Commit Graph

47594 Commits

Author SHA1 Message Date
7c611e2204 Code Cleanup: Deduplicate logic for getting AnimData block associated with Action Editor modes 2015-03-01 02:34:48 +13:00
2b51eab69d Code cleanup: Split off the creation and setting logic for new actions into different functions
This is also just as prep for the next step
2015-03-01 02:34:47 +13:00
8d2fc99618 Code Cleanup: Separate out the logic for stashing actions into a separate function 2015-03-01 02:34:46 +13:00
ac30378e3e Action Editor: Stash Action Operator
This operator (the snowflake icon, beside the pushdown button on the Action Editor
header) adds the currently active action to the NLA stack in a muted track, then
creates + loads a new action ready to be populated with new keyframes.
Since the NLA is being used to hang on to all the actions here, no actions are
getting lost.

Usage Notes (there will be some additional tweaks to make this nicer):
* To preview different actions that have been "stashed", simply click the "Solo"
  toggle for the track containing the action in question. Playing back the NLA will
  now show the stashed track
* To edit a previously stashed action - simply enter tweakmode on it in the NLA
  while the "Solo" toggle is enabled.

Todo:
* Add some more operators here to polish up the Action <-> NLA bridge to make the
  layered and stash workflows smoother. Examples include some tools to easily
  switch between the different actions layers in the stack, as well as making it
  easier to get out of tweakmode (and sync up the action lengths)

* Review and cleanup the behaviour of the "new" operator here to avoid the old
  problems that users were running into

* After the next release - Implement the full Action Libraries functionality, with
  ways to bridge the stashed strips over to a full-blown library.
2015-03-01 02:34:44 +13:00
7af4690295 NLA: Auto-Blends option is no longer enabled on all newly added strips
This may be put back again later, but currently, this is a bit too trigger-happy
to have it on. It tends to mess up results more than it helps.
2015-03-01 02:34:43 +13:00
b44201d8b9 Fix for NLA Solo/Mute behaviour
The Solo and Mute functionality for the NLA system should really be mutually
exclusive features. They both affect whether a given track applies or not.
The only difference is that the Solo option mutes all the others, while the Mute
only does this on a per track basis.

Before this fix, muting a strip and then making it solo meant that the solo'd
track would not play at all, which isn't really what we want.
2015-03-01 02:34:43 +13:00
bb7ce9173a Fix for previous commit: Pop up a warning in cases where the operator will refuse to do anything 2015-03-01 02:34:42 +13:00
b28a24091f Action Editor: Added "Push Down" operator to send the current action on to the NLA Stack
This commit exposes the "Push Down" button/functionality found in the NLA Editor
to the Action Editor, so that actions can be added NLA Stack from here too. The
main point of this for now is to make the whole layered-animation workflow nicer
more efficient, but not requiring the second editor be visible in common cases.
It also conveniently sets things up for the next few changes (already hinted at
here)...
2015-03-01 02:34:41 +13:00
cec1691a91 Code Cleanup: Clarify some comments regarding usercount management
(Note for the uninitiated looking at the diffs: this is very much *not* what
 you're probably thinking right now, if you're looking at the line in
 act_new_exec())
2015-03-01 02:34:40 +13:00
8bb3e2a3ea gameengine physics: moving collision filtering inside the collision panel and relabeling some parts 2015-02-28 09:09:55 +00:00
08a2101eb6 Outliner: rename "Orphaned Datablocks" menu item
Makes the drop-down push searchbox out of the view (which is already quite cramped)
change to "Orphan Data".
2015-02-28 16:24:54 +11:00
38c30c41d7 BGE: Fix ShowDeprecationWarning macro.
Reviewers: lordloki, brita_, sybren, moguri

Reviewed By: moguri

Differential Revision: https://developer.blender.org/D1144
2015-02-27 23:10:43 +01:00
fff8a519b8 Py Enum props definition: 'default' parameter cleanup/fix.
* There was no real default value for this parameter (neither "" nor None would work the same as
  not specifying that parameter). Now, 'None' is considered as default value, and you get
  exact same behavior with this value and if not specifying it. This is important at least for
  consistency, and potentially too in some esoteric cases (like generated code or so).
* Add a warning about the fact that 'default' parameter shall not be psecified when items
  are given a callback function.
2015-02-27 23:02:13 +01:00
12f60e7825 Fix T43834: Text object looses one char after another by entering/leaving edit mode.
Own mistake in refactoring of `BLI_strncpy_wchar_as_utf8()`, if given size was exactly
the one needed, we'd lost last char (off-by-one error).

