Joerg Mueller [Wed, 6 Jul 2011 20:26:56 +0000 (20:26 +0000)]
Merging trunk up to r38167.
Sukhitha Prabhath Jayathilake [Wed, 6 Jul 2011 19:00:40 +0000 (19:00 +0000)]
camera ortho_scale (COLLADA xmag ) animation export
Sukhitha Prabhath Jayathilake [Wed, 6 Jul 2011 18:34:01 +0000 (18:34 +0000)]
Camera lens animation import.
Sukhitha Prabhath Jayathilake [Wed, 6 Jul 2011 18:09:36 +0000 (18:09 +0000)]
Camera lens animation Identifying
Sukhitha Prabhath Jayathilake [Wed, 6 Jul 2011 17:41:14 +0000 (17:41 +0000)]
camera lens (COLLADA xfov ) animation export
Jeroen Bakker [Wed, 6 Jul 2011 16:08:24 +0000 (16:08 +0000)]
The material index did not work when FSAA was turned on.
The information was written in the temp exr files, but was not read back.
After checking I saw that the pass was not merged back in the rendercore.
After adding this it worked. tested with all FSAA settings.
Benjy Cook [Wed, 6 Jul 2011 14:20:38 +0000 (14:20 +0000)]
pep8 compliance for python scripts
Benjy Cook [Wed, 6 Jul 2011 14:19:54 +0000 (14:19 +0000)]
Changed creation of original location targets to be created only if needed for IK (i.e. user's decision)
Benjy Cook [Wed, 6 Jul 2011 13:31:13 +0000 (13:31 +0000)]
Cosmetic changes to UI. Also, added option to mark which bones should be planted when calculation new root translation (i.e. which bones are feet)
Benjy Cook [Wed, 6 Jul 2011 13:29:31 +0000 (13:29 +0000)]
Coding style and cosmetic changes to mocap constraints module
Benjy Cook [Wed, 6 Jul 2011 13:27:40 +0000 (13:27 +0000)]
Added a small useful operator: Fix Armature Rotate. It fixes the common issue with mocap files that sometimes are rotated around the wrong axis
Brecht Van Lommel [Wed, 6 Jul 2011 13:15:22 +0000 (13:15 +0000)]
Fix #27879: sequencer didn't draw overlapping strips well, selected were drawn
under unselected, and active strips red border color for active strips was not
clear enough.
Brecht Van Lommel [Wed, 6 Jul 2011 12:33:33 +0000 (12:33 +0000)]
Fix #27883: object actions did not get duplicated on full scene copy.
Ton Roosendaal [Wed, 6 Jul 2011 12:22:36 +0000 (12:22 +0000)]
Ergh! first compile and test then commit!
Ton Roosendaal [Wed, 6 Jul 2011 11:44:27 +0000 (11:44 +0000)]
Making Blender compile for C90 standard, var declared after code :)
Also cleaned a line of code that was horribly spread over 4 lines.
Brecht Van Lommel [Wed, 6 Jul 2011 10:58:23 +0000 (10:58 +0000)]
Fix #27880: sequencer separate images operator lost strip properties like
blend mode, opacity, etc.
Joshua Leung [Wed, 6 Jul 2011 10:45:25 +0000 (10:45 +0000)]
Bugfix [#27825] Pose Mode Armatures different fill colors
Old light-blue colouring for "keyed" bones is no longer applied, even
if the flags were set in earlier versions of Blender.
This was a legacy feature used to get around some ancient issues,
which isn't needed anymore. Instead, it ends up causing confusion, so
removing.
Brecht Van Lommel [Wed, 6 Jul 2011 10:19:04 +0000 (10:19 +0000)]
Fix #27877: writing .avi files > 4 GB not working on windows.
Solution is to replace "long" by "int64_t" and "fseek" by "_fseeki64", because
long on 64 bit windows is still 32 bit.
Brecht Van Lommel [Wed, 6 Jul 2011 10:05:27 +0000 (10:05 +0000)]
Fix #27876: particles instancing a whole group didn't take group offset into account.
