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2009-06-212.5/Multires:Nicholas Bishop
Bugfix for loading older files with the pre-modifier multires.
2009-06-20ContextBrecht Van Lommel
Python dir(context) now gives the items from the data context too, modified context callbacks to also return a list of items in the context.
2009-06-20ObColor wasnt converted into an RNA string.Campbell Barton
Updated Mathutils.Vector/Euler/Quaternion/Matrix so these are types rather then module methods, each type now has a tp_new function, matching python builtins float/int/str. Also cleaned up float conversion and arg passing. Changed buttons_objects.py... if ob in groups.objects: # no longer works if ob.name in groups.objects: # is the new syntax ...its more dict like and a lot faster (avoids python iterating over each item and comparing each, use a single rna lookup instead).
2009-06-202.5Brecht Van Lommel
* Optimized RNA property lookups and path resolving, still can be much better, but now the 1000 IPO example on bf-taskforce25 runs at reasonable speed. * Also an optimization in the depsgraph when dealing with many objects, this was actually also a bottleneck here.
2009-06-19BGE: allow action blending by bringing back blend_poses() as ↵Campbell Barton
game_blend_poses, the new animation system doesnt use it but doesnt have a replacement function so it can be kept for the BGE only.
2009-06-19Animato - Conversions BugfixJoshua Leung
Object actions are now converted before object ipo's so that if both of them exist, the Action can still preserve its name.
2009-06-16small merge needed for testing new animsys in 2.5 BGE, mixing own changes ↵Campbell Barton
with merge can be a hassle. svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20928:20937
2009-06-16BGE Action Actuator setChannel() function was broken in a number of ways. Campbell Barton
* extract_pose_from_pose only checked one of the list items for NULL when looping over them yet its possible they are different sizes. * game_free_pose needed to be used rather then MEM_freeN, channels would never be freed leaking memory. * setChannel() would make a new pose that wasnt aligned with the existing pose, the lists are assumed aligned so when extracting the channels its unlikely this was ever useful. * Added getChannel() - returns pose loc/size/quat * Added option args for setChannel(channel, matrix) or setChannel(channel, loc, size, quat)
2009-06-16changes to the sequencer in trunk between 20855:20928, (excluding UI changes)Campbell Barton
had to //XXX comment some funcs.
2009-06-16svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20855:20928Campbell Barton
Sequencer changes from source/blender/src coming next
2009-06-16UIBrecht Van Lommel
* Added option for panel to be closed by default. * Added support for RNA property and enum icons in buttons. * Remove some deprecated RNA menu code. * Fix issue with newly created panels not being inserted in the right place. * Fix issue with 3-split layout not being divided correctly. * FIx issue with menu items not drawing correct using python UI.
2009-06-16RNABrecht Van Lommel
* Added icon to property and enum property items. The latter is responsible for the large number of files changed. * For RNA functions, added PROP_RNAPTR flag to ask for a PointerRNA as argument instead of a C pointer, instead of doing it implicitly with the AnyType type. * Material: properly wrap diffuse/specular param variables, and rename some things for consistency. * MaterialTextureSlot: added "enabled" property (ma->septex). * Image: make animated property editable. * Image Editor: make some things editable, notifiers, respect state. * Context: fix issue with screen not being set as ID.
2009-06-15Fix for bug #18924: OpenGL performance issue with particle modifiers,Brecht Van Lommel
actually two modifier datamask optimizations that were never done. * Don't use modifier data mask for disabled modifiers. * Check if UV data is needed for particle system instead of always requesting it.
2009-06-152.5Ton Roosendaal
Text Object: editmode suffered wrong allocation and reading from wrong memory, causing crashes when typing more than a few chars.