Many thanks to plasmasolutions (Thomas Beck) who found the issue and did
all the investigation work here!
2015-02-27 21:31:54 +01:00
15957a9e4d Get rid of gluScaleImage in our game engine as well. 2015-02-27 14:47:39 +01:00
55e7d726c4 Make some adjustments to the units for viewport camera dof.
This is still not so correct, to make it work we really have to do a
blurring pass based on the real coc (currently we are just blending 3
levels of blur)
2015-02-27 14:11:26 +01:00
d7a877b69c Fix WPaint inactive when painting on a vgroup and the only other vgroup is locked.
`enforce_locks()` would reset weights of non-locked modified vgroups if it could not
find any other non-modified non-locked vgroup to 'distribute' weights into.
Sounds rather stupid, yet I hope I did not break something else, this code
is rather convoluted to say the least.

Side-reported by zeauro (ronan ducluzeau) in T43814, thanks!
2015-02-27 11:46:55 +01:00
a7e80a9470 Fix T43814: Skinning : set parent with automatic weights doesn't take into account locked vertex groups.
Simply skip a bone's vgroup when it already exists and is locked.
2015-02-27 11:46:55 +01:00
af032873a2 error in last commit 2015-02-27 20:58:32 +11:00
9ab28727ac Fix T43605: Spot Cone+Curve creates odd shadow
Curves could leave glFrontFace in an unknown state.
2015-02-27 20:54:57 +11:00
9683c2b129 Fix T42833: Kink on nurbs curve
Threshold for normalizing was too big.
2015-02-27 20:16:51 +11:00
0b67c21077 Fix T43807: invalid mesh from 2-sided cyclic curve 2015-02-27 17:43:10 +11:00
cfd176bcb1 MEM_SAFE_FREE caused issues /w const & GCC5 2015-02-27 15:26:22 +11:00
5520b8df4b cleanup: double promotion 2015-02-27 14:52:58 +11:00
87dc01e690 Fix T43806: Knife project crashes
Need to re-create the bmbvh after executing the cut.
2015-02-27 09:53:23 +11:00
90cc2643e9 cleanup: spelling & typos
Comments only, no functional change.
2015-02-26 14:12:24 -05:00
eaabe9d6c6 BGE: Fix for CreateConstraint API
This patch fix two bugs related to CreateConstraint().
1. Disable linked collision only working with 6DoF constraints.
2. If all pivot axis rotations setted to zero the linked object disappears.

{F101374}

Reviewers: moguri, sybren, brita_, lordloki

Reviewed By: lordloki

Subscribers: p9ablo

Differential Revision: https://developer.blender.org/D704
2015-02-26 20:08:22 +01:00
0aa258117d Fix T43303 impossible to select a joint in stick bone edit mode.
Things here are simple, selected bone joint could have same priority as
unselected bone, so bone would always win. Gave joints a little more
priority than bones, usually user will be more precise just to select
the joint anyway.
2015-02-26 15:44:06 +01:00
84f314c875 Remove redundant glInitNames calls (shouod be handled in selection code
now.)
2015-02-26 15:20:30 +01:00
46fe39ff31 Fix T43479 animated textures lost after going to a frame before animated
frame start.

Issue here is that if we failed to get an image from the cache, we would
try to load from file. This would fail when the queried frame was less
than the animated sequence start frame, and invalidate the OK state of
the image.

Solution is that when loading from cache succeeds, we also reset the OK
state of the image for animated textures.

The fix might be relevant elsewhere too, but kept it isolated just in
case.
2015-02-26 15:10:19 +01:00
13c275ce84 Fix T42506 sequencer not limiting zoom.
Fix by Campbell thanks!
2015-02-26 14:27:33 +01:00
d9fa9bffd5 Grmll, sorry for the noise, fix stupi cpoypaste typo in previous commit. 2015-02-26 11:46:05 +01:00
ac26a61385 Attempt to fix BGE build on windows.
Caused by rBb5b359b48f7f35a79b3eec, better to try a full build before pushing that type of commit. :/
2015-02-26 11:42:22 +01:00
98e3694c39 Fix T43817: issue with non-utf8 encodings in Windows paths, again...
We need to use 'W' widechar variants of win funcs and convert wchar to utf8-encoded bytes
in those cases, sigh...