Brecht Van Lommel [Wed, 6 Jul 2011 09:58:29 +0000 (09:58 +0000)]
Fix #27875: different texture nodes result after decompose/compose.
Brecht Van Lommel [Wed, 6 Jul 2011 09:15:18 +0000 (09:15 +0000)]
Fix #27873: nan pixels in render with degenerate faces.
Dalai Felinto [Wed, 6 Jul 2011 08:29:20 +0000 (08:29 +0000)]
an example for blf - a basic Hello World (for bge, not blender)
Dalai Felinto [Wed, 6 Jul 2011 07:26:04 +0000 (07:26 +0000)]
new example for bge.texture, a basic texture replacement
fresh simple and didactic example straight from my bge book, enjoy it ;)
video texture documentation online ... tears dropping.
Dalai Felinto [Wed, 6 Jul 2011 07:15:56 +0000 (07:15 +0000)]
moving bge.texture example to an external file
Dalai Felinto [Wed, 6 Jul 2011 07:05:29 +0000 (07:05 +0000)]
patch [#27871] bge.texture documentation from Solano Felício (+ changes from me) it still needs work
... and I can't test rst in windows so for now let's pretend it builds. If someone can generate the docs and see how it goes please let me know.
(plus a small fix for bge.logic rst)
Joshua Leung [Wed, 6 Jul 2011 01:34:10 +0000 (01:34 +0000)]
NLA Drawing - When "Show Control Curves" option in View menu is
disabled, the strips are drawn so that they take up less vertical
space.
Originally, the primary reason why these were taller than those in the
other animation editors was really so that these control curves could
be visualised adequately. So, when these aren't shown, we can afford
to collapse the strips vertically.
This should make it possible to fit more strips on screen to retime
them. in some staggered fashion.
Mitchell Stokes [Tue, 5 Jul 2011 22:33:01 +0000 (22:33 +0000)]
BGE Animations: Fixing a typo: fram -> frame
Mitchell Stokes [Tue, 5 Jul 2011 22:32:10 +0000 (22:32 +0000)]
BGE Animations: Updating the bge.types docs to include the three new methods to KX_GameObject: playAction(), getActionFrame(), setActionFrame().
Brecht Van Lommel [Tue, 5 Jul 2011 20:15:29 +0000 (20:15 +0000)]
Fix #27865: weird mouse warping with continuous grab on OS X.
Brecht Van Lommel [Tue, 5 Jul 2011 19:45:26 +0000 (19:45 +0000)]
Fix #27777: vertex color disabled when in a reused node material.
Brecht Van Lommel [Tue, 5 Jul 2011 19:10:28 +0000 (19:10 +0000)]
Patch #27829: fix X11 compile problem due to missing XF86XK_AudioForward define
on Debian Lenny. Patch by "dungeoneer".
Brecht Van Lommel [Tue, 5 Jul 2011 19:04:38 +0000 (19:04 +0000)]
Patch #27842: build fix for solaris, missing finite(). Patch by A. Hettinger.
Brecht Van Lommel [Tue, 5 Jul 2011 18:54:16 +0000 (18:54 +0000)]
Fix small part of #27815: recognize m2ts as video file extension.
Sukhitha Prabhath Jayathilake [Tue, 5 Jul 2011 18:02:08 +0000 (18:02 +0000)]
Spot Light spot_blend animation im/export.
Brecht Van Lommel [Tue, 5 Jul 2011 16:31:21 +0000 (16:31 +0000)]
Fix #27848: sequencer strip hard cut looses soft trim on second strip.
Nathan Letwory [Tue, 5 Jul 2011 14:53:37 +0000 (14:53 +0000)]
Fix compile for msvc (broken in r38119)
Joerg Mueller [Tue, 5 Jul 2011 13:54:25 +0000 (13:54 +0000)]
Merging from trunk up to r38119.
Brecht Van Lommel [Tue, 5 Jul 2011 12:25:56 +0000 (12:25 +0000)]
Fix #27855: crash on enabling high resolution smoke.