2009-06-14== Sequencer ==Peter Schlaile
Big proxy fix (addressing hopefully most complaints on mailing list and in tracker) * proxy render settings are now independent of render size settings. That means: which proxy size is used, is controlled by two parameters now: the proxy size of the files, can be controlled with additional buttons within the proxy panels. What is shown in a specific preview window depends on the header settings of the preview panel. So: proxies are _only_ used in those windows, that are switched to a specific proxy resolution. * output rendering is always done _without_ proxies. * proxy generation now shows a waitcursor with numbers. (closing Bug: [#18909] Building Proxies doesn't give any feedback which was rather a feature request, since the problem mentioned there was always the case :) )
2009-06-14coverity issue CID: 307Kent Mein
Checker: FORWARD_NULL (help) File: base/src/source/blender/blenkernel/intern/modifier.c Function: meshdeformModifier_deformVerts Description: Variable "dm" tracked as NULL was passed to a function that dereferences it. fix provided by Brecht. Kent
2009-06-13coverity issue CID: 469Kent Mein
Checker: REVERSE_INULL (help) File: base/src/source/blender/blenkernel/intern/BME_tools.c Function: BME_split_face Description: Pointer "example" dereferenced before NULL check Check for null before we try to use it. Kent
2009-06-13Omission of a texture node to specify coordinates was regarded as a bug by ↵Robin Allen
some users. I rather agree :)
2009-06-13merged from trunk 20741:20848 Campbell Barton
* Missing changes to release/windows/installer * Sequencer fixes in source/blender/src/seqaudio.c dont apply to 2.5 * brechts fix for #18855 r20763 wasnt merged, does this apply to 2.5?
2009-06-09Fix for bug #18710: a crash with hair emitted from vertices.Brecht Van Lommel
2009-06-09Fix for bug #18881 and #18866: Surface option for Fields crashedBrecht Van Lommel
on non-mesh objects, so hide it if not applicable. Also made it support surf, curve, font objects.
2009-06-092.5:Brecht Van Lommel
* Fix compilation with FFMPEG. * Ensure FFMPEG and similar flags are set during RNA compile, so the right output formats show.
2009-06-092.50:Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD Notes: * Game and sequencer RNA, and sequencer header are now out of date a bit after changes in trunk. * I didn't know how to port these bugfixes, most likely they are not needed anymore. * Fix "duplicate strip" always increase the user count for ipo. * IPO pinning on sequencer strips was lost during Undo.
2009-06-08Fix "no newline at end of file" warning.Ken Hughes
2009-06-08Multires/2.5:Nicholas Bishop
Bugfix, restoring sculpting from undo data should mark the multires DM as modified.
2009-06-07Multires/2.5:Nicholas Bishop
Attempt to make multires updating a little cleaner by assuming that no update needs to be performed, and only doing the update when the modified flag is set (either by sculpting or using some other tool that needs an update.)
2009-06-07Patch/Bugfix so wind noise got controlable seed and therefore redoable cloth ↵Daniel Genrich
sims - bug reported by istvan
2009-06-06First new particle code:Janne Karhu
-Many things not yet working properly :) -Experimental new (hopefully more logical) categorization of buttons, feedback on this is very welcome. -Separate render & draw types, for example now there is actually a render option "halo" instead of all the different point draw types. -Particles get recalculated only from buttons that actually change something that has to be recalculated, for example changing visualization doesn't reset particles any more. -Boid physics buttons are still missing as I'm currently redoing the whole boids code. -Point caching is still very wip, so baking is not possible for example, but I added a few cache baking flags for rna that were/will be needed for particle buttons logic.
2009-06-05coverity issues:Kent Mein
CID: 478 Checker: REVERSE_INULL (help) File: base/src/source/blender/blenkernel/intern/softbody.c Function: apply_spring_memory Description: Pointer "sb" dereferenced before NULL check and CID: 480 Checker: REVERSE_INULL (help) File: base/src/source/blender/blenkernel/intern/softbody.c Function: springs_from_particles Description: Pointer "ob" dereferenced before NULL check again moved assignment after check to make sure pointer is valid. Kent
2009-06-04KX_MouseFocusSensor - bug reported by Micro27 on blenderartistCampbell Barton
vertical bounds checking for multiple viewports was inverted. quiet some compiler warnings and minor corrections
2009-06-03Missed this one before. It's another coverity issue:Kent Mein
CID: 477 Checker: REVERSE_INULL (help) File: base/src/source/blender/blenkernel/intern/cloth.c Function: cloth_apply_vgroup Description: Pointer "dm" dereferenced before NULL check Just like the others it assigned the value twice, removed the one that was before checking for NULL. Kent
2009-06-032.5:Brecht Van Lommel
* Fix crash adding rigid body constraint. * Give new nodetrees NT in ID name to make them recognizned by RNA, even if the nodetrees aren't actual ID datablock.