Note: theoritical fix only, need org reporter to test it...
2015-02-26 11:27:58 +01:00
88facb8876 Fix potential buffer overflow in BLI_strncpy_wchar_as_utf8(). 2015-02-26 11:27:58 +01:00
31f6e621b8 Fix T43643: Solidify crashes with 'only-rim'
When verts were shared by 2+ face-islands, the number of allocated edges was wrong.

Cleanup the logic for new verts/edges.
2015-02-26 18:48:22 +11:00
d282728f1d mesh_validate: don't add invalid edges into the hash 2015-02-26 17:49:21 +11:00
7708012b9d Change samples variable for SSAO - now it is actual samples, not squared
- spiral scheme is much more intuitive here. Also use float number for
spirals to avoid having samples on the same radial direction when sample
number is divisible by spiral number.
2015-02-25 23:30:50 +01:00
22ab4e6e13 Use spiral mapping for SSAO - it reduces banding a lot, especially in
higher sample counts. Probably a blurring pass might be a good addition
here as well.
2015-02-25 23:10:01 +01:00
442664e02c SSAO: sampling coordinates go out of screen, reject the sample
Previous behaviour would get occlusion at borders which could create
over occlusion at edges of the screen.
2015-02-25 22:05:03 +01:00
b5b359b48f Warning messagebox for windows when an unsupported implementation of
OpenGL is detected:

Hoping to decrease the frequency of by far one of the most frequent bug
reports by windows users.

There is some reorganization of the GHOST API to allow easy addition of
further OpenGL options in the future. The change is not propagated too
deep to keep the size of the patch managable. We might reorganize things
here later.

For OpenGL we do two checks here:
One is a combination of GDI generic renderer or vendor microsoft
corporation and OpenGL version 1.1. This means the system does not
use GPU acceleration at all. We warn user to install a graphics
driver and of cases where this might happen (remote connection, using
blender through virtual machine)

The other one just checks if OpenGL version is less than 1.4 (we can
easily change that in the future of course) and warns that it is
deprecated.

Both cases will still let blender startup correctly but users should now
have a clear idea of the system being unsupported.

A user preference flag is provided to turn the warning off.

Now stop posting those bug reports without installing a driver first -
please?
2015-02-25 13:51:53 +01:00
37556d9a9a Fix T43798: Individual origins disabled object PET 2015-02-25 13:41:02 +11:00
565df1559f T43771: Fix
There is a difference between the socket order of the BokehBlur node and
the BokehBlur operation. Socket[2] and Socket[3] have switched their
order.
2015-02-24 20:28:12 +01:00
6ddd2549ed Fix T43535 - weight paint issues
Two issues in this report:

* Shift-F key conflict between painting and selecting mirrored bone
(moved select mirrored to ctrl-shift-F)
* It was possible to display texture overlay in weight painting, even
though the mode does not support textures yet.
2015-02-24 20:12:49 +01:00
2dd37614bc Cleanup leftover code from previous commit 2015-02-24 17:28:43 +01:00
50e9868abe Fix T43785 crash with border select.
Naming here is slightly misleading. We have:

* Number of elements (objects) that can be picked
* Buffer size
* Number of integers in buffer.

Interestingly enough, bufsize in OpenGL (as far as I could find in
examples on the web) and in most of the code refers to the latter and
actual buffer size is only used whenever we do allocations on the heap.
Added an extra defines here to make things a bit clearer:

* MAXPICKELEMS refers to the number of objects that can be picked
* MAXPICKBUF   refers to the number of integers in the selection buffer

Also made all buffers use MAXPICKBUF where some used MAXPICKBUF * 4.
That means that some parts of blender will use less space for selection
now. MAXPICKBUF is set to 10000 for 2500 object selection, which can be
changed at any time, but I think 10000 integers on the stack touches the
borders of uglyland anyway.
2015-02-24 17:19:07 +01:00
340b76b42c Patch D843 by Alexander Romanov, fixes to the naming of the material
node so it's more similar to the names in the material properties
2015-02-24 16:15:46 +01:00
831a111353 Fix T43792: Connect faces fails with ngons
Complex ngons that intersected the path multiple times would fail to connect.

Now find closest intersections in both directions.
2015-02-25 00:08:39 +11:00
6c96113d5f Modifier: no need to calloc (immediately filled) 2015-02-25 00:08:38 +11:00
07c61e9389 Fix T43743 R key not working after recent rake/random source
refactoring.

Use a new menu instead of old enum key.
2015-02-24 11:56:26 +01:00