Wavelet tile generation code was reading outside of array bounds, and as a
result could give a noise.wavelets file with nan values. Now that problem
is fixed, and existing files with nan are ignored.
Benjy Cook [Tue, 5 Jul 2011 10:57:29 +0000 (10:57 +0000)]
Added access to denoising and new constraints functionality to UI script
Benjy Cook [Tue, 5 Jul 2011 10:56:34 +0000 (10:56 +0000)]
Added One-Sided distance constraint. Also fixed some bugs and syntax in constraint and retarget scripts
Benjy Cook [Tue, 5 Jul 2011 10:55:35 +0000 (10:55 +0000)]
Added denoising function. Uses a type of median filter to smooth out spikes, typical of sensor noise in motion capture data
Brecht Van Lommel [Tue, 5 Jul 2011 10:35:48 +0000 (10:35 +0000)]
Fix part of #27858: crash trying to apply subsurf modifier as shape key,
fix found by Bastian Schreiber.
Brecht Van Lommel [Tue, 5 Jul 2011 10:04:40 +0000 (10:04 +0000)]
Fix #27826: bone envelope head/tail radius not dynamically updated in viewport.
Brecht Van Lommel [Tue, 5 Jul 2011 09:47:09 +0000 (09:47 +0000)]
Fix #27846: time extend / E key not work in sequence editor.
Brecht Van Lommel [Tue, 5 Jul 2011 09:35:38 +0000 (09:35 +0000)]
Fix #27810: bones drawn blue in 2.49 file, was still checking stride bone
flag for drawing even though that feature is no longer in 2.5.
Brecht Van Lommel [Tue, 5 Jul 2011 08:57:11 +0000 (08:57 +0000)]
Fix #27863: converting curve spline type from python crashes.
Brecht Van Lommel [Tue, 5 Jul 2011 08:28:54 +0000 (08:28 +0000)]
Fix: #27861 bevel angle limit at 90° wasn't working well on cube, tweaked
epsilon value to be a bit smaller.
Campbell Barton [Tue, 5 Jul 2011 07:46:25 +0000 (07:46 +0000)]
fix [#27862] OpenGL render animation don't respect .png RGB option.
Mitchell Stokes [Tue, 5 Jul 2011 05:22:02 +0000 (05:22 +0000)]
BGE Animations: Various fixes and bits of cleanup to get the action actuator to behave more like it did in trunk. The Pepper version is still more sensitive to pulses than the trunk version, but this is more accurate. I might try to address this, but I'm not sure.
Janne Karhu [Tue, 5 Jul 2011 02:56:14 +0000 (02:56 +0000)]
Fix for [#27182] particle/collision kill interacting strangely
* Particle die time wasn't taken correctly into account in certain situations when calculating dynamics.
Janne Karhu [Tue, 5 Jul 2011 02:18:55 +0000 (02:18 +0000)]
Fix for [#27579] Particles Cache Problem
* Horrors from the ancient world of deprecated code: object animation offset can't really work correctly with particles unless point cache takes full control of particle system timing.
* Disabled the non-working offset control from effecting particles so that for now particles will work consistently and the offset is only applied to the object.
Joshua Leung [Tue, 5 Jul 2011 01:55:03 +0000 (01:55 +0000)]
Reduce duplicate code
Joshua Leung [Tue, 5 Jul 2011 01:54:01 +0000 (01:54 +0000)]
Bugfix #27856: Transforming Grease Pencil frames in Action Editor
didn't perform updates
* This problem was caused by a typo when adapting old code
* Fixed crash where keyframes-update was being called in Grease Pencil
transforms too
Todo:
Outliner/Datablocks Viewer doesn't update that nicely when these
keyframes get modified. Outside of gdb, I managed to get a few non-
repeatable crashes here; while debugging though, there was only some
lagging oddness if panning before the tree updated.
Janne Karhu [Tue, 5 Jul 2011 01:49:34 +0000 (01:49 +0000)]
Fix for [#27347] Particle x-axis mirror editing not working as expected.
* The x-mirror editing didn't mirror strand lengths.
