Commit Graph

5163 Commits

Author SHA1 Message Date
78162fa793 Splitting quad into triangles and merging triangles into quad should
work correct with sculpting data now.

Joining two triangles could give incorrect sculpting result for
special topologies, but it's that case that can't be nicely handled
with our layers architecture.
2011-01-02 17:38:22 +00:00
24e80665d8 New customdata layer callback: validate
Used to validate displacement allocation size after face copying
to match face vertex and displacement corners count.
2011-01-02 17:08:25 +00:00
76f0569a86 Multires math function used for layer interpolation moved from customdata.c to multires.c
No functional changes
2011-01-02 16:43:28 +00:00
7b865b5ce8 Crash fix for pointcache... bad goto's here. 2011-01-02 13:57:06 +00:00
118667c1bf Small feature for debugging pleasure:
The svn revision nr is saved in Blender file header now.
Can only be retrieved with running blender -d now.
2011-01-02 13:33:32 +00:00
a7ceeafd71 - correct typos in comments.
- move boxpack struct out of the public header.
2011-01-02 11:06:50 +00:00
8c86d2da3a Quiet warnings from last commit.
Janne: could you check if ptcache_file_pointers_seek() & ptcache_read_init() can be removed?
2011-01-02 10:13:17 +00:00
a6a2512f47 Pointcache code cleanup and disk cache compression options:
* Massive reorganization of pointcache code, things are now cleaner than ever.
* For all but smoke the cache is first written to memory when using disk cache and after that written to disk in one operation. This allows less disk operations and the possibility to compress the data before writing it to disk.
* Previously only smoke cache could be compressed, now the same options exist for other physics types too (when using disk cache). For now the default compression option is still "no compression", but if there aren't any problems this can be set to "light compression" as it's actually faster than no compression in most cases since there's less data to write to the disk. Based on quick tests heavy compression can reduce the file size down to 1/3rd of the original size, but is really slow compared to other options, so it should be used only if file size is critical!
* The pointcache code wasn't really 64bit compatible (for disk cache) until now, so this update should fix some crashes on 64bit builds too. Now all integer data that's saved to disk uses 32 bit unsigned integers, so simulations done on 64bit should load fine on 32bit machines and vice versa. (Important disk cache simulations made on 64bit builds should be converted to memory cache in a revision before this commit).
* There are also the beginnings of extradata handling code in pointcache in anticipation of adding the dynamic springs for particle fluids (the springs need to be stored as extradata into point cache).
* Particles were being read from the cache with a slightly wrong framerate. In most cases this probably wasn't noticeable, but none the less the code is now correct in every way.
* Small other fixes here and there & some cosmetic changes to cache panel, but over all there should be no functional changes other than the new disk cache compression options.
* This whole re-organization also seems to fix bug #25436 and hopefully shouldn't introduce any new ones!
2011-01-02 06:52:47 +00:00
c169ccc711 Silence more compiler warnings. 2010-12-31 20:01:38 +00:00
c68e3913ed fix [#25429] Armature modifier and inverted vertex group
- the invert flag was only being used for multi-modifier, but there is no reason not to use this in normal cases as well.
- Armature modifier RNA name 'vertex_group' was incorrectly named 'vertex_group_multi_modifier' (own fault), confusion was caused by 'invert_vertex_group_multi_modifier' which was correct.
2010-12-31 11:51:00 +00:00
a840643993 Bugfix [#25414] Entering a newline before a : still indents it
Fixed by patch attached by submitter. Cheers Jacob F (racoon)!
<quote>
If you write something like...

def do_something:

...and press return it makes the new line with a tab which is good,
but if you want to move the def line down to make room above it by
pressing return while your caret is at the start of the line it
indents the new line which has the def statement on it.

