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2009-10-02merge from 23153 to 23595soc-2009-imbusyLukas Steiblys
2009-10-01Fix cmake compilation on Windows, adding pthread includes,Brecht Van Lommel
patch by Guillaume, thanks!
2009-10-01Texture stack influences are now all separate values, and negativeBrecht Van Lommel
mapped values now have their influence negated instead. Also a few RNA changes for TextureSlot. Bumped subversion for the version patch.
2009-10-01Fixing scons compile on windows.Martin Poirier
Since bli_threads.h now includes pthreads directly, we need to had instructions in SConscripts everywhere for proper include path. Frankly, I feel like this should be done in a global manner and not in a per lib fashion, but that is for another day. This commit also fixes more missing properties
2009-10-01Fixed a part of [#19494]. Transform Lock Options didn't updated 3D View's ↵Thomas Dinges
Transform manipulator. * Minor Code tweak in material RNA.
2009-10-01* Added proper update/conversions for changing between degrees and "mm" in ↵Matt Ebb
camera
2009-10-01Unified effector functionality for particles, cloth and softbodyJanne Karhu
* Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30Render & Compositing Thread FixesBrecht Van Lommel
* Rendering twice or more could crash layer/pass buttons. * Compositing would crash while drawing the image. * Rendering animations could also crash drawing the image. * Compositing could crash * Starting to rendering while preview render / compo was still running could crash. * Exiting while rendering an animation would not abort the renderer properly, making Blender seemingly freeze. * Fixes theoretically possible issue with setting malloc lock with nested threads. * Drawing previews inside nodes could crash when those nodes were being rendered at the same time. There's more crashes, manipulating the scene data or undo can still crash, this commit only focuses on making sure the image buffer and render result access is thread safe. Implementation: * Rather than assuming the render result does not get freed during render, which seems to be quite difficult to do given that e.g. the compositor is allowed to change the size of the buffer or output different passes, the render result is now protected with a read/write mutex. * The read/write mutex allows multiple readers (and pixel writers) at the same time, but only allows one writer to manipulate the data structure. * Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access images being rendered, cases where this is not needed (most code) can still use BKE_image_get_ibuf. * The job manager now allows only one rendering job at the same time, rather than the G.rendering check which was not reliable.
2009-09-30Rework of volume shadingMatt Ebb
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-29Sorry, three commits in one, became difficult to untangle..Brecht Van Lommel
Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29Fixed import scripts: OBJ, 3DS. 2 bugs still perist though: imported meshes ↵Arystanbek Dyussenov
appear upside-down (foreach_set?) and materials don't import.
2009-09-28RNABrecht Van Lommel
* Move mesh API functions to mesh_data.c, would like to keep RNA layer fairly thin, any non-trivial functions shoud be in their modules. * Replace mesh.create_copy by generic id.copy. * Fix #19250: Mesh.add_geometry() in editmode fails silently, now gives an error.
2009-09-28add temp defines to keep the game engine building, should be fixed properly.Campbell Barton
fix implicit declaration too.
2009-09-28jpeg2000 presets were broken.Campbell Barton
2009-09-28Durian Feature Request: Rotation Modes for ObjectsJoshua Leung
This (biggish) commit generalises the rotation modes functionality added for Bones, allowing Objects to use the various Euler Rotation orders, Axis-Angle, and Quaternion rotation representations. I've also cleaned up the nomenclature of the rotation-related settings so that the naming styles are more consistent with each other. Unfortunately, this will break all files involving object or bone rotation animation made in 2.5 versions (2.4x will still get correctly converted). General Notes: * By default, Objects still default to using Eulers, while Bones will use Quaternions by default still. * I've fixed all areas that I'm currently aware of to work with these changes. However, there are probably a few places where I've missed a few changes (i.e. auto-keyframing will need attention later). * Removed the old "IPO-Keys" stuff from Transform code. I'm unlikely to restore this in the near future, and trying to fix that to include support for this commit would have been too much work.
2009-09-28remove warnings, print errors if bpy_ops.py or bpy_sys.py fail to importCampbell Barton
2009-09-27RNA + Animation:Joshua Leung
* Added missing RNA wrapping for Scene -> AnimData * Fixed bug (with temp-fix) where sequence strips with no names couldn't be animated properly. Currently, this will just use the index of the strip, although that is likely to be mutable (adding/removing strips will change it). * Removed some old unused code from action.c
2009-09-27Added Image.get_abs_filename() and updated scripts to use it. This removes ↵Arystanbek Dyussenov
the necessity of bpy.sys.expandpath(). Added missing Object.dupli_list.