Dalai Felinto [Tue, 5 Jul 2011 00:30:27 +0000 (00:30 +0000)]
blenderplayer bundle in OSX doesn't need script folder (untested)
I can't test this here, somehow blender+scons is failing in my building env.
but it should work. Basically it skips the copy of the script folder for the blenderplayer.app
I will test it once buildbot get pass this review ;)
Mitchell Stokes [Mon, 4 Jul 2011 21:21:49 +0000 (21:21 +0000)]
BGE Animations: Updating some copy+pasted license blocks.
Mitchell Stokes [Mon, 4 Jul 2011 21:19:11 +0000 (21:19 +0000)]
BGE Animations: Adding preliminary support for blend shape actions on different layers. This, and shape action blending in general still require more work though.
Sukhitha Prabhath Jayathilake [Mon, 4 Jul 2011 19:41:33 +0000 (19:41 +0000)]
Sukhitha Prabhath Jayathilake [Mon, 4 Jul 2011 19:30:58 +0000 (19:30 +0000)]
Light(spot) spot_size (fall of angle in COLLADA) animation support completed.
Jeroen Bakker [Mon, 4 Jul 2011 19:22:37 +0000 (19:22 +0000)]
Updated the indent, sorry!
Jeroen Bakker [Mon, 4 Jul 2011 18:48:36 +0000 (18:48 +0000)]
====== Proposal: Nodes property windows enhancement ======
===== Situation before this patch =====
in the current situation inside the node editor there is a properties panel (press 'n'-key). This pabel displays some information about the node, backdrop and grease pencil. The UI of the property panel is typically vertical oriented. Nodes in the other hand are not oriented in a direction. Both area's are draw via the same draw function.
With some nodes this will create not user-friendly UI. Try the color-balance for instance). The 3 color circles are drawn next to each other, it would be better to draw them below each other.
When creating more complex nodes you don't want to display all handles in the node-panel and in the properties panel. For instance fine-tuning handles you only want to appear in the property panel to reduce place in the node itself.
===== Situation after this patch =====
This patch separates the draw functions of the property panel and the node panel.
When no special draw function is created for the property panel, the draw function of the node will be used as 'fallback'
===== Impact =====
==== BKE_node.h ====
add a new uifunc (called uifuncbut) to the bNodeType struct. The definition is the same as the uifunc.
==== node_buttons.c ====
if the uifuncbut is set, call it. currently calls the uifunc method
==== drawnode.c ====
static void node_composit_set_butfunc(bNodeType *ntype). set the uifuncbut function where needed. When at the end of the method uifuncbut is still empty, set uifuncbut to the uifunc.
===== Final note =====
! PS. this is not limited to the compositor it also works for Materials and Textures !
! PPS. For other branching creating their own node-tree. Please make sure that your uifuncbut is set NULL or a valid draw function !
Jeroen Bakker [Mon, 4 Jul 2011 18:14:41 +0000 (18:14 +0000)]
Current situation
A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done.
In blender movies this feature is known to be implemented, but until now it never got integrated into trunk.
Proposal
With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index.
In the compositor the ID Mask node can be used to extract the information out of the Render pass.
Impact
User interface
On the properties-space the next changes will be done
Scene⇒Render layer⇒Passes⇒Material index will be added
Material⇒Options⇒Pass index will be added
DNA
Material struct will get an new field called “index”. this will be a short-type.
Material struct the field pad will be removed.
A new Render-layer pass will be added (bit 1«18)
RNA
Material RNA is updated (based on “pass index” from object)
Render layer RNA is updated (based on IndexOB)
Blender internal renderer
The Blender internal renderer will process the render pass as a copy of the Object index.
Blender compositor
The render layer input will get a new output socket called “IndexMA”
Usage
An example on how to use material index can be found at:
https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend
This is also example of a commit message longer than the commit itself :)
Sukhitha Prabhath Jayathilake [Mon, 4 Jul 2011 15:33:39 +0000 (15:33 +0000)]
light SpotLight blend and size parameters animation export. on going.
