Commit Graph

29020 Commits

Author SHA1 Message Date
dd20a50282 BLI_array_growone wasn't always returning the new size. also some formatting edits 2011-12-21 08:41:13 +00:00
444833a8fb remove some redundant lines of code. 2011-12-21 07:36:30 +00:00
71edaceab9 avoid a loop over all faces in copy_mesh 2011-12-21 05:35:19 +00:00
8a8cb2c3ef minor formatting edits 2011-12-21 04:56:04 +00:00
57e6ac47a0 use TRUE/FALSE rather then 1/0, no functional changes. 2011-12-21 03:33:32 +00:00
c5f8669112 fix error in own recent merge 2011-12-21 00:47:59 +00:00
45b9a5a3e1 more mirror cleanup
- remove BMBVH_FindClosestVertTop
- update select mirror operator to EDBM_CacheMirrorVerts
2011-12-21 00:09:44 +00:00
cc551b4189 svn merge ^/trunk/blender -r42776:42778 2011-12-20 23:17:24 +00:00
0e4f1ad43d topo mirror and sync with minor edits made to bmesh, no functional changes 2011-12-20 23:14:29 +00:00
1fef05084e svn merge ^/trunk/blender -r42761:42776 2011-12-20 22:08:24 +00:00
deb3b7e282 replace editmode topo mirror function from the one in trunk (ED_mesh_mirrtopo_init) 2011-12-20 22:01:11 +00:00
cceef0d44f svn merge ^/trunk/blender -r42759:42761 2011-12-20 21:28:57 +00:00
738fdc7b6f New modifier type: eModifierTypeType_NonGeometrical, for modifiers affecting CustomData layers only (e.g. UVProject and WeightVG ones).
Also, allow applying to obdata those modifiers, even with shapekeys, but do not allow applying them *as* shapekey (as shapekeys do not have CD layers).

Fix [#29636] Vertex Weight Mix modifier "apply" button don't work.

Note: applying whit shape keys currently always uses base shape, not current one (for apply to obdata as well as apply to shapekey), but this is another topic...
2011-12-20 14:15:59 +00:00
81c635a3bb Fix #25775: crash using border render from external render engines, merging
back the tile used wrong offsets.
2011-12-20 12:25:18 +00:00
ea88a0bec5 recent commit missed swapping args for MATRIX_ITEM in mathutils_Vector.c, breaking matrix*vector. 2011-12-20 11:37:55 +00:00
57ed2fd1c1 svn merge ^/trunk/blender -r42757:42759 2011-12-20 10:59:56 +00:00
b70174cb93 move topology mirror out into its own functions - needed for bmesh branch so we can use then for bmeshes own internal mirror calculations. 2011-12-20 10:05:58 +00:00
2bfad340ff Fix a small typo-bug in UVProject modifier (using v3 instead of v4 to detect tri/quad faces). Seems it was harmless, though... 2011-12-20 09:57:01 +00:00
2f9925f913 Get rid of hardcoded structure definition in DM drawing callbacks
Structures passing to DM callbacks as userData used to be defined in both callee
and callbacks itself which made it difficult and unsafe to add new properties
to user data.

Added typedefs for this structures and use them in callbacks and callee functions.
2011-12-20 08:47:36 +00:00
84b58df85a svn merge ^/trunk/blender -r42742:42757 2011-12-20 08:09:46 +00:00
436295026a patch [#29662] Modifications to Mathutils Vectors for Consistency with Commit 42752
from Andrew Hale
2011-12-20 05:48:35 +00:00
a8ed803b66 rename internal matrix struct member vars to avoid confusion
Matrix.contigPtr --> matrix
Matrix.row_size --> num_col
Matrix.col_size --> num_row
2011-12-20 04:11:23 +00:00
3d8ee28750 __str__ functions for other mathutils types 2011-12-20 03:37:55 +00:00
Dalai Felinto
32b23b9f74 Cucumber, first batch of merge - UI changes and custom exit key
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting

[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]


Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593

36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)

37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.

37157:
Making the bake options available in Blender Game

37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)

37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.

[37517: committed previously]

37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API

39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]

40552: space_logic.py (* fixed an error in space_logic.py *)

40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me



########################################################
code left behind (to be included in next commit):
########################################################
		{
			/* Initialize default values for collision masks */
			Object *ob;
			for(ob=main->object.first; ob; ob=ob->id.next)
				ob->col_group = ob->col_mask = 1;
		}
2011-12-20 03:11:56 +00:00
553cf289a7 patch [#29651] Add a __str__ Method to Matutils Matrices so print(matrix) Shows Columns as Columns
from Andrew Hale

converted from python string formatting to using BLI_dynstr
2011-12-20 02:54:25 +00:00
a7a6049978 minor edits to previous commit & set VKey to toggle vertex select in weight paint mode. 2011-12-20 02:04:35 +00:00
4d08df734c unit test for mathutils python module from Andrew Hale, runs in CTest too 2011-12-20 01:49:24 +00:00
efb4eff353 svn merge ^/trunk/blender -r42722:42742 2011-12-20 01:33:14 +00:00
84a58fd7e9 Patch #27085, Restore old 2.49 TAB behaviour for window splitting, by Andre Oliveira
Now this patch only applies to RMB window splitting not the click and drag as that would cause confusion and big mess
2011-12-20 00:46:55 +00:00
71ce197bbb patch [#28094] New equirectangular world texture mapping option 2011-12-19 23:52:17 +00:00
a7bae8474b calculate weight paint colors once per vertex rather then on every face corner (was doing the same deform vert lookup and color calculation multiple times per vertex),
Quick shows over 2x speedup in my tests, will give bigger speedup with more vertex groups.