2009-06-02This commit fixes the following two coverity issues:Kent Mein
CID: 475 Checker: REVERSE_INULL (help) File: base/src/source/blender/blenkernel/intern/cloth.c Function: bvhselftree_build_from_cloth Description: Pointer "clmd" dereferenced before NULL check CID: 476 Checker: REVERSE_INULL (help) File: base/src/source/blender/blenkernel/intern/cloth.c Function: bvhtree_build_from_cloth Description: Pointer "clmd" dereferenced before NULL check You'll notice in the code the var is actually set again a few lines down before being used so better to set it after you've made sure the pointer is valid. Kent
2009-05-31Deform modifiers can now use useRenderParams and isFinalCalc in modifier ↵Daniel Genrich
stack as non-deforming and constructing modifiers can already - please check for problems or if i missed something
2009-05-29Last pre-2.49 commit part 1: splash c file and release numberTon Roosendaal
2009-05-29Revert commit 20478: instead of changing the default in blender, it's better ↵Benoit Bolsee
to change the values for the demos that need it.
2009-05-29Context:Brecht Van Lommel
Added a system for adding a "local" context in a UI layout. This way you can define for example within a modifier panel all operators to get the modifier in the context. In the layout code: uiLayoutSetContextPointer(layout, "modifier", &ptr) layout.set_context_pointer("modifier", md) In the operator: ptr = CTX_data_pointer_get(C, "modifier") md = context.modifier
2009-05-29Bullet Physics maxphystep = 1 is better general default to avoid vicious circleErwin Coumans
(graphics slower -> physics slower -> overall frametime slower -> graphics slower etc.) See difference in vault.blend
2009-05-282.5 - Fixes for animating enum valuesJoshua Leung
Interpolation between keyframes for enum values (and booleans) can only be constant now. TODO: A way to do this for modifiers is still needed.
2009-05-28== FFMPEG ==Peter Schlaile
This fixes: [#17505] Bad Interlacing for NTSC in mpeg-2 files
2009-05-27UI:Brecht Van Lommel
* Added Constraints template and Add Constraint operator. * Added toggle=True/False parameter to uiItemR, to get a toggle button (actual button) rather than an "option" button (checkbox) * Added OPTION/OPTIONN button type, to distinguish with TOG/TOGN. RNA: * Make all modifier pointers editable, including correct updates. * Added notifiers and updates to constraints. * Fix a stack corruption, pointed out by Andrea, and potentially causing crashes.
2009-05-26Misc warningsCampbell Barton
- Removed/Commented some unused vars - CValue::GetPropertyText() could return a temp reference to a variable on the stack, option wasnt used anywhere so removed. - KX_ConstraintWrapper::GetConstraintId allows args but ignored them - KX_ConstraintWrapper::PySetParam didnt return NULL on an error (messing up pythons exceptions). - BLI_natstrcmp didnt return 0 when the while loop exited
2009-05-24+ renamed pad3 to m_contactProcessingThreshold (thanks Campbell ↵Erwin Coumans
Barton/ideasman for confirming it is ok to rename it) + fixed Python method, PyArg_ParseTuple already checks for errors, no returning of NULL, thanks Campbell too) + added linear/angular spring for each of the 6DOFs of a generic 6dof constraint. This makes the generic 6dof constraint very versatile.
2009-05-24Set default constraint solver mode more compatible to Blender 2.48 settings, ↵Erwin Coumans
this fixes rigid body stacking in this blend file: http://blenderartists.org/forum/showpost.php?p=1382653&postcount=102 (todo: expose this setting in World setting GUI) Expose contact processing threshold in Advanced GUI, next to rigid body margin, called CPT. Default to 1, makes rigid body stacking a bit more stable, smaller values makes sliding easier (at the cost of easier jittering). Disabled for 'dynamic' objects that don't rotate, because characters etc. always need smooth sliding.
2009-05-23Multires/2.5:Nicholas Bishop
Added subdivide operator and button for multires. Since this seems to be the only modifier with an operator defined, I'm not sure if I put it in a good place or not, someone can check on this?
