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2013-06-16when setting the subframe for large frames (250,000+) the precision was very ↵Campbell Barton
poor. now use double precision when combining the frame+subframe.
2013-06-10Changes to mask evaluationSergey Sharybin
- BKE_mask_update_scene was only used with do_newframe=FALSE, removed this argument. - Made it so BKE_mask_update_scene is able to handle LIB_ID_RECALC_DATA case. Namely, if mask ID is tagged for data update it means shapekeys will be re-evaluated (as if do_newframe=true). If mask id only tagged for LIB_ID_RECALC, then no shapekey evaluation happens (same as it used to behave before). This means, doing DAG_id_tag_update(&mask->id, OB_RECALC_DATA) will lead to shapekeys re-evaluation which is really needed in such operators as clearing shapekeys (and cleaning shapekeys which is in tomato branch yet). This is a bit silly to use OB_RECALC_DATA sine mask is not an OB, but could not see better way to do it now. This fixes missing mask re-evaluation after clearing shapekey, would expect no other functional changes.
2013-05-23Fix #35449: image sequences to drive e.g. particle length or used in modifiersBrecht Van Lommel
were no properly updating when rendering animations. The render engine was only updating the image user current frame on images used by material textures. Now moved the function that updates all from the editors to blenkernel level and do it on all frame changes.
2013-05-08Fix #35240: command line -t number of threads option did not work for cycles.Brecht Van Lommel
Now it works for blender internal, cycles and other multithreading code in Blender in both background and UI mode.
2013-04-25style cleanupCampbell Barton
2013-04-25Fix #34806: rigid body world settings were not copied with a full scene copy.Brecht Van Lommel
Now copying a scene will also duplicate groups that consist entirely of objects that are duplicated with the scene. The rigid body world will then also pointers to these new groups.
2013-04-18add display mode for sharp edges.Campbell Barton
2013-04-18add mesh distort display mode (highlights distorted faces)Campbell Barton
2013-04-17display options to help with 3d printing.Campbell Barton
editmesh debug info, - overhang (with axis angle options) - wall thickness (with min/max distance) - self-intersections. access below 'Mesh Display' panel.
2013-04-09Fix #34932: drivers on world nodes not updating on frame changes.Brecht Van Lommel
2013-04-07Fix for [#34898] Typo in error message of mathutils.VectorThomas Dinges
* Also fixed some more cases of "more then" -> "more than".
2013-04-04svn merge ^/trunk/blender -r55700:55776Campbell Barton
2013-04-03code cleanup: use more (blender) conventional naming for group functions.Campbell Barton
also change dump_rna2xml.py to dump bpy.data by default.
2013-03-26Merging r55547 through r55594 from trunk into soc-2008-mxcurioniSergey Sharybin
2013-03-25More new data names translation (most cases should be covered now).Bastien Montagne
Also done a few cleanup here and there...
2013-03-23A major code update for making the DNA file specification of Freestyle settingsTamito Kajiyama
and RNA for it independent of the build flag for enabling Freestyle. Suggested by Sergey Sharybin through a code review of the branch. * Many #ifdef WITH_FREESTYLE blocks were removed to always have Freestyle-specific DNA file specification and RNA for it built in Blender. This will allow Freestyle setting survive even when a non-Freestyle build is used for loading and saving files. It is noted that operations are still conditionally built through #ifdef WITH_FREESTYLE blocks. * To this end, new blenkernel files BKE_freestyle.h and intern/freestyle.c have been added. All API functions in FRS_freestyle_config.h as well as some of those in FRS_freestyle.h were moved to the new files. Now the relocated API functions have BKE_ prefix instead of FRS_.
2013-03-18Merged changes in the trunk up to revision 55357.Tamito Kajiyama
Resolved conflicts: release/datafiles/startup.blend source/blender/editors/space_nla/nla_buttons.c Also updated source/blender/blenkernel/intern/linestyle.c as a follow-up of recent changes for the use of bool.
2013-03-09code cleanup: favor braces when blocks have mixed brace use.Campbell Barton
2013-03-04Change default margin for bake to 16 pixelsAntony Riakiotakis
2013-03-03Merged changes in the trunk up to revision 54992.Tamito Kajiyama
Resolved conflicts: release/scripts/startup/bl_ui/space_view3d.py
2013-03-03rigidbody: Revert to running simulation on frame updateSergej Reich
Instead of flagging the rigid body world for frame update just call BKE_rigidbody_do_simulation() recursively for all scenes. This avoids having to constantly check if the simulation needs to be updated.
2013-03-03rigidbody: Fix inconsistency with world rebuildingSergej Reich
The rigid body world could be rebuilt on start frame and one frame after start frame. The latter was necessary sice animation playback usually doesn't start at start frame. This lead to different simulations depending on which frame the simulaton was rebuilt when animation was involved. Now we only rebuild the world on start frame. This is actually tricky to do since, as mentioned above, animation playback starts on second frame. To work around this we rebuild the world before the actual update. The alternative would be to rebuld the world on every simulation change (like the other simulations do it) but this is an expensive operation and would be too slow.
