Commit Graph

33419 Commits

Author SHA1 Message Date
db8c9c24f6 code cleanup: remove unused includes 2012-08-02 23:03:16 +00:00
ffd8352f56 Typo fix, sorry. :/ 2012-08-02 22:07:10 +00:00
8f07833ed5 code cleanup: move node background image operators into node_view.c 2012-08-02 21:52:09 +00:00
fa04832247 Code cleanup:
* Removed some remaining defines for AVI_CODEC (from the old 2.4x days and windows only), because only some defines were left, no underlying code to bring back, so just as good remove for good.
2012-08-02 21:50:49 +00:00
5e60ccc65c rename node_state.c --> node_view.c 2012-08-02 21:36:33 +00:00
e86e5074f6 code cleanup: double promotion warnings 2012-08-02 21:17:12 +00:00
1a5998bc4e Remove old boolean operation module
Carve proved it's a way to go, so the time have came to get rid of old
boolean operation module which isn't used anymore.

Still kept BOP interface but move it to BSP module. At some point it
could be cleaned up further (like perhaps removed extra abstraction
level or so) but would be nice to combine such a refactor with making
BSP aware of NGons.

Tested on linux using both cmake and scons, possible regressions on
windows/osx. Would check windoes build just after commit.
2012-08-02 16:42:30 +00:00
ba5c635502 fix for crash when node groups loose their ID pointer references (when linked libs don't load) 2012-08-02 16:33:38 +00:00
7aa44d088f Node selection: make node active before it could be unselected by extending
selection, which matches behavior of all other areas in blender.
2012-08-02 16:01:05 +00:00
64aa98643d Fix #31753: GLSL not updated after deleting lights in multiple-scene setting 2012-08-02 15:49:20 +00:00
ce3293b2d9 code cleanup: remove redundant float casts 2012-08-02 11:33:21 +00:00
b9378a3083 fix for own regression in avi header writing. 2012-08-02 11:25:04 +00:00
7653eae381 improve not very helpful error message. 2012-08-02 10:42:40 +00:00
63d071cc3a Fix #32236: unstable z-buffer or z combine composition node 2012-08-02 10:20:14 +00:00
Lukas Toenne
9d2173518c Clipboard feature for nodes. With the Copy operator a copy of all selected nodes and links between them is stored in an offscreen list (not in the library). The Paste operator then in turn copies these into the active node tree in the editor.
Currently does not support copying of animation data. This would require copying of individual fcurves etc. between data block, which is not implemented yet.

Also it is currently possible to circumvent some constraints of the nodes, in particular for node groups (e.g. no groups inside groups, render layer not inside groups).
2012-08-02 09:52:37 +00:00
829c48a991 code cleanup: headers 2012-08-01 20:39:14 +00:00
6a6bcea817 Fix #31800: Blender crash by rendering in connection with linked groups
Seems the issue was caused by render layer node overwritng active scene
when render button is clicked. It lead t situations when job was adding
with owner of rendering scene, but modal callback was checking for render
jobs existing for current active scene. There was no such jobs so operator
used to finish at this point and free report list used by render pipeline.

