the 2D image coordinate system
to divide tris/quads into small groups in order to accelerate the line visibility computations.
On the other hand, the test scene is populated a big plane (made of one quad) and a moderately
detailed mesh object (22K tris).  The scale of the latter mesh is animated from nearly zero to
about 0.2 to make the object show up over time.  When the scale is nearly equal to zero, all the
tris concentrate in one grid cell, so essentially there is no performance gain from the grid data
structure optimized for speed.  It looks like a better grid data structure (possibly based on
adaptive grid refinement) is necessary to genuinely address the identified performance issue.  For now
the progress bar of Blender is employed to better inform users of the amount of work done in the line
visibility computations.

- A crash was caused by an excessive memory allocation request.  The X and Y dimensions of the grid
data structure are determined based on the average area of mesh faces in the given scene.  When the big
plane in the test scene is excluded from the rendering, the average area is almost zero (on the order
of 1e-5).  As a result of this extremely small average area, the X and Y dimensions were set to a very
large number, causing a fatal memory allocation error.  The present revision has introduced a hard
upper limit to the dimensions of the grid data structure to avoid this kind of numerical instability.
2013-05-19 00:56:40 +00:00
fa043d208b Optimizations for dyntopo
- creating faces was unnecessarily checking if they already existed.
- deleting a face did edge-lookups, when the edges are already available from the face-loops.
2013-05-18 19:18:55 +00:00
ef40cdc167 Fix crash due to shared paint cursor function. It is necessary to check
if we really are in sculpt mode context since the active object may be
in sculpt mode while cursor is in the 2d paint editor.
2013-05-18 15:51:40 +00:00