Campbell Barton [Mon, 4 Jul 2011 15:09:02 +0000 (15:09 +0000)]
bind marker camera now uses active object rather then scene camera (was requested a few times)
Brecht Van Lommel [Mon, 4 Jul 2011 13:48:18 +0000 (13:48 +0000)]
Fix #27849: 3D manipulator widget lost on mesh in edge mode.
The manipulator was always using vertex selection flags, but those are only
valid in vertex mode, as selection flag flushing only happens in the direction
vertex -> edge -> face. Now use edge/face selection flags when needed.
Brecht Van Lommel [Mon, 4 Jul 2011 13:33:47 +0000 (13:33 +0000)]
Paths: remove some temporary code that was only needed for 2.57.
Brecht Van Lommel [Mon, 4 Jul 2011 13:03:41 +0000 (13:03 +0000)]
Fix #27785: blenderplayer + eltopo linking error.
Benjy Cook [Mon, 4 Jul 2011 11:35:29 +0000 (11:35 +0000)]
Finished Freeze constraint, and target space option for Freeze and Point constraints.
Ton Roosendaal [Mon, 4 Jul 2011 11:28:39 +0000 (11:28 +0000)]
Bug report (IRC)
Knife cut with long mouse trails failed, increased max amount of input points
4 fold (1024).
Brecht Van Lommel [Mon, 4 Jul 2011 10:56:59 +0000 (10:56 +0000)]
Fix #27850: keyboards with a comma instead of a dot on the numpad now get
converted to a dot when typing into number buttons, for easier number entry.
Nathan Letwory [Mon, 4 Jul 2011 08:59:28 +0000 (08:59 +0000)]
Apply patch
4636051. COLLADA: Export selection.
Original patch by Jan Diederich, adapted by Pelle Johnsen. Review assistance by Daniel Tavares.
This patch adds an option to export only the selection.
Campbell Barton [Mon, 4 Jul 2011 08:13:27 +0000 (08:13 +0000)]
fix for own error in intersect_line_sphere_2d(), using 3d function on 2d vectors
Campbell Barton [Mon, 4 Jul 2011 05:23:36 +0000 (05:23 +0000)]
fix for crash when setting layers or saving when there is no active scene - only really happens when running python scripts on startup.
Joshua Leung [Mon, 4 Jul 2011 03:12:28 +0000 (03:12 +0000)]
First stages of easier "expressions" creation...
It is now possible to create "scripted expression" drivers by simply
clicking on some property, and typing some short Python expression
prefixed with a '#'. This will result in a scripted expression driver,
with the typed-in text being created.
For example, you can click on X-Location of the default cube, and
type:
#sin(frame)
and a new driver will be created for the x-location of the cube. This
will use the current frame value, and modulate this with a sine wave.
Do note though, that the current frame is a special case here. In the
current implementation, a special "frame" driver variable, which
references the current scene frame is created automatically, so that
this simple and (assumed) common case will work straight out of the
box.
Future improvements:
- Explore possibilities of semi-automated extraction of variables from
such expressions, resulting in automated variable extraction. (Doing
away with variables completely is definitely 100% off the agenda
though)
- Look into some ways of defining some shorthands for referencing
local data (possibly related to variable extraction?)
Benjy Cook [Sun, 3 Jul 2011 21:25:54 +0000 (21:25 +0000)]
Added smoothing variables to constraint creation, and now Active checkbox is functional.Also initial work was done on the freeze constraint.
Benjy Cook [Sun, 3 Jul 2011 21:23:41 +0000 (21:23 +0000)]
Fixed some issues with stride bone and original empty creation and parenting. Now there is no longer a constraint cycle issue when using IK constraints
Campbell Barton [Sun, 3 Jul 2011 19:15:46 +0000 (19:15 +0000)]
fix for building WITH_PYTHON_MODULE
Ton Roosendaal [Sun, 3 Jul 2011 18:21:37 +0000 (18:21 +0000)]
As per discussion: allow bone transforms again for proxy'ed bones.
Sukhitha Prabhath Jayathilake [Sun, 3 Jul 2011 17:26:02 +0000 (17:26 +0000)]
Light Color Animation Import Complete.