2009-09-272.5 - Assorted Animation UI/Editing TweaksJoshua Leung
Main Feature: * It is now possible to choose which AnimData block is the 'active' one for editing, and/or select them too. AnimData blocks are generally the dark blue and lighter-blue expanders (i.e. Scene, Object, Camera, Lamp, Curve, Armature, etc.) * Objects are no longer selected/deselected when AKEY is used to toggle selection of channels. This was getting a bit annoying. * Following on from selection of AnimData blocks, it is now possible to select/make active an AnimData block in the animation editors, and change the active action for that block via the 'Animation Data' panel in NLA Editor's properties region. --> Be aware that user-counts are not totally handled correctly there yet, so some funky behaviour might be seen... --> It is possible to assign a new action, or to assign an existing one, allowing to switch between actions as in the past with Actions/IPO Editors... Other tweaks: * Some code tweaks towards making the 'Euler Filter' feature for Graph Editor working sometime soon * Added some backend code for snapping the values of keyframes to a single value. Still need to work out some UI for it though. * Shuffled the code for ACT_OT_new() around, and removed the poll() callback so that it worked in NLA too. * Fixed some more notifier bugs with deleting bones and a few other editmode operations for Armatures.
2009-09-27Sound:Joerg Mueller
* Threading buxfix letting MSVC Debug builds crash because of corrupted std::lists * Adopted two property ranges * Changed the mixdown volume to set the device volume instead of the volume of every sound. I also removed the private redefinition of m_logicmgr in SCA_BasicEventManager, which was already defined protected in the parent class SCA_EventManager and thus caused a bug letting GE crash here because of an uninitialized pointer.
2009-09-26Assorted tiny UI tweaksWilliam Reynish
2009-09-25Bugfixes:Joshua Leung
* #19459: Shape Keys not Animateable Shape Keys were missing the appropriate 'path' callbacks. * #19458: 3D Viewport doesn't refresh when adding new bone in editmode (using Shift-A) The 'wrong' notifier was being sent. Currently, Armature EditMode only responds to NC_OBJECT|ND_TRANSFORM, which isn't strictly that correct for all cases. * Alignment code for constraints headers (i.e. enable/disable lumped with the delete constraint button) was causing the delete button to not work anymore. Removed the offending code (it shouldn't have been there to start off with). * When object's don't have their own AnimData (i.e. if you only animate the values of some shapekeys), a space is no longer left beside the object's name for a visibility toggle in the Graph Editor.
2009-09-25Merge of itasc branch. Project files, scons and cmake should be working. ↵Benoit Bolsee
Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library.
2009-09-23remove rna function convert_to_triface because it uses an internal editmesh ↵Campbell Barton
function and only the OBJ exporter called this. Converting to tri's on export isnt very important.
2009-09-22minor fixes for merge of soc-2009-kazanbas, rev23422Campbell Barton
- Use CTX_data_main(C) over G.main - no need to define object_type_items inline. - rna_mesh.c - dynamic length array was commented out, not sure why this was needed. Povray and PLY scripts rely on faces having 3/4 verts rather then checking the 4th index is 0 (ok in C, not nice in py).
2009-09-22Manual merge of soc-2009-kazanbas branch:Arystanbek Dyussenov
* copied I/O scripts * copied, modified rna_*_api.c and rna_*.c I/O scripts not working yet due to slight BPY differences and RNA changes. Will fix them later. Not merged changes: * C unit testing integration, because it is clumsy * scons cross-compiling, can be merged easily later
2009-09-22Changes to allow python to do redraws through the timer operator, a reliable ↵Campbell Barton
way to test the overhead of the python api (printed to the consoel on exit). - rename WM_OT_ten_timer to WM_OT_redraw_timer - added iterations argument to run more then 10 times (10 is default still) - use report api rather then always calling a popup directly. - added a new test that draws every region without swapping. - dont show the info popup when operators are called from python. - operators called from python now print reports, useful with the interactive console. eg. >>> bpy.ops.wm.redraw_timer(type='DRAW_WIN', iterations=300) Info: 300 x Draw Window: 4168.56 ms, average: 13.8952
2009-09-22- removed View3D->localview since it wasnt set on entering localview (making ↵Campbell Barton
many tools fail, add objects for eg.), check localvd instead. - Accent (`) key now sets all layers (like in 2.4x) - added Alt+C keybinding for converting object types.
2009-09-22RNA: added a "factor" subtype next to "percentage", and only displayBrecht Van Lommel
% sign for percentage assuming it is between 0-100, while factor is for values 0-1. Move collision setting absorption from modifier to collision settings, was inconsistent to have it there as the only one, and made it have range 0.0-1.0 instead of 0-100.
2009-09-21* Wrong Property Range for Blur Size_Y.Thomas Dinges
2009-09-21Fix #19378: border render coordinates were not RNA wrapped.Brecht Van Lommel
2009-09-212.5 Nodes:Thomas Dinges
* Wrapped Color Key and Blur Node. * Nodes using RNA properties can be animated. You can now choose if the Nodes Window should be updated while animation playback too. (Timeline>Playback Menu)
2009-09-21Fix #19418: file browse button for strip filename did not work,Brecht Van Lommel
sequence RNA now also splits up directory and filename automatic.