If you happen to have vertices with no faces using them - vertex colors will be calculated unnecessarily, but this isnt a common use case for weight paint mode.
2011-12-19 22:55:04 +00:00
b66c87231a * Changes for static win32 png libs. 2011-12-19 19:46:07 +00:00
a64d92eb13 Fix #29655: keyboard shortcuts missing from text editor text menu, and removed
confirmation popup for creating new text datablock.
2011-12-19 14:23:19 +00:00
41c992ce85 Much cleaner and satisfying code in weightvg modifiers' "init": copy only the CD_DEFORMVERT data layer (if it's the org one), and not the whole DerivedMesh!
Quite oddly, for Proximity mod, this increases the performances of the apply func (about 20-25%, e.g. from 0.04 to 0.03 sec), but decreases the global framerate (e.g. in TEST_5 scene of testing file, I lose about 7%, from 4.6 to 4.3fps (open ATI driver)...).
2011-12-19 14:09:36 +00:00
Lukas Toenne
26b3dfa30e Automatically hide unused (=unlinked) node sockets in collapsed ("hidden") nodes. This is to make nodes with many sockets cleaner and simpler, which is the purpose of collapsing nodes in the first place.
The hiding code uses the SOCK_IN_USE flags already present. These were only temporarily set by the shader node code for determining needed texture coordinate types. Now they are used persistently and updated along with the sock->link pointers.
2011-12-19 12:04:05 +00:00
Lukas Toenne
a9f0266448 Display button for hiding unused node sockets in the side bar, as an alternative to the removed node header button. 2011-12-19 11:55:35 +00:00
2457d4f5ab svn merge ^/trunk/blender -r42680:42722 2011-12-19 10:40:48 +00:00
90ef435145 Fix a bug in CustomData_duplicate_referenced_layer(_named) functions: MEM_dupallocN does not work with complex layers like CD_MDEFORMVERT ones, so rather use copy func when available. 2011-12-19 08:26:53 +00:00
53f88b231a corrections to some comments 2011-12-19 05:23:52 +00:00
0bc83a2f35 - mathutils matrix creation - use memcpy rather than copying every matrix row/col individually.
- creating a new non-square matrix would use uninitialized memory.
2011-12-19 05:14:09 +00:00
c3675c0e90 remove mathutils internal variable for storing pointers to each matrix row, instead use macros to access row/column's.
also add an assert so invalid index access will raise an error in debug mode, without this it was quite easy to access invalid memory without meaning to.

no functional change.
2011-12-19 03:12:10 +00:00
d0aa012b0a change BLI_assert() so it can be included in other defines. 2011-12-19 03:06:44 +00:00
32896bbf59 remove unneeded NULL check in ui_searchbox_create() which confuses static checkers since the values used later. 2011-12-18 22:42:43 +00:00
65f2cbdd0f remove windows only benchmark functions, use PIL_time.h's TIMEIT macros instead. 2011-12-18 22:35:52 +00:00
64567ffb87 Minor tweaking to WeightVGProximity modifier code (not really usefull currently, but mandatory for other future changes…) 2011-12-18 21:46:26 +00:00
Lukas Toenne
24785cc16a Removed buttons in node headers for hiding unused sockets and for hiding the (non-socket) option buttons. These are rarely used buttons that only complicate the UI. Alternatively these operators can still be accessed in the Node menu of the node editor window, "Toggle Hidden Node Sockets" and "Toggle Node Options" respectively. 2011-12-18 17:59:04 +00:00
Lukas Toenne
5f6bd44c82 Generalized node groups for Cycles.
This allows group nodes inside other group nodes in cycles and makes the
code more generic for all possible cases, like direct group
input-to-output links and unused group sockets.

Previous code tried to connect external nodes and internal group sockets
by following links until a "real" node input/output. This quickly
becomes complicated in corner cases as described above and can lead to
unexpected behavior when the group socket is of a different type than
the internal/external sockets, but that conversion is skipped.

The new code uses the concept of "proxy nodes" similar to what the new
compositor does. Each group socket is replaced with a proxy node with a
single input and output, to which other nodes in the same tree and
internal nodes can link to. After all groups have been expanded in the
graph, these proxy nodes are removed again, adding converter nodes if
necessary.
2011-12-18 15:34:06 +00:00
b49463c439 cleanup of weight paint color setting code, no functional changes 2011-12-18 12:54:50 +00:00
Lukas Toenne
a885d8aee6 Fix for toggle buttons in node headers.
The buttons for "hiding" (collapsing) a node, hiding unlinked sockets, additional options, the preview and for opening a node group were all using a custom mouse test function, which was broken. They now use actual buttons instead of just displaying icons. Before executing the respective operators the button's node has to be selected and activated, so the buttons use an intermediate handle function, which selects the node and then calls the operator.
2011-12-18 12:51:50 +00:00
8ed5fdde1d - remove rna access to deprecated sequencer attributes x/y offset & zoom.
- Object.to_mesh was still using deprecated colbits variable (object material wouldnt work for any material after 16)
- dont set colbits when setting material slot anymore.
2011-12-18 09:36:47 +00:00