Solved by storing operator owner in operator's custom data. Probably
there's nicer way to do fix this issue but currently can't think of it.
2012-08-01 19:22:04 +00:00
689c6133ea split node_edit.c into separate files (add, group, relationshops), was almost 5000 loc. 2012-08-01 19:11:17 +00:00
ce90041239 game engine: Fix CcdPhysicsEnvironment functions that accessed m_solverInfo
The functions had no effect because m_solverInfo wasn't used anywhere.
Now we get the solver info from the dynamics world directly instead of using our own copy.
2012-08-01 17:59:32 +00:00
b876ca5611 fix: column flow layout wrongly calculated height of second and subsequent columns when used with more than 2 columns.
* discovered while playing with the column flow layout in asset branch.
2012-08-01 17:52:14 +00:00
ed36c625ee fix for assert when going from edit mode directly into sculpt mode.
the tessellation faces were not pre-calculated.
2012-08-01 17:25:10 +00:00
0245229021 game engine: Use flags instead of hardcoded numbers for rna properties 2012-08-01 17:19:32 +00:00
c7ba25fdf8 Fix own regression in cycles frame node caused by recent node rna changes
--
svn merge -r49465:49466 ^/branches/soc-2011-tomato
2012-08-01 16:17:44 +00:00
aa23f98bda rename meaningless LIB flag name LIB_TEST --> LIB_NEED_EXPAND. 2012-08-01 15:32:27 +00:00
693c43cd95 replace 'GET_INT_FROM_POINTER( &((BHeadN*)0)->bhead) )' with 'offsetof(BHeadN, bhead))' 2012-08-01 15:21:39 +00:00
45801286a5 fix some more crashes when running skin operators on a mesh with no skin layer 2012-08-01 15:04:10 +00:00
f86bd9d39a fix crash in sorting mesh elements when called without a viewport. 2012-08-01 14:51:49 +00:00
3e75da21f6 Code cleanup: remove some more unused includes of DNA_scene_types 2012-08-01 14:51:12 +00:00
52b4b49059 Code cleanup: Remove unused includes of DNA_scene_types. 2012-08-01 14:48:51 +00:00
6e208ee887 Replace scene pointer with scene name to prevent possible misusages
of scene in node in future.
2012-08-01 14:48:46 +00:00
bfbda2d284 fix for crash in 'Skin Armature Create' when the mesh doesnt have any skin data. 2012-08-01 14:37:13 +00:00
7fd1bd18e5 fix crash when polling image sample outside image space.
also remove historic comment which isnt helpful.
2012-08-01 14:29:24 +00:00
8a1a4a453d Tie compositor will now update render result when changing node setup
Issue was caused by the way how render result was acquiring -- pointer
to render data was used to find needed render descriptor. It's not
reliable since render contains copy of scene's render data, not pointer
to this data.

Use node scene's id name for render result acquiring, the same way
as it was done in old compositor system.
2012-08-01 13:59:08 +00:00
dd6d788400 mask selection invert wasnt working. 2012-08-01 13:34:20 +00:00
179d00fb9c make node select_all consistent with other select operators, also add Ctrl+I, select inverse to node space. 2012-08-01 13:28:19 +00:00
507a49add5 Fix blenderplayer link 2012-08-01 13:17:26 +00:00
e00c7558bd - disable mask drawing in the sequencer, this isn't usable yet and likely wont be working in release.
- use define for max mask mblur samples, increase to 64 max.
2012-08-01 12:59:38 +00:00
26cc3dd708 misc mask fixes
- image space used wrong notifiers.
- image notifier now checks for mask mode before listening to mask edits.
- mask keyframes now draw in the image space.
2012-08-01 10:50:39 +00:00
0fee289551 style cleanup: >120 line length 2012-08-01 10:44:55 +00:00
f8ff6edfc4 Add type RNA property to special nodes (e.g. frame) 2012-08-01 10:31:45 +00:00
6704f56c15 Do not highlight non-selected active node with active outline
This would match other areas in Blender.
2012-08-01 09:44:25 +00:00
9811e847ca Fix #32209: Autosave ignores multires sculpting
Use a bit different fix, which gets active scene from context and
uses this scene to figure out active object instead of itterating
through all the objects.
2012-08-01 09:04:40 +00:00
a199ae5368 style cleanup: whitespace, also add '?' to save over popup since it wasnt totally clear it was a question (user pointed this out, they thought it was just notification and lost their work). 2012-07-31 23:06:12 +00:00
a70a48814e fix [#32232] Running script that changes area.type crashes blender.
(reported the bug to keep some reference to the script that crashes).
2012-07-31 22:15:54 +00:00
872ebc7310 fill in dummy values when using movie clip distort node but compiled without libmv. 2012-07-31 22:01:44 +00:00
33a9cafc3b quiet spacenav output on linux for regular builds, ifdef signed int for msvc openmp. 2012-07-31 21:26:14 +00:00
cdc6793dd8 Fixed own error in setting user counter to mask when changing clip editor's mask. 2012-07-31 20:58:48 +00:00
d86b6dcf1c Expand function for masks, so no masks could be properly linked
in cases when they've got parenting to motion tracking data.
2012-07-31 20:54:27 +00:00
32bd936f18 Mask / Win64 compile fix: "Index variable in OpenMP 'for' statement must have signed integral type" 2012-07-31 19:37:33 +00:00
72a3fb15d7 changes to mask editing
- use Alt to modify all mask feather at once while dragging.
- copying a multi-user mask from the interface works now.
- show masks when UV editing isnt used, rather then checking editmode (would give some odd/annoying image space header).
- add a fake mask user by default.
- moving points with LMB drag no longer selects them.
2012-07-31 17:31:34 +00:00