2009-09-212.5 - Keyframes can now be marked as 'extremes' in addition to 'breakdowns'Joshua Leung
* Extremes are shown as red/pink diamonds * I've changed the order of extremes and breakdowns in the code to make for nicer sizing/ordering. This might break a couple of files out there, but it shouldn't be too many. TODO: Still on my todo is to make these tags more useful (i.e. less likely to be overwritten by keyframing)
2009-09-21* Added Armature data filter buttons in Dopesheet/Graph editor headersMatt Ebb
* Fixed an RNA typo to fix ranges in action constraint
2009-09-21* Added AnimData for Armature data, for animating armature/bone settings.Matt Ebb
This allows you to do funky things like animating the number of segments in a b-bone.
2009-09-215 button mouse support from b333rt in IRC with some edits for X11.Campbell Barton
Tested in X11 where its fairly confusing. buttons 4 and 5 are used for the wheel which is well known, but it seems 6 and 7 are used for horizontal scrolling, my mouse assigns the extra 2 buttons to events 8 & 9. So the X11 events used for buttons called 4&5 in blender are 8&9 in X11. The mouse buttons can be re-ordered like this once xorg starts (swaps 6,7 with 8,9) xmodmap -e "pointer = 1 2 3 4 5 8 9 6 7" Couldn't test Win32, Apple not supported. If someone wants to add horizontal scrolling its quite easy.
2009-09-20Sound:Joerg Mueller
* Fixed mixdown volume being int instead of float * Fixed audio muting for sequencer not working * Added 3D listener settings with RNA (not working in GE yet)
2009-09-20Sound:Joerg Mueller
* Moved AudioData back to Scene * Updated RNA stuff * Added mixdown volume
2009-09-202.5:Thomas Dinges
* Wrapped Invert, PremulKey Levels Node, Distance Key, Difference Key and Color Spill. * Added RNA for Levels Node. * Small RNA fixes.
2009-09-202.5 - Yet another round of bugfixesJoshua Leung
* Copy Rotation constraint "should" work ok for custom rotation orders now. It now converts both rotations to the form used by the owner. So far, this doesn't seem to have broken any of the test rigs in my test-suite, though new specimens for the hall of flakiness are always welcome. * Fixed many RNA wrapping bugs for Armature data. - Fixed a few wrong tooltips - Made proper refreshes for restpose/posed, etc. * Started converting special quaternion interpolation for Pose Sliding tools (push/relax/breakdown), though this doesn't seem to be working correctly yet. -->> Help to get these working right is welcome :)
2009-09-20A few smaller adjustments to armature and bone properties.William Reynish
2009-09-19More Nodes wrapped to Layout Engine:Thomas Dinges
* Map Value, Alpha Over, Hue Saturation, Dilate/Erode * RNA fixes and additions.
2009-09-19Bone constraints are now in a separate tab. It's more consistentBrecht Van Lommel
since object constraints also have their own tab, and I didn't want to break context going from left to right.
2009-09-19RNA: for last commit, fix paths_location and paths_type enums,Brecht Van Lommel
these had wrong DNA variable name already before this change.
2009-09-19Armature UIWilliam Reynish
Added the new pose tools in the toolbar. Changed a few armature values to enums. Brecht: The Heads/Tails enum seems to also enable armature.draw_axis, and the paths_type enum affects armature.draw_names
2009-09-192.5 - Animation Bugfixes:Joshua Leung
* Breakdown tool for Poses (Shift-E in PoseMode) now works. Now this works as a modal operator when invoked, with the horizontal movement of the mouse (left to right) corresponding the placement of the breakdown relative to the endpoint keyframes. * Moving bones between armature layers in Edit Mode didn't work (wrong variable name used) * Fixed several notifier-related bugs regarding editing armature settings and the 3d-view not refreshing * Duplicating bones preserves the rotation mode * Animation Data for Nodes is now show in Datablocks viewer (i.e. AnimData for NodeTrees has now been wrapped)
2009-09-192.5 Nodes:Thomas Dinges
More Nodes are wrapped to the layout engine. +a bit code cleanup. Brecht: please check on greying out, it doesn't look correct. :)
2009-09-18Move some static math functions out of paint_image.c into arithb.cCampbell Barton
* VecLerp3f and Vec2Lerp3f - interpolate 3 2d/3d vectors from 3 weights * AngleToLength(angle) - useful for making even width shell/walls based on the angles of the surrounding geometry from each point. (same method used in 2.4x python solidify script). also quiet some warnings.
2009-09-18- jitter for painting (image and projection painting, others can be added)Campbell Barton
- remove falloff setting now the curve is used. - bugfix for airbrush & tablet, with no movement it would assume 1.0 pressure. - rna, use the use_* prefix for brush options.