Campbell Barton [Sun, 3 Jul 2011 16:17:38 +0000 (16:17 +0000)]
CMake file to build ghost tests again.
Campbell Barton [Sun, 3 Jul 2011 13:20:21 +0000 (13:20 +0000)]
changed the max decimal points to show from 7 to 6, since with float precision problems the median point of a selection could be 0.
0000003
Sukhitha Prabhath Jayathilake [Sun, 3 Jul 2011 13:01:52 +0000 (13:01 +0000)]
AnimationType flag. AnimationType Enum update.
Sukhitha Prabhath Jayathilake [Sun, 3 Jul 2011 12:33:52 +0000 (12:33 +0000)]
AnimationType Enum.
Joshua Leung [Sun, 3 Jul 2011 11:56:24 +0000 (11:56 +0000)]
Experimental depsgraph tweak:
Objects with drivers are now treated as needing updates when the
current frame changes. This assumption has been documented in the
code, and should at least mean that users who try to use drivers for
creating simple time-based expressions that this should work.
Note:
- It is still recommended to create a "cfra" driver variable instead
of actually inlining bpy.context.scene.frame_current into the
expressions. Not only does the latter look rather nasty to type/have
in the expression, but it is also less future-proof for when I get
around to actually working on a beefed-up depsgraph (nothing official
on that front yet...)
Sukhitha Prabhath Jayathilake [Sun, 3 Jul 2011 11:28:40 +0000 (11:28 +0000)]
find_frames() calls removed.
Sukhitha Prabhath Jayathilake [Sun, 3 Jul 2011 11:07:34 +0000 (11:07 +0000)]
Light Animation Identification.
Campbell Barton [Sun, 3 Jul 2011 10:48:18 +0000 (10:48 +0000)]
fix 2 bugs in project from view from a camera object
- panorama mode was scaled 2x too high.
- scaled camera objects would incorrectly effect the result.
Campbell Barton [Sun, 3 Jul 2011 07:37:33 +0000 (07:37 +0000)]
fix [#27839] UV 'Project from view' ignores camera lens shift
Campbell Barton [Sun, 3 Jul 2011 07:21:33 +0000 (07:21 +0000)]
fix for python error when pinning a non mesh object in mesh editmode.
Campbell Barton [Sun, 3 Jul 2011 04:28:41 +0000 (04:28 +0000)]
fix for error when moving module, broke fracture tools and select internal face operator.
Mitchell Stokes [Sun, 3 Jul 2011 02:57:50 +0000 (02:57 +0000)]
BGE Animations: Making the action actuator's loop end play mode work better.
Mitchell Stokes [Sun, 3 Jul 2011 02:51:14 +0000 (02:51 +0000)]
BGE Animations: Reimplementing support for the "Flipper" play mode of the action actuator.
Mitchell Stokes [Sun, 3 Jul 2011 01:59:17 +0000 (01:59 +0000)]
BGE Animations: Adding in layer weights to allow for layer blending.
Benjy Cook [Sat, 2 Jul 2011 18:24:05 +0000 (18:24 +0000)]
Early commit of mocap constraint work. Still very much a WIP, but Point constraints should work - but buggy.
Campbell Barton [Sat, 2 Jul 2011 07:55:06 +0000 (07:55 +0000)]
fix for error in cmake files
Sukhitha Prabhath Jayathilake [Sat, 2 Jul 2011 05:05:03 +0000 (05:05 +0000)]
Light Sid addressing edited.
Campbell Barton [Fri, 1 Jul 2011 15:15:22 +0000 (15:15 +0000)]
fix for building headless
Ton Roosendaal [Fri, 1 Jul 2011 14:46:14 +0000 (14:46 +0000)]
Packaging variable named 'a' for release
Campbell Barton [Fri, 1 Jul 2011 13:39:35 +0000 (13:39 +0000)]
update checksums for x3d tests
Campbell Barton [Fri, 1 Jul 2011 13:26:20 +0000 (13:26 +0000)]
quick explode failed if executed with no active object