Attached patch just checks if it's checking for a colon after the
caret and returns if it is.
</quote>
2010-12-31 04:09:15 +00:00
9fa2f9ffb6 Doh! 2010-12-30 05:47:34 +00:00
b67692a130 Various pedantic fixes to satisfy compilers. 2010-12-30 05:41:17 +00:00
4819c9bdfa Part one of 2.56-beta release commit
(Splash picked by Durian team to honour team Argentina!)
2010-12-29 19:05:00 +00:00
f22a3c16b1 Silencing some compiler warnings (gcc) 2010-12-29 12:27:03 +00:00
32b23b2b82 Bugfix [#24163] (PART 2) Unable to animate INSIDE a group node in the
compositor

Now ungrouping grouped-nodes copies the animation back to the main
nodetree. This means that it is now possible to successfully roundtrip
group/un-group nodes and their animation data.

---

This should also be done for the Separate Armature operator... hmm...
2010-12-29 12:18:59 +00:00
92172b779e Bugfix [#24163] Unable to animate INSIDE a group node in the
compositor

This commit fixes the original bug reported here by adding some
methods to move the relevant F-Curves (and drivers) over to the new
Node-Tree's (i.e. group-node) AnimData. Animated nodes which
subsequently get grouped will still be able to animate as a result of
this commit.

TODO's:
- Ungrouping now will not yet merge the animation back (or at least
copy it)
- Buttons for nodes freshly grouped do not correctly show animated
status indicators for some reason, yet normal animation does
2010-12-29 11:51:53 +00:00
7115a8d200 Consistency cleanups for AnimData stuff:
Some AnimData looping functions were not updated to take into account
the addition of AnimData for some additional datatypes (i.e. meshes
and lattices) as well as the changes to make nested nodetrees (i.e.
for Material and Texture nodes).
2010-12-29 05:20:19 +00:00
26104c7611 - Silencing some gcc warnings (yay! I can finally use this setup
again)
- Graph Editor "Active Keyframe" panel now displays more descriptive
error messages. In particular, hopefully this helps to alert users of
the default generator modifier for Driver F-Curves
- The first F-Modifier added to a list is now set to be active one for
that list.
2010-12-28 06:18:56 +00:00
71da1e96d1 Drivers Code Cleanups and UI Tweaks:
- Adding drivers from the UI (not from py-scripts though) will now
automatically add a "Transform Channel" driver variable to the newly
created drivers. This makes setting up drivers a bit more convenient
for the most commonly used case.

- Drivers now report their errors using the Reports system instead of
writing these directly to the console.

- Clarified some comments to be more insightful about the "why's" of
some design decisions, and related formatting/cleanup tweaks
- Reduced scope of "path" vars to just the scope they're required in

- Removed some unused defines from a failed experiment in the original
Keying Sets code ("templates" and "template flags") which was
superseeded by the more flexible + nicer "Builtin KeyingSets"
2010-12-28 05:45:15 +00:00
b2be78c0cc Bugfix #25392
Compositor: Texture node didn't use texture-nodes itself.
Now composites initialize texture nodes correctly.

Also reviewed the fix for crashing texture nodes for displace.
It appears texture nodes also are used for sculpt/paint 
brushes, in these cases it can be allowed again. But, don't
do this during rendering for now!
2010-12-27 19:26:38 +00:00
31eadb358d Fix for IRC reported bug from lmg:
VBO enabled, GLSL shading and bevel modifier leads to crash when entering edit mode

Bevel modifier doe not support remapping still, so added check about original index
in cdDM_drawFacesTex_common. Now it works like VBO-less drawing for that special case.
2010-12-26 13:01:02 +00:00
f543fe1500 Bugfix #25341
Child-of constraint issue: on adding, it wasn't checking owner
correctly for Bones, resulting in a constraint working in wrong
space; it looked as if transform was applied double when moving
the object. Only adding via Py API went wrong btw.

Also found a silly check for drawing constraints, which caused
constraint initialization to happen for every object on every
redraw!