2013-02-28Fix sequencer crash when pasteing strips after creating new fileSergey Sharybin
Issue happened for scene. movie clip and mask strips, which contains pointers to datablocks which are freeing on loading new file. Also, scene strip would crash when pasted from clipboard after scene was unlinked from file.
2013-02-27Fix build error in depsgraph refactoring commit.Brecht Van Lommel
2013-02-24Merged changes in the trunk up to revision 54802.Tamito Kajiyama
2013-02-21Dependency Graph: some refactoring which should have no user visible impactBrecht Van Lommel
besides performance in some cases. * DAG_scene_sort is now removed and replaced by DAG_relations_tag_update in most cases. This will clear the dependency graph, and only rebuild it right before it's needed again when the scene is re-evaluated. This is done because DAG_scene_sort is slow when called many times from python operators. Further the scene argument is not needed because most operations can potentially affect more than the current scene. * DAG_scene_relations_update will now rebuild the dependency graph if it's not there yet, and DAG_scene_relations_rebuild will force a rebuild for the rare cases that need it. * Remove various places where ob->recalc was set manually. This should go through DAG_id_tag_update() in nearly all cases instead since this is now a fast operation. Also removed DAG_ids_flush_update that goes along with such manual tagging of ob->recalc.
2013-02-17code cleanup: missed r54603, arg reordering.Campbell Barton
2013-02-16rigidbody: Fix [#34277] Deleting a copied bullet scene crashes blender.Sergej Reich
Copying scenes didn't handle rigid body worlds previously. Since we use groups to keep track of objecs in the rigid body sim it's tricky to do the right thing here since groups aren't duplicated. One option would be to create new groups and add the duplicated objects into those but that has other drawbacks. So the rigid body world isn't copied for now. TODO find a better way of handling this.
2013-02-16Code cleanup, remove redundant function wrapperSergej Reich
2013-02-16Merged changes in the trunk up to revision 54594.Tamito Kajiyama
2013-02-16rigidbody: Further fix for background scenesSergej Reich
Since rigid bodies need their world to be be updated correctly we now pass it alongside the parent scene in scene_update_tagged_recursive(). Add BKE_object_handle_update_ex() as well as other object functions that take a RigidBodyWorld for this. Ideally this shouldn't be needed but we'd have to restructure scene handling for that. It's not a small taks however and definitely not something that can be done before release. Thanks to Campbell for review.
2013-02-16rigidbody: Avoid unnecessary simulation updatesSergej Reich
Now we flag the world for update on frame change and only call BKE_rigidbody_do_simulation() when needed.
2013-02-15Bugfix [#33970] Background Scene does not show animation of rigid body objectsJoshua Leung
This was caused by multiple instantiations of the same basic problem. The rigidbody handling code often assumed that "scene" pointers referred to the scene where an object participating in the sim resided (and where the rigidbody world for that sim lived). However, when dealing with background sets, "scene" often only refers to the active scene, and not the set that the object actually came from. Hence, the rigidbody code would often (wrongly) conclude that there was nothing to do. For example, we may have the following backgound set/scene chaining scenario: "active" <-- ... <-- set i (rigidbody objects live here) <-- ... <-- set n The fix here is a multi-part fix: 1) Moved sim-world calculation from BKE_scene_update_newframe() to scene_update_tagged_recursive() + This is currently the only way that rigidbody sims in background sets will get calculated, as part of the recursion - These checks will get run on each update. <--- FIXME!!! 2) Tweaked depsgraph code so that when checking if there are any time-dependent features on objects to tag for updating, the checking is done relative to the scene that the object actually resides in (and not the active scene). Otherwise, even if we recalculate the sim, the affected objects won't get tagged for updating. This tagging is needed to actually flush the transforms out of the RigidBodyObject structs (written by the sim/cache) and into the Object transforms (obmat's) 3) Removed the requirement for rigidbody world to actually exist before we can flush rigidbody transforms. In many cases, it should be sufficient to assume that because the object with rigidbody data attached has been tagged for updates, it should have updates to perform. Of course, we still check on this data if we've got it, but that's only if the sim is in the active scene. - TODO: if we have further problems, we should investigate passing the "actual" scene down alongside the "active" scene for BKE_object_handle_update().
2013-02-10Merged changes in the trunk up to revision 54421.Tamito Kajiyama
Conflicts resolved: release/datafiles/startup.blend release/scripts/startup/bl_ui/properties_render.py source/blender/SConscript source/blender/blenloader/intern/readfile.c
2013-02-06style cleanup: some warnigs & spelling.Campbell Barton
2013-02-02style cleanupCampbell Barton
2013-02-01Fix for a bug that Freestyle settings of a scene are reset when copying the ↵Tamito Kajiyama
scene. Problem report by IRIE Shinsuke, many thanks!