2009-05-21BGE: GUI control over frame rate, logic rate, physics rate and physics subrate.Benoit Bolsee
Four new buttons in World settings to control frame rate: fps: Nominal frame rate in frame per second. Also sets the physics timestep = 1/fps phys: Maximum number of physics timestep per game frame in case the actual fps is less than nominal. This allows the physics to keep up with real time even if the graphics slows down the game. sub: Fixed number of simulation substeps per physic timestep. Improves the precision of the physics simulation. Useful for fast moving objects for example. log: Maximum number of logic steps per game frame in case the actual fps is less than nominal. This allows the logic system to follow the physics simulation. Upper bound = phys (setting the value higher than phys has no effect). On games with heavy logic system, it is useful to set this value to 1, to keep logic time under control. All these values were already accessible from Python except phys: GameLogic.getMaxPhysicsFrame(): Gets the maximum number of physics frame per render frame. GameLogic.setMaxPhysicsFrame(phys): Sets the maximum number of physics timestep that are executed per render frame. Higher value allows physics to keep up with realtime even if graphics slows down the game. Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate) maxphysics/ticrate is the maximum delay of the renderer that physics can compensate. phys: integer
2009-05-212.5 UI: Modifier TemplateBrecht Van Lommel
* template_modifier creates the modifier box, and returns a layout to put the buttons in. * Only the armature modifier is now done with python code, all other modifiers use C code. To convert a modifier to python, remove the corresponding C code and create a function in DATA_PT_modifiers. * Some modifiers still require some RNA work to get it working well, especially to make pointers editable. Mostly that is a matter of defining an own _set callback and put some of the modifier C code into it. * Still various buttons that don't work, like for hooks or mesh deform binding. * Fix for crashing decimate modifier (still disabled). * Removed UI_BUT_NO_HILITE, HMENU. * Make uiLayoutBox work with align.
2009-05-21BGE: user control to compound shape and setParent.Benoit Bolsee
Compound shape control ====================== 1) GUI control It is now possible to control which child shape is added to a parent compound shape in the Physics buttons. The "Compound" shape button becomes "Add to parent" on child objects and determines whether the child shape is to be added to the top parent compound shape when the game is stated. Notes: * "Compound" is only available to top parent objects (objects without parent). * Nesting of compound shape is not possible: a child object with "Add to parent" button set will be added to the top parent compound shape, regardless of its position in the parent-child hierarchy and even if its immediate parent doesn't have the "Add to parent" button set. 2) runtime control It is now possible to control the compound shape at runtime: The SetParent actuator has a new "Compound" button that indicates whether the object shape should be added to the compound shape of the parent object, provided the parent has a compound shape of course. If not, the object retain it's individual state while parented. Similarly, the KX_GameObject.setParent() python function has a new compound parameter. Notes: * When an object is dynamically added to a compound shape, it looses temporarily all its physics capability to the benefit of the parent: it cannot register collisions and the characteristics of its shape are lost (ghost, sensor, dynamic, etc.). * Nested compound shape is not supported: if the object being parented is already a compound shape, it is not added to the compound parent (as if the Compound option was not set in the actuator or the setParent function). * To ensure compatibility with old blend files, the Blender subversion is changed to 2.48.5 and the old blend files are automatically converted to match the old behavior: all children of a Compound object will have the "Add to parent" button set automatically. Child ghost control =================== It is now possible to control if an object should becomes ghost or solid when parented. This is only applicable if the object is not added to the parent compound shape (see above). A new "Ghost" button is available on the SetParent actuator to that effect. Similarly the KX_GameObject.setParent() python function has a new compound parameter. Notes: * This option is not applicable to sensor objects: they stay ghost all the time. * Make sure the child object does not enter in collision with the parent shape when the Ghost option if off and the parent is dynamic: the collision creates a reaction force but the parent cannot escape the child, so the force builds up and produces eratic movements. * The collision capability of an ordinary object (dynamic or static) is limited when it is parented: it becomes automatically static and can only detect dynamic and sensor objects. * A sensor object retain its full collision capability when parented: it can detect static and dynamic object. Python control ============== KX_GameObject.setParent(parent,compound,ghost): Sets this object's parent. Control the shape status with the optional compound and ghost parameters: compound=1: the object shape should be added to the parent compound shape (default) compound=0: the object should keep its individual shape. In that case you can control if it should be ghost or not: ghost=1 if the object should be made ghost while parented (default) ghost=0 if the object should be solid while parented Note: if the object type is sensor, it stays ghost regardless of ghost parameter parent: KX_GameObject reference or string (object name w/o OB prefix)
2009-05-21[#18795] Subdivide Smooth can give wrong vcolCampbell Barton
weights given by subdivide are not normalized, if that was fixed could avoid clamping.
2009-05-202.5 Material:Brecht Van Lommel
* Added material "type" property, with Surface/Volume/Halo options, compatible with sim_physics, as requested for material buttons layout. Obviously the Volume setting does nothing currently. * Deprecated MA_HALO flag in favor of this.