Implementation note: con->flag CONSTRAINT_SPACEONCE was only used
for child-of constraints in Bones, so I've patched it on file
reading to always set the flag. Marked with XXX, so it can be
removed one day. Now at least things get corrected well for
imported armatures.
2010-12-23 13:16:56 +00:00
c046ae14be Fix for multiple modifier stack calculations per frame.
Since 2.5x blender has been using CD_MASK_BAREMESH for updating objects since object_handle_update() no longer has access to G.curscreen to calculate the mask from viewports.

The problem with this is after an initial calculation, CD_MASK_MTFACE may be required on draw, so it would recalculate the modifier stack multiple times per frame.
One case which caused this is armature animated mesh with texface in a dupligroup.

Fix this by having customdata_mask member in the scene, this isn't great design but at least fixes the bug and only changes a few files.
2010-12-23 04:16:31 +00:00
5e382eb8e5 rename blenderlib to blender_add_lib 2010-12-22 23:09:30 +00:00
2811707b92 Fixed stupid typo with detecting corners of source mdisp.
Haven't noticed before because destination is a copy of source for now,
so there would be always the same count of corners.
2010-12-22 21:38:06 +00:00
01bb474d4f Audio: Function to get channel count of a sound, for [#25062] Sound Actuator - Positional Audio. 2010-12-22 16:07:57 +00:00
9d756fb761 Fix for [#25339] Rendering Fluid's Float Particals cause crash when utilizng raytracing
* Fluidsim particles hadn't really been working at all for who knows how long, even in viewport!
2010-12-22 09:30:13 +00:00
fae8dc5a73 Error/Warning report flipping.
An operator Error throws up a menu, a Warning only a flashy header print.
In mesh editmode the menus for simple failures got very annoying, like
"Already a face" for Fkey on a face.

Proposal is to use warning for contextual failures, like:
- wrong selection
- unsupported combination
- wrong modes

And use errors for cases you really need user attention, for example when
issues are invisble or potentially damaging work.
- Memory failures
- Files not found

List can grow in future :) let's test this for mesh now.
I'll tackle this for other ops later after review.

(Also changed: loopcut disabled when editmode shows deformed result)
2010-12-21 15:10:09 +00:00
b0f87a1746 rename addlisttolist() to BLI_movelisttolist()
name was misleading because the list items were removed from the source list.
(no functional changes)
2010-12-21 14:49:34 +00:00
Nathan Letwory
a8febab31b Workaround for blenderplayer not linking on linux with scons.
Maybe as a next big, uncool project would be: solve bad level calls.
2010-12-21 00:21:42 +00:00
97197b54cf Bugfix #25309
Code cleanup to allow switching active output nodes in Compositor
made shader nodes output not set correctly.

Now you can have multiple output nodes in shaders too, and switch
on click-activate.
2010-12-20 11:08:29 +00:00
09debd69ba change the resolution for new surfaces to 4x4, since 12x12 used to be the total number of subdivisions along the U/V of the nurbs surface but now its multiplied by the number of segments. 2010-12-20 07:45:24 +00:00
96974a9575 bugfix [#25310] Twice applied modifier with Convert to mesh with several multi-user objects 2010-12-20 07:21:08 +00:00
3bed4cbf2b fix [#25283] Edge length display difficult to read
- made theme colors for mesh edge len & face angle/area display.
- use %g rather then %f for float display, trims unneeded zeros.
- store cached 2d and 3d text color as bytes rather then floats, compare when drawing to avoid setting the context.
- use unsigned char for more color functions, avoids casting to glColorubv().
2010-12-20 03:59:22 +00:00
Nathan Letwory
fad7121ca3 Apply [#25296] Fix for [#24636]
Bug reported by Dominique Lorre
Fix submitted by Jeroen Bakker

When importing COLLADA files, the name of a custom data layer can be longer than 32 bytes. Make sure only 32 bytes are copied.
2010-12-19 20:23:30 +00:00
b8e47fd160 Bugfix #25301
Preview render for node shaders broke, caused by localizing 
materials last week, to prevent thread crashes. Fixed now.
Also added a temp fix to draw color-management corrected
node previews default. Will follow scene setting tomorrow.