2013-01-29Fix for a crash when freeing copied scenes.Tamito Kajiyama
The problem was caused by the fact that BKE_scene_copy() was simply doing "memcpy" to duplicate render layers including lineset settings without taking care of pointers in the linesets. For this reason, freeing the original scene and copied one resulted in freeing allocated memory buffers twice. Now BKE_scene_copy() properly duplicates linesets as part of render layers. Also some code clean-up was made in the modified files. Problem report by IRIE Shinsuke (with a patch to fix the crash). Many thanks!
2013-01-27Merged changes in the trunk up to revision 54110.Tamito Kajiyama
Conflicts resolved: source/blender/blenfont/SConscript source/blender/blenkernel/intern/subsurf_ccg.c source/blender/makesdna/intern/makesdna.c source/blender/makesrna/intern/rna_scene.c
2013-01-26Fix [#34005] blender will close immediately in debug mode on deleting objectsSergej Reich
Was silly mistake from rigidbody merge, base was used after it's been freed. Now don't free base in BKE_scene_base_remove() and rename it to BKE_scene_base_unlink().
2013-01-23rigidbody: Add rigid body constraintsSergej Reich
Constraints connect two rigid bodies. Depending on which constraint is used different degrees of freedom are limited, e.g. a hinge constraint only allows the objects to rotate around a common axis. Constraints are implemented as individual objects and bahave similar to rigid bodies in terms of adding/removing/validating. The position and orientation of the constraint object is the pivot point of the constraint. Constraints have their own group in the rigid body world. To make connecting rigid bodies easier, there is a "Connect" operator that creates an empty objects with a rigid body constraint connecting the selected objects to active. Currently the following constraints are implemented: * Fixed * Point * Hinge * Slider * Piston * Generic Note: constraint limits aren't animatable yet).
2013-01-23rigidbody: Add rigid body simulationSergej Reich
Add operators to add/remove rigid body world and objects. Add UI scripts. The rigid body simulation works on scene level and overrides the position/orientation of rigid bodies when active. It does not deform meshes or generate data so there is no modifier. Usage: * Add rigid body world in the scene tab * Create a group * Add objects to the group * Assign group to the rigid body world * Play animation For convenience the rigid body tools operators in the tools panel of the 3d view will add a world, group and add objects to the group automatically so you only have to press one button to add/remove rigid bodies to the simulation. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23rigidbody: Add DNA/RNA/BKE infrastructure for the rigid body simSergej Reich
This is just the basic structure, the simulation isn't hooked up yet. Scenes get a pointer to a rigid body world that holds rigid body objects. Objects get a pointer to a rigdid body object. Both rigid body world and objects aren't used directly in the simulation and only hold information to create the actual physics objects. Physics objects are created when rigid body objects are validated. In order to keep blender and bullet objects in sync care has to be taken to either call appropriate set functions or flag objects for validation. Part of GSoC 2010 and 2012. Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-12Merged changes in the trunk up to revision 53729.Tamito Kajiyama
Conflicts resolved: release/datafiles/startup.blend source/blender/blenloader/intern/readfile.c
2013-01-10Depsgraph hack feature - experimentalTon Roosendaal
Many depsgraph failures are because some data in the graph is being recalculated too early (or not at all). Since we better support animators with working renders, here's a hack to allow manual additional updates on frame changes. In Property Editor, Object, Panel "Relations Extra" you now have two buttons: - Extra Object Update - Extra Data Update This will do an extra update of object and/or its data ONLY on frame changes. Update happens as last. Tested on files collected in Wiki todo, several cases now work OK, especially the lags on updates.
2013-01-06Merged changes in the trunk up to revision 53584.Tamito Kajiyama
Conflicts resolved: release/scripts/startup/bl_ui/properties_render.py source/blender/blenloader/intern/readfile.c source/blender/editors/interface/interface_templates.c source/blender/makesrna/RNA_enum_types.h Also made additional code updates for: r53355 UIList - Python-extendable list of UI items r53460 Alpha premul pipeline cleanup
2012-12-31Correction to recent PNG commitSergey Sharybin
Need to set default depth to 8bit.
2012-12-23Merged changes in the trunk up to revision 53280.Tamito Kajiyama
2012-12-22Change default baking bias distance to 0.001 for new scenesSergey Sharybin
Would need to update startup.blend as well, but not so much familiar with doing this nowadays.
2012-12-20Another big patch set by Bastien Montagne, thanks a lot!Tamito Kajiyama
* Made Freestyle optional (turned on by default). * Fix for missing bpath.c updates in the previous merge of trunk changes.