Also: SSS in nodes doesn't render yet. Was issue in 2.4 too...
2010-12-19 20:12:12 +00:00
686420b15d Option "Make Single user" now also makes animations local.
Note that the menu option "Animation" only was working for
Object level animations, so I've changed the many name
accordingly.
2010-12-19 13:50:31 +00:00
d920bf5072 Mistake in previous own commit, checking the wrong cache frame. 2010-12-18 21:16:37 +00:00
e93a7aa849 FILTER="^\[[ 0123456789][ 0123456789][ 0123456789]\%] \|Linking \(C\|CXX\) static library\|Building \(C\|CXX\) object \|Built target "
Bugfix #25280

Image: sequence option was hardcoded to assume "first frame" was always
picture "001". Made it impossible to have a sequence of images starting
with picture like "000"

Note that by allowing to render a first frame as 000 in Blender, things
mess up a bit here. Things work now as follows:

- Start Frame = 1 : Image 001 on frame 1
- Start Frame = 0 : Image 001 on frame 0
- Start Frame =-1 : Image 000 on frame 0 ;)

This is of course the lack of proper control for image sequences.
Definite something to work on; best idea I have now is a new setting
that defines the Image Number to be "first frame". That way you can
map that number on any Blender frame. Or it makes it more confusing? :)

For the doc department: the proper meaning of "Start Frame" now is:

"The blender frame a sequence starts playing, assuming the sequence
starts with image #1"

Tooltop was fixed accordingly

(Also fixed 'remove doubles' to show more precision in toolbar)
2010-12-18 18:56:21 +00:00
b58dbbd51b Extreme makeover of pointcache code:
* Pointcache code was quite ugly looking and complicated, so here are mostly just cosmetic adjustments, but some improved logic also.
* Slight cleanup of pointcache ui too.
* Shouldn't have any functional changes what so ever, so poke me right away if something seems off.
2010-12-18 15:03:31 +00:00
a934116298 Fix for [#25282] Crash when weting initial mesh pressets with a smoke simulation 2010-12-18 09:46:52 +00:00
ee762ce93f Fix for mistake in own commit
* Was a bit too eager to clean up, so all particles got reset when changing a particle value when animation was playing.
2010-12-18 09:32:27 +00:00
8b28c24d16 Fix #25272: shrinkwrap with dependency cycle could lead to eternal
loop and increasing memory usage.

Modifiers should never call mesh_get_derived_final or similar, only
use ob->derivedFinal if it exists, if the dependencies are set correct
and there are no cycles, it will be there.
2010-12-17 20:13:54 +00:00
fd90685a48 remove some paranoid NULL checks, since the pointers are used already. 2010-12-17 19:05:10 +00:00
f90a2123ee no functional change: only check against OB_RECALC_ALL but don't use for assignment.
Makes adding new flags give ambiguous results and also makes it less easy to tell whats intended.
In some places it looks like OB_RECALC_TIME should be left out too.
2010-12-17 15:51:42 +00:00
902b239aa8 no functional changes: SETLOOPER macro assumed a scene was defined called 'sce' used to loop over, now make this an argument, helps to make it clear what's going on. 2010-12-17 15:37:59 +00:00
e5e039d626 Bugfix #25264
Bad user counting went on, ID users could be set zero whilst
having Fake user set. Also ensured the code using the BKE
calls for increment/decrement.
2010-12-17 14:20:20 +00:00
48abe2a27f Big fix: particle pointcache was cleared fully on any particle setting change
* Now only the cache after current frame is cleared.
* Probably own fault from my last commit.
2010-12-17 13:13:32 +00:00
0ec7f95245 == Sequencer ==
Sequence effect rendering of color generator did some rather strange 
fall through, because of a missing break statement. (Noone got hurt, but 
better add that break, just in case)
2010-12-17 08:53:49 +00:00